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Orders:
Perform Propaganda:
This takes one city away from an opponent and adds it to yours. You cannot perform propaganda on a country that has directly or indirectly (i.e deflecting nukes) been involved in a nuclear exchange with yours, or a country with the same government.
Launch Nukes:
The player can launch two nukes. The nukes can be launched at different players or they can be launched to the same player
Stockpile Nukes:
Instead of launching 2 nukes you can "ready" them for next turn and fire FOUR nukes next turn. This doesn't stack, so you can't waith 5 turns before launching an apocalyse of 10 nukes.
Deflect nukes:
When deflecting nukes to a certain player, each second nuke* will be sent to another player (Which has to be included in the orders). The nukes which get deflected is: 1, 3, 5… while 2, 4, 6… will hit
Hide in bunker:
Each player has one bunker. When used, ALL nukes gets destroyed (Not deflected). When used, the bunker is unavailable.
Train a new spy:
Just like it sounds. (Each nation starts with one spy)
Build City:
You get one extra city
Sabotage (Spy):
When using sabotage on another player, the other players orders will be cancelled. This kills the spy used
Observe (Spy):
When using a spy to observe a player, the other player gets information about the other player’s orders. The spy only dies if the other player is being nuked the same turn.
Governments:
You choose your gov. at the beginning of the game. To change you need a revolution, which takes a whole turn in which you can do nothing else. Governments are OPEN to the general community to see.
Democracy
Advantages : Progaganda is twice as effective - they lose 2 cities you gain 2 cities.
Disadvantages You cannot nuke someone unless they nuked you first (deflections count as nuking from the person who deflected)
Communism
Advantages : You are immune to spies, and your spies are twice as effective (i.e. information on two opponents, or sabotage 2 opponents) You also have 2 spies at the start of the game. Each time you use the “Train Spy” ability, you get two new spies.
Disadvantages : You cannot build new cities
Isolationalist
Advantages : You start with one extra city. You can use the "hide in bunker" three times. Your deflectors stop one extra nuke (i.e. they stop 1,2,4,6... while 3,5,7 will hit)
Disadvantages : You can launch only one nuke per turn. You cannot build new cites and you cannot use spies.
Millitarist Dicatorship
Advantages : You can launch 3 nukes per turn.
Disadvantages : You cannot perform propaganda and you cannot deflect
Remember to post here, when you have sent you orders...
Orders:
Perform Propaganda:
This takes one city away from an opponent and adds it to yours. You cannot perform propaganda on a country that has directly or indirectly (i.e deflecting nukes) been involved in a nuclear exchange with yours, or a country with the same government.
Launch Nukes:
The player can launch two nukes. The nukes can be launched at different players or they can be launched to the same player
Stockpile Nukes:
Instead of launching 2 nukes you can "ready" them for next turn and fire FOUR nukes next turn. This doesn't stack, so you can't waith 5 turns before launching an apocalyse of 10 nukes.
Deflect nukes:
When deflecting nukes to a certain player, each second nuke* will be sent to another player (Which has to be included in the orders). The nukes which get deflected is: 1, 3, 5… while 2, 4, 6… will hit
Hide in bunker:
Each player has one bunker. When used, ALL nukes gets destroyed (Not deflected). When used, the bunker is unavailable.
Train a new spy:
Just like it sounds. (Each nation starts with one spy)
Build City:
You get one extra city
Sabotage (Spy):
When using sabotage on another player, the other players orders will be cancelled. This kills the spy used
Observe (Spy):
When using a spy to observe a player, the other player gets information about the other player’s orders. The spy only dies if the other player is being nuked the same turn.
Governments:
You choose your gov. at the beginning of the game. To change you need a revolution, which takes a whole turn in which you can do nothing else. Governments are OPEN to the general community to see.
Democracy
Advantages : Progaganda is twice as effective - they lose 2 cities you gain 2 cities.
Disadvantages You cannot nuke someone unless they nuked you first (deflections count as nuking from the person who deflected)
Communism
Advantages : You are immune to spies, and your spies are twice as effective (i.e. information on two opponents, or sabotage 2 opponents) You also have 2 spies at the start of the game. Each time you use the “Train Spy” ability, you get two new spies.
Disadvantages : You cannot build new cities
Isolationalist
Advantages : You start with one extra city. You can use the "hide in bunker" three times. Your deflectors stop one extra nuke (i.e. they stop 1,2,4,6... while 3,5,7 will hit)
Disadvantages : You can launch only one nuke per turn. You cannot build new cites and you cannot use spies.
Millitarist Dicatorship
Advantages : You can launch 3 nukes per turn.
Disadvantages : You cannot perform propaganda and you cannot deflect
Remember to post here, when you have sent you orders...
Code:
Player name: Government: Cities: Asmodean Isolationalist Copenhagen, Århus, Odense, Aalborg DrSpike Democracy Mafia, Nuclear War, Gladiators Skanky Burns Democracy Hydrogen, Helium and Lithium Azazel Isolationalist Jerusalem, Tel Aviv, Haifa, Beer Sheva Sandman Democracy Liberty, Equality, Fraternity Jamski millitary dictatorship Lenigrad, Stalingrad, Moscow GeneralTacticus Democracy Bandakar, Scion, Poyais Pave Communism Heinola, Pavesia City, Helsinki Spaced Cowboy Democracy Dallas, Fort Worth, Denton Comrade Tassadar Communism Russia, Utah, China Vlad Antlerkov Democracy Athens, Piraeus, Delos
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