Announcement

Collapse
No announcement yet.

Forum Games Rules Compendium

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Forum Games Rules Compendium

    Mafia

    A GM is selected who is responsible for the running of the game. His duty is to keep the Mafia's identity secret, while also giving the other players a chance to catch him/her.

    Setting up.

    The GM advertises the number of players to be involved in the game. This must be an even number.
    Once he has the required number of players, he sets the scene in whatever way he sees fit, i.e by giving the players jobs, describing the location etc...
    1 or more players are selected at random and informed in strict secrecy that they are the Mafia. The others players, together with the Mafia, from the Villagers.

    Round #1 - Nighttime

    The mafia, or the first mafia if there are more than 1, informs the GM
    by PM who he wishes to kill. The GM then posts a decription of the death in the game thread and the players proceed to Round #2.

    Round #2 - Daytime

    All living villagers may now vote as to who the killer is. The one who gets the most votes is put to death by the villagers. Voting normally lasts for 24 hours or untill a clear majority is reached. in the case of a tie, the GM has the duty to decide at random who dies, which should be done in a way that is seen to be fair and impartial. The night then falls, and another nighttime round is played. If a mafia is killed in the first round before he even strike once, the GM may choose a replacement if they so wish (why waste all that background story?)

    Winning the Game

    The villagers win if all the mafia are killed.
    The mafia win if all the other villagers are killed.

    * * * * *

    Nuclear War

    Each player starts with 3 cities, and may perform 1 order each turn. Orders should be sent to the GM through:

    PM
    email:

    (When orders has been sent, please post a “sent” msg in the thread, to make sure the GM has received the order).

    If you don’t send any orders for a turn, you won't be auto-set to do something (The GM won't deflect for you, the GM won't do anything for you... ), and since the GM posts a msg from time to time in the forum about who still needs to send orders, people can see who’s open for nuking, so be sure to send them. You can send the GM a default order, if you wish, but I recommend that you send a queue.

    If you don’t send your orders, there will be consequences, unless you can come up with a good reason BEFORE you’re missing your orders (i.e. if you’re going on vacation tell us BEFORE you leave, not when you get home)


    code:--------------------------------------------------------------------------------
    # of turns missed: Consequences:
    1: nothing
    2: You’ll lose one city this round
    3: You’ll lose two cities this round
    4: ---------you get Wasted--------
    --------------------------------------------------------------------------------


    Each turn takes about 24 hours (Ending at 10 AM GMT each day) (Though there might be some changes, so don’t count on it being ready every day at this time... maybe it’ll be earlier, maybe later). If the GM has received all orders before time runs out, the turn has ended and he'll post the results early.

    You will be able to change your orders up until one hour before the end of the turn.

    Spy missions don't count as orders: e.g. you can sabotage an enemy and nuke him in the same turn. Each player starts with zero spies. You can send out multiple spies per turn if you have them.

    Orders:
    • 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, depending on preference.
    • Stockpile Nukes: *
      When stockpiling nukes you can launch 2-4 nukes instead of 2 at a time. You can't stockpile stockpiled nukes, the max # of nukes is 4. You don't have to use the stockpiled nukes the following turn. If you've got stockpiled nukes and want to nuke someone, but also keep the stockpiled nukes, you may.
    • Deflect: *
      When deflecting nukes to a certain player, every second nuke to arrive that turn will be deflected 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 starts with one bunker. When used, ALL nukes fired at you are destroyed (Not deflected), and all spies sent against you are killed (caught by the guards). After one use, the bunker is unavailable, unless rebuilt.
    • Build a Bunker: *
      Gives you another bunker to use (up to a max of 2).
    • Train a new spy: *
      Just like it sounds. (No-one starts with any spies) Up to a maximum of 3.


    • Build City:
      You get one extra city. (No more than 5 cities can be built, this is not ICS).
    • Sabotage (Spy):
      When using sabotage on another player, the other players orders will be cancelled. This kills the spy used. Sabotage does not work on bunkers; stockpiled nukes launches that are sabotaged lose the stockpile involved.


    All orders marked with a * sign shall be referred to as "unknown projects" unless they specifically come into play that turn.

    If you post a "sent" msg in the thread, but the GM doesn't recieve any orders, he'll auto-set you to whatever you want your 'default' orders to be - send them with your first orders (Of course he'll send you a msg that he didn't recieve your orders)

    The only orders that can be combined are Sabotage with any other order. Stockpile cannot be combined with deflect, for instance.

    * * * * *

    Gladiator

    quote:
    1. You get 100 points to start, you gain no extra points by winning.

    2. You must distribute your 100 points to the 3 areas of attack, defence and power each combat round, which come in sets of 3, therefore you must distribute the 100 points into 9 "boxes".
    Example:
    Code:
    1st A11 D11 P11
    2nd A12 D8 P15
    3rd A15 D2 P15
    No more than 50 points per line. Each ADP is compared to the opponents ADP. 1st<-->1st, 2nd<-->2nd, etc...

    3. Ties result in 50% power damage rounded down, afterweapons and armor are calculated . 0 attack 0 defense ties are possible.

    4. Each player has 20 points to distribute to weapons and armour. This is public knowledge and is sent in with your gladiators name. Half of these points are added to each of the 3 A/Ds. They also add their full values to power (if hit) and subtract from power (if hit) respectively.

    EXAMPLE: Player 1 selects a weapon rating of 12 and an armor of 8, for 20 total. Player B selects a weapon 9 and armor 11. They then fight each other.

    Player A selects 3 sets of orders:

    Code:
    12 08 10 = 30
    05 20 00 = 25
    20 05 20 = 45
    for a total of 100.

    Player B has selected:

    Code:
    05 15 10 = 30
    20 00 20 = 40
    05 20 05 = 30
    for 100.

    No one line can equal more than 50.

    These are in turn modified by their weapons and armor, and so look like this when complete:

    Code:
    Player A            Player B
    att def pow      att  def   pow
    18  12  22       9.5  20.5  19 
    11  24  12       24.5 05.5  29
    26  09  32       9.5  25.5  14

    So for the 1st swing, (18-20.5) is negative, so player misses, as does player B, since (9.5-12) is also negative.
    2nd swing both opponents hit each other (11-5.5=positive #, also 24.5-24). Player A does very little; his total is (0+12-11)=1 hit point of damage. Player B hit for (20+9-8)=21 h.p.'s.
    3rd and final swing Player A hits again (26-25.5) as does Player B (9.5-9). Player A does 21 damage (20+12-11) and Player B does 6 (5+9-8). The round ends with Player A down 27 hp's, and Player B down 22. The lost hit points will have no effect on points used for ADP in future combats; ADP always equals 100.

    Note that since one player has an odd number for A/D and the other even, these 2 players will never have a tied result.


    5. You will have two rounds against each opponent. Every win you have will give you 3 points, ever draw 1, and every time you lose you collect 0. You will gain 1 bonus point if you reduce your opponent to 0 HP, while remaining alive yourself. If you have 0 HP in the heats, you are presumed to be incapacitated, but will recover for your other bouts. In the knockout stages, 0 HP means that you're dead. The 4 contestants with the most points will go through to the semi-finals, which are fights to the death.

    * * * * *

    Hangman
    • 1. A maximum of 10 guesses.
    • 2. Updates must be posted within 24 hours of each other, and will occur in sets of 2, except for the final 2 guesses, which will be updated individually.
    • 3. Any guesses after 2 have occured since the last update will be ignored.
    • 4. You can only pick one letter for every two consecutive sets of guesses.
    • 5. Guesses cannot be changed after being posted.
    • 6. You can guess the word at any time, but guessing incorrectly eliminates you from play.
    • 7. Incorrect word guesses also count as losing a life.
    • 8. Words must be 5 or more letters.
    • 9. The winner of every third game must post the current rankings and the rules, along with any changes.


    * * * * *

    Name the Game

    Game rules:
    - If you guess a game correctly you provide the next game.
    - Please check the list below before doing so.
    - Games are not allowed to be newer than 1997, but anything before that is allowed.
    - Usually a good clue is to write information about which computer you played it on. Also the time period and genre can be narrowed down.
    - Use vague clues at first and if nobody can guess, write progressively more useful clues later.
    - Shotgunning (aka DoY'ing) is not allowed. 1 guess is your limit until you are told it is incorrect.
    - The answer is not Grim Fandango, except when it is.
    - Googling invalidates your guess, and should be declared if used as a last resort in a difficult game.

    Happy guessing.

    (Rules from Spikie )

    * * * * *

    Formula One

    The game is turn-based. Each of the two drivers issues two orders for each turn. Possible orders are as follows:

    1. Change speed:
    a. Accelerate - add one to speed
    b. Decelerate - subtract one from speed
    c. Don't change speed

    2. Steer:
    a. Left
    b. Right
    c. Don't change direction

    Added:
    * Each player also has 6 wildcards, which they can use to double their change in speed or double their turn rate. Multiple wildcards can be used in a single round.
    * Steering can now be controlled much finer.
    Turning (moving to the left or right) will always move you forward 1 square, but you can now influence when this move takes place.
    Say your speed is 3, and you want to go right without changing speed. You send this order in.

    Code:
    ..
    .o
    ..
    Y.
    Y = you
    o = oil slick

    By default you would move:

    Code:
    .3
    .2
    .1
    Y.
    which unfortunately takes you through a known oil slick.

    If, with your order, you specified to mmr (move, move, right), then your movement would look like this:

    Code:
    .3
    2o
    1.
    Y.
    Allowing you to bypass the oil.
    If you don't specify when do your turn, it will by default be done on the first move.

    A complete order may look like this: (current speed of 4)
    "Accelerate left+1
    mmlml"
    This will move the car forward twice, diagonally left, once more forward and then diagonally left once more, and uses up one wildcard.

    Code:
    ..5
    .4.
    .3.
    2..
    1..
    Y..
    * Orders are to be PMed to the GM. They are not being made public this time. Its not like that helped preventing collisions last time, anyway.

    There will be no hidden oil slicks. They will appear at crash sites and come into effect in the second lap.

    NEW RULES
    There are hidden sand traps that will reduce your speed by two. The will be exposed after hit.

    Only two wildcards for a direction or speed on any turn.
    accel 2 and right 2 are allowed in the same turn, just no accel 3 or right 3.

    Oil spots, random left or right 1-3 spaces, speed reduced in half. (unless you leave the track)

    If you go off the road. 1-2 spaces. reduced to speed 0.
    If you go off the road 3+ spaces. reduced to speed 0 and lose a turn.
    You will be placed back on the track where you last exited, (GM's judgement)

    CRASHES: If you crash, random roll who gets the space and who gets behind. (so first order is no longer an advantage) Both reduced only half speed. (if th GM determines that two people plan a crash for controlled breaking, he will reduce them both to 0 and they will lose a turn)

    TWO LAPS: (so watch those wildcards)
    Only cars within 20 or so spaces of the lead car will participate in the second lap. GM's judgement for competitive reasons.

    LAST NEW RULE
    The slip stream rule
    If you start a turn directly behind another racer, (not including the result of a crash) the car in the rear can slip stream. To do this, his first command must be a left or right and an S is added to your command stream. This will give you a free space forward and it will not count towards your final speed.

    1
    2

    car 1 is at speed 3 and car two is at speed 3
    The two card issues a slip
    RSMMMM assuming an acceleration
    The 2 car will move r and 5 forward but will still be considered at speed 4.

    * * * * *

    Nascar Racing

    Everyone starts will a speed of 6 and has 4 wildcards.

    Rules
    The game is turn-based. Each of the two drivers issues two orders for each turn. Possible orders are as follows:

    1. Change speed:
    • a. Accelerate - add one to speed
    • b. Decelerate - subtract one from speed
    • c. Slipstream - You must be behind your opponent, either adjacent or one square away, and be directly behind them and traveling in the same direction at the beginning of your turn to execute the slipstram.
    • d. Don't change speed


    2. Steer:
    • a. Left
    • b. Right
    • c. Left-Right, Right-Left
    • d. Don't change direction



    * Each player also can use wildcards during their turn, doubling their change in speed or doubling their turn rate. Multiple wildcards can be used in a single round.
    * Steering can now be controlled much finer.

    Turning (moving to the left or right) will always move you forward 1 square, but you can now influence when this move takes place.

    A complete order may look like this: (current speed of 4, North)
    "(2m)r(m)r"
    This will move the car forward twice, diagonally right, once more diagonally right and then straight right once more, and uses up one wildcard. It is now moving East.

    Code:
    ..45
    .3..
    2...
    1...
    Y...
    Only two wildcards for a direction or speed on any turn.
    accel 2 and right 2 are allowed in the same turn, just no accel 3 or right 3.

    LR in once turn uses no wildcards, just the second turn in each direction uses 1 WC per turn.

    If you go off the road:
    1-2 spaces you are reduced to speed 0. You will be placed back on the track where you last exited (my judgement) and miss a turn.
    If you go off the road 3+ spaces you crash and burn. Game over.

    Collisions with another player:
    A roll of the dice will determine who gets the square at the front of the collision site. Others involved in the collision will be placed as I see fit. Direction does not change, speed is halved. If the collision is deemed deliberate, speed is cut to 0 and may or may not cost a turn as well.

    Crashing off the track:
    The car is set back on the track near where they went off the track, direction changed to one that will not have the player crashing off the track again the next turn. Speed is cut to 0. If the crash occurs during the first 5 moves of a players turn, it is deemed a serious crash and will cost the player one turn as well, otherwise they are free to continue racing the next turn. Wildcards used in a players orders before the crash are gone, wildcard orders that would have occured had the car not gone off the track are not used up.

    * * * * *

    Assassin

    Main Idea
    To support the growth of the Mafia game and to relieve the original Mafia game, a spin-off will be introduced. For convenience and distinction, this spin-off will be named "Assassins".


    Gameplay
    Assassins will use the basic formula of Mafia, but will also be an experimental ground for the original Mafia game.

    Assassins will be played independently from Mafia with its own player pool, run-time, and possibly story setting (if the GM chooses so).

    Like in Mafia, a General Manager (GM) will host the game. The GM will appoint one or two players (dependent on total number of participants) to be the "Assassin(s)".
    The game knows two time-settings: Day and Night. During nighttime, a player will be killed by (one of) the Assassin(s) (and eliminated from playing). During daytime, the surviving players will all vote for who they believe is the (an) Assassin. The person who receives the most votes is then killed and eliminated from playing.

    When there are two Assassins appointed, they will alternate kills until one of them is killed. The appointed Assassins do NOT know of each other that they are Assassins. Therefore, it is possible that one Assassin kills the other. Both Assassins will have different killing styles to distinguish them from each other.
    If there is only one Assassin, then the GM will have him/her leave some kind of clue as a signature.


    Rules
    - Any member can sign up to play Assassins, but a player may not simultaneously play Mafia and Assassins.
    - However, if a player is already killed and eliminated from playing Mafia, s/he is allowed to participate in a new round of Assassins. The opposite is true as well: if a player is already killed and eliminated from playing Assassins, s/he is allowed to participate in a new round of Mafia.
    - Surviving players have 24 hours time to cast their votes on who they think is the (an) Assassin. This rule will be flexible during weekends (depending on the voting situation).
    - Players may only cast one vote per voting round. This vote is made through a closed ballot by PM'ing the vote to the GM. Votes made in the game thread will not be accepted.


    Comparison to Mafia
    Here's a brief rundown of the similarities/differences with Mafia.

    Similarities
    - Basic formula
    - Vote structure

    Differences
    - Player pool (mutually exclusive)
    - Run-time (independent from Mafia)
    - Story-setting (if GM chooses so)
    - Voting form (closed ballot)


    * * * * *

    As requested here is the thread with the collected rules of the forum games currently running. Hopefully we can rely on Rah to keep this thread spam free and topped. I'll try and keep it updated as rules change.

    -Jam
    Last edited by Jamski; June 1, 2004, 19:01.
    1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
    That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
    Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
    Taht 'ventisular link be woo to clyck.

  • #2
    EDIT: Post now outdated.
    Last edited by vovan; June 6, 2005, 09:04.
    XBox Live: VovanSim
    xbox.com (login required)
    Halo 3 Service Record (I fail at FPS...)
    Spore page

    Comment


    • #3
      Added 31st Dec 2004

      Galactic Overlord
      A New Forum Game from
      Jamski Productions

      Overview

      Galactic Overlord is a game of space strategy and warfare for any number of players. It is turn based and builds on the success of the well-known Paper-Stone-Scissorstm system. Each player is the ruler of a faction determined to bring the whole galaxy under their domination using every means at their disposal until they are the sole survivor and the almighty Galactic Overlord!

      Setting up the Game

      Each player starts the game with three Bases. A Base is a planet, hollowed out asteroid, huge space station or any other large structure capable of supporting life and industry. Each player also starts the game with 2 Counter-espionage options. Each of these options is capable of immunising the player that uses it against any enemy spy action for one turn. Each player also starts the game with 32 Build Points, or BPs. As long as the player has at least one base still in operation he receives an additional 5 BPs each turn per home base, and 2 BPs each turn per captured base. The player's BPs can be used to build Ships or more Bases according to the following table:

      Spending BPs

      Self-built bases 1 through 6 cost 16BP each.
      Self-built bases 7 through 12 cost 24BP each.
      Self-built bases 13 through 18 cost 32BP each and so on.

      Code:
      Frigate......1 BP     
      Cruiser......2 BPs
      Battleship...3 BPs
      Dreadnaught..4 BPs
      Titan........5 BPs
      The more expensive the Ship, the more Bases are required to build one:

      Code:
      Frigate......1 home Base     
      Cruiser......2 home Bases
      Battleship...3 home Bases
      Dreadnaught..4 home Bases
      Titan........5 home Bases
      ***NOTE - Only self-built bases count towards maximum hull sizes***

      Each Ship built can be armed as you wish with Lasers, Fighters or Torpedoes with each weapon taking up one unit of space from the Ship's total. A ship may only carry one kind of weapon.

      Code:
      Frigate......1 unit of space/2 hit point     
      Cruiser......2 units of space/4 hit points
      Battleship...3 units of space/6 hit points
      Dreadnaught..4 units of space/8 hit points
      Titan........5 units of space/10 hit points
      EXAMPLE : A Battleship might have 3xLasers (Laserbattleship), a Cruiser 2xTorpedoes(Torpedocruiser) and a Frigate 1xFighters (Carrierfrigate).

      BP's may be stockpiled for use later during the game.

      Playing the Game - Orders

      This part of the game is similar to Nuclear Wartm. Each player sends his orders to the GM who processes them all together once they are received.

      Normal Orders (you may make all three of these orders in conjunction with the orders in the next section)
      • Build Ships/Bases : You may spend your BPs or stockpile them for later. Ships built that turn may be used for attack and defence, Bases built may be destroyed that turn. Damaged Ships may be fully repaired for a cost of 1 BP (Now you see why big ships are good)
        ***NOTE - You need to already have bases built for them to count for hull size allowance.***
      • Use Counter-espionage : You may use one Counter-espionage order per turn, to a total of two, to protect your orders from enemy spies’ interference. Once used up, this option cannot be rebuilt.
      • Use Spies : If you have a Spy you may stop one of your opponents orders that turn being executed. The Spy is lost. Spy affects Attack!, Rebuild Generator and Train Spy. You cannot build a spy and use a spy in the same turn.


      Special Orders (you can choose only one of these per turn)
      • Attack! : This starts a fight between your fleet and that of an opponent. You must choose which ships to send, and which to leave at home in case you yourself are attacked that turn. See Combat for more.
      • Raise Shields! : This protects your Bases and Ships from all attacks that turn, and also stops any spies. Any opposing fleet that attacks you will take twelve Hits (distributed as per combat damage) while you remain snug and secure. The generator is exhausted by this use and must be rebuilt.
      • Build Generator : Rebuilds a shield generator. Up to three shields can be stockpiled for later use.
      • Train Spy : Trains and inserts a new Spy for your cause. Up to three spies can be stockpiled for later use. You cannot train a spy and use a spy in the same turn.


      Alliances

      You may want to organise joint attacks on an opponent with an ally. In this case you must agree on an Order of Battle between the allies. If two different opponents attack at the same time without informing the GM of their alliance, then the defender must fight them consecutively, fighting first against the one who posted their orders last.

      It is possible that when a player is attacked by two non-allied fleets at the same time that he loses both battles. In this case both attackers gain a base. Allied fleets that attack together must decide who is to get the captured base.

      The GM applies hits to allied fleets in the same way as to a normal fleet. This means that if one ally has smaller ships than his partner, he will take the bulk of the casualties. War is hell.

      If not otherwise specified, multiple bases captured by an alliance will be divided up evenly between the fleets that actually arrived. Odd bases will be assigned to the members of an alliance that sent their orders first. Players may choose to redistribute them afterwards if they wish.

      Transferring Ships & Bases:

      In some situations, players may wish to transfer ships or bases among themselves. Trading ships in not allowed. Trading bases is allowed.

      Shields:

      It is possible for a player to send out a fleet and have it run into a shield or lose the battle, while his home bases are simultaneously captured. In this situation, the fleet remains independent, but will lose all stockpiled shields, spies, and BPs, and will lose 10% (rounded down) of it’s original numbers every turn due to lack of supply. Thus, such a fleet would be advised to capture or negotiate for a base ASAP.

      The GM

      The GM will report each turn on the activities of each player. He will keep their orders secret, but will reveal their bases, the size and breakdown of their navy and their current BPs.

      Winning the Game

      You win the game by destroying all the bases and fleets of your opponents to become the Galactic Overlordtm!!!

      Note: Co-operative victories are not permitted.

      Playing the Game - Combat
      Combat Version 1.3

      Combat is a simple, and yet complex, Paper-Stone-Scissorstm system :

      Code:
      Lasers    - beat - Fighters
      Fighters  - beat - Torpedoes
      Torpedoes - beat - Lasers
      If your weapon beats the other fleet's weapon, your raw attack strength against them is doubled, cumulative with all other modifiers.

      Every player must also specify an "Order of Battle" every turn, whether attacking, or expecting to be attacked. Failure to do so results in a random OOB. This is simple to do though. The OOB is divided into two groups of three weapons each. You must have 2 of each type in any order.

      EXAMPLE 1: Lasers-Fighters-Torpedoes-Laser-Torpedoes-Fighters (LFTLTF)
      EXAMPLE 2: Lasers-Torpedoes-Laser-Torpedoes-Fighters-Fighters (LTLTFF)

      These can be further refined by different tactics.
      Tactics 1 - Range:
      You may instruct your captains to try to engage at different ranges.
      • Close In - Lasers from both fleets count an extra x2. If both fleets Close In then this stacks to a x4. This negates Back Off.
      • Back Off - Lasers from both fleets count an extra x0.5 penalty. This is negated by Close In. If both players Back Off this stacks to x0.25.

      Default is no special orders.

      Tactics 2 - Formation:
      You may instruct your captains to engage using different formations.
      • Bunch Together - Your ships huddle together to protect each other from Fighters, but are more vulnerable to the large explosions of Torpedoes. Attacks with Fighters against Bunched Together fleets are at x0.5, while Torpedoes get x2.
      • Spread Out - Your ships spread out, making the fleet hard to target with Torpedoes, while leaving individual ships vulnerable to Fighters. Attacks with Fighters against Spread Out fleets are at x2, while Torpedoes get x0.5

      Default is no special orders. These orders can be used even when sending out a single ship.

      Tactics 3 – Miscellaneous:
      [*]The attacking player may decide to attack to the death. In that case, proceed as normal, but repeat the combat until one side or the other is completely destroyed.[*]You may set different OOBs for different enemies, if you wish, but always send a default OOB in, to cover any situation not specially mentioned.

      Example of full OOBs:
      Code:
      Attack: TFFLLT back off, bunch
      Defence: LFTFTL close in, default
      • Add hitpoints for fleets involved in the battle (2xBP cost of fleets)
      • Add total Fighters/Lasers/Torps in each fleet.
      • Sort fleets according to their empire's Order of Battle. Fleets with no OoB are destroyed.
      • Adjust raw fighter/laser/torp numbers.
      • The fleet with the "winning" tactic in a given round has their raw total attack strength doubled.
      • Spreading or bunching your fleet affect the opposition's raw total attack strength. Double or halve this accordingly.
      • The higher adjusted total wins. Apply Hits equal to the difference between the totals.
      • Every three rounds, tally up the hits taken by both sides, and apply them as losses, then continue on to the next three rounds, if applicable.
      • Remove destroyed ships according to the following rule. All ships of one type first, before moving to the next type, in the same order as the order of battle. Start removing frigates first, titans last. Damaged ships don’t break formation.
      • Combat continues until one fleet receives more hits than it has hitpoints, or 6 rounds of combat have taken place unless the attack ordered a fight to the death, in which case combat ends with the destruction of one fleet.
      • A destroyed fleet loses.
      • If both fleets survive, the fleet that takes the most Hits is the loser.
      • If the attacker won, he captures one base.
      • If the attacker destroyed the entire enemy fleet, he captures all his opponents bases.


      -Jam
      Last edited by Jamski; December 31, 2004, 13:26.
      1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
      That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
      Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
      Taht 'ventisular link be woo to clyck.

      Comment


      • #4
        Bored Jamski

        Good work though old chap...good work

        Maybe worth a pin from Rah???
        Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
        Then why call him God? - Epicurus

        Comment


        • #5
          Really good compilation Jamski
          -->Visit CGN!
          -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

          Comment


          • #6
            Hangman Rules and Thread Links

            Rules
            • 1. A maximum of 9 incorrect guesses.
            • 2. Updates will occur in sets of 2, except for the final 2 guesses, which will be updated individually. An update must also occur after each word guess. Updates must be posted within 24 hours once the appropriate number of guesses have been made.
            • 3. Any letters guessed after the conditions for an update set out in rule 2 have been met, but before the actual update, will be ignored, and will not carry over to the next set of guesses.
            • 4. You can only pick one letter for every two consecutive sets of guesses.
            • 5. Guesses cannot be changed after being posted.
            • 6. You can guess the word at any time, subject to the qualification in rule 7, but guessing incorrectly eliminates you from play.
            • 7. If you make a letter guess you may not make a word guess before an update has occured. The converse also applies as a consequence of rule 2.
            • 8. Incorrect word guesses also count as losing a life.
            • 9. Words must be 5 or more letters. If the word is exactly 5 letters and the last letter is S, the first four letters must not make a standard english word.
            • 10. Words must be standard english, and cannot be proper nouns, slang, informal or abbreviations. Dictionary.com will be used for verification in the case of a disputed word. If a word is set that is in violation of this rule no point can be awarded and the floor is open for a new player to set a word.
            • 11. Word or letter guesses that are not possible correct answers, including guesses that would violate Rule 10, and guesses that include already-eliminated letters, shall not count against the wrong guesses for the players, but in the case of word guesses, shall eliminate the guesser from play for the remainder of that word.


            Hangman!
            Hangman II
            Hangman III
            Hangman IV
            Hangman V
            Hangman VI
            Hangman VII
            Hangman VIII
            Hangman IX
            Hangman X
            Hangman XI
            Hangman XII
            Hangman XIII
            Hangman XIV
            Hangman XV
            Hangman XVI
            Hangman XVII
            Hangman XVIII
            Hangman XIX
            Hangman XX
            Hangman XXI
            Hangman XXII
            Hangman XXIII
            Hangman XXIV
            Hangman XXV
            Hangman XXVI
            Hangman XXVII
            Hangman XXVIII
            Last edited by joncha; November 11, 2005, 18:05.
            ~ If Tehben spits eggs at you, jump on them and throw them back. ~ Eventis ~ Eventis Dungeons & Dragons 6th Age Campaign: Chapter 1, Chapter 2, Chapter 3, Chapter 4: (Unspeakable) Horror on the Hill ~

            Comment


            • #7
              a polite *bump* for rah to top this before it falls off the front page
              ~ If Tehben spits eggs at you, jump on them and throw them back. ~ Eventis ~ Eventis Dungeons & Dragons 6th Age Campaign: Chapter 1, Chapter 2, Chapter 3, Chapter 4: (Unspeakable) Horror on the Hill ~

              Comment


              • #8
                Nice work Jamski.

                The NW rules still need tightening up to show what orders can be used in conjunction with one another. For example a spy can be used in conjunction with another order, but stockpiled nukes cannot be fired in conjunction with, say, a deflect order.

                I updated the name the game rules. They are in the most recent thread.

                Comment


                • #9
                  Thanks Jamski
                  Monkey!!!

                  Comment


                  • #10
                    Updated with "Name the Game" and "Nuke" addenda. Coming soon - Galactic Overlord.

                    -Jam
                    1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
                    That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
                    Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
                    Taht 'ventisular link be woo to clyck.

                    Comment


                    • #11
                      thanks rah.
                      Last edited by joncha; May 27, 2004, 11:46.
                      ~ If Tehben spits eggs at you, jump on them and throw them back. ~ Eventis ~ Eventis Dungeons & Dragons 6th Age Campaign: Chapter 1, Chapter 2, Chapter 3, Chapter 4: (Unspeakable) Horror on the Hill ~

                      Comment


                      • #12
                        OK, this thread has been topped.
                        Due to the need for some people to update things, I will not lock it down.
                        BUT, I will tolerate 0 spam in this thread.
                        PCRs will be given to offenders. MAKE MY DAY
                        It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
                        RIP Tony Bogey & Baron O

                        Comment


                        • #13
                          Since joncha put in the history of hangman here, I figured I'd stick in my compilation of the Mafia history as well. Edited into my first post above.
                          XBox Live: VovanSim
                          xbox.com (login required)
                          Halo 3 Service Record (I fail at FPS...)
                          Spore page

                          Comment


                          • #14
                            I think (of course, I would think this ) my rules for Gladiator (at the start of the first Gladiator IV fights thread) are somewhat more clear than those you've posted here (which appear to be the result of repeated revision and as a result are somewhat confusing and incomplete - as evidenced by the repeated assertions that people failed to understand them).

                            Comment


                            • #15
                              Very nice, Jamski... now I can play Mafia since I know what the Hell it is about .
                              “I give you a new commandment, that you love one another. Just as I have loved you, you also should love one another. By this everyone will know that you are my disciples, if you have love for one another.”
                              - John 13:34-35 (NRSV)

                              Comment

                              Working...
                              X