Day zero
After years of nuclear war, nuclear technology has spread to every last disgruntled rogue leader in the world. Rising from the ashes and roaches of the last engagement, sixteen leaders start crash nuclear weapons programs.
Fearing trouble, world leaders meet by the world's only surviving structure, the Great Pyramids, to work out a shaky peace treaty. However, as a pleasure cruise turns into a bloodbath, fingerpointing starts, the negotiations break down, and the briefcases with the little red buttons come out.
Chaunk: Here, There, Everywhere
DarkCloud: Stockholm, Oslo, Stavanger
DrSpike: Nuke Spaced, Don't nuke Spaced, Ambivalent regarding the nuking of Spaced
GeneralTacticus: Majestic-12, X-51, Illuminati
Hercules: Jiagra, Kiagra, Liagra
ljcvetko: Heroes 1, Heroes 2 and Heroes 3
Jamski: M3 1Z 8@|)@$$, j00 $uxx0rz, |)13 81+(|=|!
Jonny: Europa Universalis, Hearts of Iron, Victoria
Loinburger: Wutang, Wizzutang, Sweet Sizzauce
Nuclear Master: Jerusalem, Toronto, New York
Skanky Burns: Wireless, Network, Laptop
Spaced Cowboy: I AM SOFA, KING WE, TODD ED
Theban: Thebes, Thibbens, Turban
Trokair: Doppleganger, Duplicate, Carbon Copy
Vlad Antlerkov: Proton, Neutron, Electron
Vovan: Abedju, Men-Nefer, Waset
Orders are due Tuesday at noon GMT.
After years of nuclear war, nuclear technology has spread to every last disgruntled rogue leader in the world. Rising from the ashes and roaches of the last engagement, sixteen leaders start crash nuclear weapons programs.
Fearing trouble, world leaders meet by the world's only surviving structure, the Great Pyramids, to work out a shaky peace treaty. However, as a pleasure cruise turns into a bloodbath, fingerpointing starts, the negotiations break down, and the briefcases with the little red buttons come out.
Chaunk: Here, There, Everywhere
DarkCloud: Stockholm, Oslo, Stavanger
DrSpike: Nuke Spaced, Don't nuke Spaced, Ambivalent regarding the nuking of Spaced
GeneralTacticus: Majestic-12, X-51, Illuminati
Hercules: Jiagra, Kiagra, Liagra
ljcvetko: Heroes 1, Heroes 2 and Heroes 3
Jamski: M3 1Z 8@|)@$$, j00 $uxx0rz, |)13 81+(|=|!
Jonny: Europa Universalis, Hearts of Iron, Victoria
Loinburger: Wutang, Wizzutang, Sweet Sizzauce
Nuclear Master: Jerusalem, Toronto, New York
Skanky Burns: Wireless, Network, Laptop
Spaced Cowboy: I AM SOFA, KING WE, TODD ED
Theban: Thebes, Thibbens, Turban
Trokair: Doppleganger, Duplicate, Carbon Copy
Vlad Antlerkov: Proton, Neutron, Electron
Vovan: Abedju, Men-Nefer, Waset
Orders are due Tuesday at noon GMT.
Nuclear War Rules
Each player starts with 3 cities, and may perform 1 order each turn. Orders should be sent to the GM through:
PM Smiley
Don't email me. I'll forget. But in case the PM Box gets full, send it to firstcultural at yahoo.com and post here in this thread that the PM box is full
(post sent when sent for verification)
If you don’t send any orders for a turn, you won't be auto-set to do something (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, if you haven't been already--------
--------------------------------------------------------------------------------
Each turn takes about 24 hours (Ending at 12 noon GMT each day, that's 7AM EST, 4AM PST) (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. You may alslo choose to launch only 1 of your stockpiled nukes and keep the other for future use if desired.
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. Nukes arrive based on launch time, which is based on the sequence orders are recieved.
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.
* * * * *
Each player starts with 3 cities, and may perform 1 order each turn. Orders should be sent to the GM through:
PM Smiley
Don't email me. I'll forget. But in case the PM Box gets full, send it to firstcultural at yahoo.com and post here in this thread that the PM box is full
(post sent when sent for verification)
If you don’t send any orders for a turn, you won't be auto-set to do something (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, if you haven't been already--------
--------------------------------------------------------------------------------
Each turn takes about 24 hours (Ending at 12 noon GMT each day, that's 7AM EST, 4AM PST) (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. You may alslo choose to launch only 1 of your stockpiled nukes and keep the other for future use if desired.
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. Nukes arrive based on launch time, which is based on the sequence orders are recieved.
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.
* * * * *
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