The Rules
Each player starts with 3 cities, and may perform 1 order each turn. Orders should be sent to the GM through:
PM
(When orders have 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; weekends, holidays, etc. may result in longer turns. (Turns tentatively ending at 5 PM CST (2300 GMT) each day, but this isn't set in stone.) 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.
Winning the Game
There is only one winner in nuclear war. Although sometimes MAD occurs which results in no winners. There are no allied victories allowed. Alliances are allowed, but remember that they will need be disolved at some point.
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 attack 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
Use 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. 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 IPS).
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 energy shields; 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
(When orders have 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; weekends, holidays, etc. may result in longer turns. (Turns tentatively ending at 5 PM CST (2300 GMT) each day, but this isn't set in stone.) 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.
Winning the Game
There is only one winner in nuclear war. Although sometimes MAD occurs which results in no winners. There are no allied victories allowed. Alliances are allowed, but remember that they will need be disolved at some point.
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 attack 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
Use 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. 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 IPS).
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 energy shields; 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.
**********************************************
Comment