Nuclear War
Each player starts with 3 cities, and may perform 1 order each turn. Orders should be sent to the GM by PM.
(When orders have been sent, please post a “sent” message 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 message 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)
Each turn takes about 24 hours (Ending at 10 AM CST 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 one spy. 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 another player, every second nuke to arrive that turn will be deflected to the other player (Which has to be included in the orders). The nukes that get deflected are: 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 maximum of 1).
Train a new spy: *
Just like it sounds. You start with one (1) spy and may have a maximum of 2.
Build City:
You get one extra city. (No more than four (4) 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. The spy cannot sabotage the other player’s spy.
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" message in the thread, but the GM doesn't receive 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 message that he didn't receive your orders)
The only orders that can be combined are Sabotage with any other order. Stockpile cannot be combined with deflect, for instance.
The winner is the last one left alive. If no one is left alive then the game is a draw.
Each player starts with 3 cities, and may perform 1 order each turn. Orders should be sent to the GM by PM.
(When orders have been sent, please post a “sent” message 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 message 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 CST 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 one spy. 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 another player, every second nuke to arrive that turn will be deflected to the other player (Which has to be included in the orders). The nukes that get deflected are: 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 maximum of 1).
Train a new spy: *
Just like it sounds. You start with one (1) spy and may have a maximum of 2.
Build City:
You get one extra city. (No more than four (4) 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. The spy cannot sabotage the other player’s spy.
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" message in the thread, but the GM doesn't receive 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 message that he didn't receive your orders)
The only orders that can be combined are Sabotage with any other order. Stockpile cannot be combined with deflect, for instance.
The winner is the last one left alive. If no one is left alive then the game is a draw.
Comment