14.06.2017 - 16:04
Turn 1- Phase 2: Results are in! After weeks of uncertainty, the ruling families have decided on the three wisest to lead the Conclave, the city's governing council While the three members of the conclave debate amongst themselves the two they will appoint as general and prosecutor and nominate who gets what concessions, all families will take some time to decide what they wish to do once the conclave announces their decisions.... Members of the Conclave: Andantes- Due to having the most votes, Andantes is considered to be Chairman. This means he will tell me who gets what post and who gets what concessions. His say is final. Dark Magic Ninja ***WHAT EVERYONE SHOULD DO**** The next phase will not start until conclave tells me who they have decided to appoint and what concessions are given to each person: Concessions: Concessions generate income. They also exploit the people and are therefore corrupt actions which can be prosecuted by a prosecutor. Every Time you use a concession, one public order penalty is added. Concessions include: 1. Farm 1: monopoly over some farm production (plus one coin per turn when used). 2. Farm 2: monopoly over all some production (plus one coin per turn when used). 3. Oil: monopoly over oil production (plus one coins per turn when used) 4. Copper: monopoly over copper production (plus one coins per turn when used) 5. Roads : monopoly over some roads to charge tolls (plus one coins per turn when used) 6. Roads 2: monopoly over some roads to charge tolls (plus one coins per turn when used) Phase Three will be where you can tell me what actions you are taking, and what, if any, concessions you use as well as what you spend your money on. You can find your name on page one under character list which will include how much money you have (it will later include trade post, concessions, etc.) Due to the limited number of people playing (five) I will simply be using your at war names.
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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14.06.2017 - 16:04
Rules You are head of a family in the city-state of Choerus , a city-state run by a weak and corrupt government. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive… The state of Choerus, is run by 10 large families. As the political and economic leaders, each patrician family holds great weight in the affairs of the state Each turn represents a quarter of a year (ie. three months). Every four turns, an election is held. In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area. Each player starts the game with two coins and two influence - i.e., two character cards only you will know; the "deck" consists of five different characters, each with a unique set of powers (these are called character actions): Duke: Take three coins from the treasury. Block someone from taking foreign aid. Assassin: Pay three coins and try to assassinate another player's character. Contessa: Block an assassination attempt against yourself. Captain: Take two coins from another player, or block someone from stealing coins from you. Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you. Inquisitor: Draw one character card from the Court deck and choose whether or not to exchange it with one of your face-down characters. OR Force an opponent to show you one of their character cards (their choice which). If you wish it, you may then force them to draw a new card from the Court deck. They then lose their original card. Block someone from stealing coins from you. ***I will "roll" a dice (will use online dice generator) with the number rolled giving you the card corresponding above.*** Factions: Two or more players may decide to form a "faction" (feel free to give a name to it) with a faction leader. They may coordinate their funds by having a "faction" bank that safeguards their coins- only the leader may decide how these coins are spent. Each faction member can only donate one coin per turn. Should a faction, or faction leader, declare a coup, all members are assumed to be apart of this plot. Should a faction member declare a coup, each member of the faction may decide whether to join him. Elections: Held every four turns for the following offices Conclave: Consist of three members voted in. Has ability to decide who gets what concessions. ***Faction leaders automatically get a seat at the conclave***** All propositions are always put to a vote with the majority ruling. The Conclave is allowed to ignore this ruling but its members will be immediately removed from office and a new election held the next turn. Doge: In times of crisis, a single ruler may be elected Doge. He carries out the responsibilities of the conclave and may relinquish power at any time. Terms are traditionally one year where the player must then decide whether to have elections or maintain power as Doge. Should he not relinquish power, other families may declare a coup. Prosecutor: May decide to prosecute one player per turn for corruption. Trial is put to a vote by the conclave. Should the target player be found guilty, he will either be killed, exiled, or imprisoned. Should the Conclave vote not guilty for a clearly corrupt player, a public order die may be rolled. A clearly corrupt player is a player who has used a concession more than once in a year. Should the player only used the concession once, the public order die rolled will be at half value. General: Leader of the military. He may decide to expand it or decrease it. Will add bonus to either side of a coup that gets its support (simply being general does not guarantee it, more on this below). Concessions: Concessions generate income. They also exploit the people and are therefore corrupt actions which can be prosecuted by a prosecutor. Every Time you use a concession, one public order penalty is added. Concessions include: 1. Farm 1: monopoly over some farm production (plus one coin per turn when used). 2. Farm 2: monopoly over all some production (plus one coin per turn when used). 3. Oil: monopoly over oil production (plus one coins per turn when used) 4. Copper: monopoly over copper production (plus one coins per turn when used) 5. Roads: monopoly over some roads to charge tolls (plus one coins per turn when used) 6. Roads: monopoly over some roads to charge tolls (plus one coins per turn when used) Public Works: Public works are what you provide to the people. Any player or government may sponsor a public work adding a positive value to public order to negate negative penalties (bonus=cost in coins). These include: 1. Free water: Provides access to clean water (plus two bonus) 2. Reduce food prices: provides affordable food (plus two bonus) 3. Fund education: Provides funding for schools (plus three bonus) 4. Provide Social safety net (one coin from state treasury per turn equates to amount of bonus each turn. If repealed, there is automatic negative 10. If reduced, the difference will be added) 5. Public order dial: The above actions will add or reduce public order. If public order is above 20, all concessions and public works are halved. If below 20, all concessions are halved and public works doubled. If below 30, the public may rise up in revolt explained below. On your turn, you can take any of the character actions listed above, regardless of which cards you actually have in front of you, or you can take one of five other actions: Income: Take one coin from the treasury (separate from concessions). Foreign aid: Take two coins from the treasury. Hostile takeover: Pay seven coins and launch a hostile takeover against an opponent, forcing that player to lose an influence (ie. card). Coup: Pay 10 coins and attempt a coup. If successful, you may choose to kill or exile opposing family members as well as seize their assets in the city (trade post will each be rolled for. A six causes them to be nationalized by foreign country and lost. Three, four, or five, will cause them to be nationalized by the rulign regime. A one or two will remain in hands of patrician). Fail, and you will either be able to flee successfully or be caught and your fate decided by the Doge (If you have twenty coins or more, you must take this action). Pay for private militia: 1. militiamen: one coin (plus two attack, plus three defense) 2. Artillery: two coins (plus three attack, plus one defence) 3. Tanks: 3 coins (plus four attack, plus two defense) **Must be approved** 4. Merc unit: 6 coins (plus four attack, plus three defense) If bought, public order penalty of 4 will be added for foreign troops on soil. Conclave/Doge can vote to remove this force; the player may refuse and attempt a coup. Can avoid this by deploying them at overseas trade post. 5. Defence: two coins (plus four defense) When you take one of the character actions, that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game. If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not. If you lose all your influence (cards) you lose the game. Trade Post- Each family is allowed to spend 3 coins to establish a trade post in a foreign country. Once every four turns, a dice will be rolled. If a number greater than 3 is rolled, public anger against your trade post will occur. If it is a four, you will lose all income for two turns. If a five is rolled, a protest starts causing you to lose income until quelled (must pay 10 to ruler to get protest to stop; doubles every other turn). If a six is rolled, the ruler will automatically kick you out. You will be given one coin per trade post every other turn. You may also invest in trade post by three ways: 1. Garrison- Invest money to hire a garrison to guard this post (you are in foreign lands and may be kicked out). Every 3 coins invested causes a minus one roll to the dice (indefinite) 2. Merchant Enclave- invest 3 coins to cause income to increase by 1 (indefinite) 3. Merchant Port- Invest 6 coins to increase trade value (decreases all options by one coin; indefinite). Patricians: Each patrician family is allowed a private militia (trained civilians). These units will be used in the event of a coup. State military: The state military can be expanded or disbanded by the orders of the general. In the event of a coup, these forces will support the government unless units have been "incorporated" by coup forces. They will also be used to fight revolts. You can also increase pay cost 3 coins per turn for two years (8 turns). For every 3 coins spent, a minus one is applied to the state armys roll in the event of a revolt. Revolts: If citizens rise up, all patricians not exiled could be killed and a new regime set up. To determine when a revolt happens: 1. Penalty is over 50: automatic game over 2. Penalty is over 30: a dice is rolled, if a six is rolled public rises up. For every 5 over 30 (ie. 35, 40, 45, etc), the number of "chances" that result in a revolt increase. At 35, rolling a 6 or 5 will cause one, at 40, rolling a 4, 5, or 6 will cause one If revolt occurs players must use repression 1. Repression will be based off of how many units a state has (calculated by defense) and units of patricians (adding defense as well). A die will be rolled to determine if the states army joins revolters with a roll of 5 or 6 automatically causing them to revolt and another number (4, 3, 2, 1) also causing a revolt for every plus 5 bonus over the penalty of 30 2. Should the state's defense be more than penalty, repression is successful and public order is reset. If the number difference is more than 10, minor casualties are taken. If less than ten, half of all units are loss. 3. Should the states defence be less than penalty, the rebellion is left unchecked and the regime overthrown. Coups: A new regime may be set up. If only one player is involved, he may declare himself ruler over the state with control over the armed forces and access to all concessions. If multiple players are involved, the faction leader is considered the "Doge" with all other members being apart of a conclave (basically rubber stamp group). Anyone who is not apart of this group will have the chance to escape (dice is rolled, must be above a three). If caught, they may be killed, imprisoned, exiled, or allowed to live. 1. Coups can be "prepared" for by the coup planner building up their personal army and incorporating elements of the state army 2. Incorporating involves paying one coin per each unit you wish to incorporate. A roll of 4 or higher results in the unit joining you. A roll of one results in your coup plot being discovered. A 2 or 3 results in evidence of a possible coup but no clue who is behind it. 3. Once a coup is declared, the same "battle features" of a revolt occur except without a public order penalty added, it is the combined forces of your private armies with any incorporated state armies 4. After a coup, the coup leaders may pay 10 coins to "freeze" public order. If they pay 15 or higher, each "coin" is worth one extra public order bonus. If they choose not to pay, a negative public order of 20 is applied. Exiled: If exiled, you may take up residence in a foreign country. Each turn, a die is rolled determining how much money you are given. This money can then be spent on raising a private army or funding public resistance (one coin=one negative penalty). You may use your army to attack at any time but defeat will cause you to lose the game. If a revolt occurs and you have donated more than 15 coins to "rebels" you will be allowed back into the city.
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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14.06.2017 - 16:05
Players playing (max. 10) 1. Andantes
2. Dark Magic
3. Awesome_Ninja
4. Tunder
5. Feo
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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14.06.2017 - 16:05
Positions: Conclave- three coins per turn (conclave may change this) State Prosecutor 2 coins per turn (conclave may change this) General- 2 coins per turn (conclave may change this) The State is given a certain amount of income per turn to pay salaries. If you do not have enough finances, you can take out loans. Debt will increase public anger though as it leads to financial problems-more on this later
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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14.06.2017 - 16:05
Turn is divided into three phases: New Phase: Sum up of current situation. All voting is done during this period. Any rolls for events will also be done here. Revolts may occur during this phase. ***Active Phase**** You will go through and decide each action below 1. You wil vote if applicable 2. You will take a "character action" (actions each "card" causes) OR one of four options (income, foreign aid, hostile takeover, coup). ***Any character actions you take are automatically successful unless someone "challenges" you. If they do and you do not have the corresponding card (or refuse to show it) you lose one "influence" If you do show the card, your opponent loses an influence and you will get a new card. Remember, losing all influence cost you the game***** 3. Use concession (if applicable) 4. Buy public works (if you wish) 5. Buy a trade post (if you wish) 6. Invest in trade post (if applicable). **Things you must message me personally for** 1. If exiled, paying for rebellion 2. Incorporating state army units Final Phase (done once every 24 hours or when everyone goes, whichever comes first): All turns are being "processed." Election results (for doge, conclave, or trial) will be posted, Rebellions and coups will be determined the next phase.
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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14.06.2017 - 17:49
I just don't know what is this or how this works
---- Don't ever look down on someone unless you're helping him up. Don't ever treat someone else the way you wouldn't want others to treat you. We're all people.
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14.06.2017 - 18:13
Rules have been posted. Please post if you would like to play. You may ask questions on this forum until the game starts, then please direct questions to the Q and A forum I created
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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14.06.2017 - 18:56
Rules posted FTW
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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14.06.2017 - 18:57
Have to organize game now, answer questions, adjust rules as necessary (some have been added on the spot so not sure if they will help make game more interesting or not)
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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15.06.2017 - 12:59
BUMP need more people
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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28.06.2017 - 18:43
Will need at least one more person to join (assuming others still playing). If people are still interested, I will start it
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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01.07.2017 - 17:36
Hey i'm in as always
---- If a game is around long enough, people will find the most efficient way to play it and start playing it like robots
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01.07.2017 - 19:44
YAYYYYYYY I'm going to be busy a bit tomm but will try to set the game up. BAD NEWS is that my schedule is now much more busy but I will try my best to update at least once a day. I also might have to drop some stuff so this doesn't get too complicated for me and take up too much time. Stay tuned though
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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01.07.2017 - 20:15
Ask a mod to give you a hand
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02.07.2017 - 17:26
Turn has begun. Before this can proceed, elections to the Conclave must first be processed. You may vote for any but yourself (this rule is removed for future elections). You must vote three players in for three spots. The three players with the most votes will be declared apart of the conclave. Ties will result in a run off election (neither player involved will vote). Once a conclave is established, conclave members will be messaged by em for they responsibilities. Everyone will be messaged what character cards they have. This phase will be going on for at most 24 hours. Anyone who has not posted by then I will assume are not playing and must wait until the next turn to join. I will message each player once every turn (not phase). You must check back. Good luck and have fun
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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02.07.2017 - 18:14
Name: Graecus Slavicus I can vote for 3 right? Not 1 who will occupy one of three spots? I vote Brian, CD and JF.
---- If a game is around long enough, people will find the most efficient way to play it and start playing it like robots
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02.07.2017 - 18:22
Yep, you vote for three people
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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02.07.2017 - 20:04
CD's not gonna be able to play so please name someone else Tito
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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03.07.2017 - 07:14
This certainly is gonna be complex for me I will vote for tito, ninja and brian then
---- Don't ever look down on someone unless you're helping him up. Don't ever treat someone else the way you wouldn't want others to treat you. We're all people.
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03.07.2017 - 09:00
***UPDATE to faction system**** Due to the number of people, factions can be started with a minimum of two people. FYI, this game will result in only a single person having "supreme" victory ie. while a faction may decide to take over and end the game, only the faction leader will actually "win."
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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03.07.2017 - 10:09
Please provide a name (if you wish) you'd like to be referred to and vote in three people to the conclave (in this first round, you may not vote for yourself)
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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03.07.2017 - 10:20
Ok then Raul instead CD.
---- If a game is around long enough, people will find the most efficient way to play it and start playing it like robots
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04.07.2017 - 10:19
Still need more people to vote, especially so I know enough people are playing..... anyone can join just post three names of people you are voting for
---- Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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