Post by Firstaria on Nov 24, 2012 10:05:33 GMT -5
So, now that I'm sure the WW game will survive long with or without my presence, I decided that I want to try to introduce another forum game here, something that will be more longer but at the same time could be more fun.
This game is called the Dictator, although if you know it I must warn you that I made some modification to make it more bearable and a little more complexed.
The game will start with one player randomly chosen that will be the Dictator, while the others will pick the other roles, that are:
The economy will start at 1.000$ and with 70$/turn of initial spending. 500$ will be given every unnatural dictator death, 200$ every natural one.
If the economy is in red after a Dictator death or abdication, debts will be reset.
As you see, it may seem complexed, but it's indeed very easy once tried. The game is not supposed to end actually, being always hard to remain Dictator for 10 full turns.
The objective of the game is indeed that, become Dictator and die of natural death. If you succeeds, you will exchange place with the secret police and will be remembered in the hall of fame.
If an assassination or a rebellion succeeds (they are calculated by simply the power, in case of tie the Dictator wins) the player will exchange place with the Dictator and the game will continue.
If the Dictator power goes to 0, he will be killed by a general rebellion, and will switch place with the secret police. The power will then be restored to 5.
At any point, anyone can abdicate or switch places, or change with an outsider that will take his place. Watch out that abdication doesn't give any economic bonus, only the game reset.
How to assassinate:
Assassinations can be brought against Army or the Dictator, and provides a quick way to make the infamous exchange in case you don't believe you have the support of the other factions. Assassinate the army makes them lose half of their power, but remember your power must be superior of that of the Army to assassinate their leader, and open the way to revolution.
To assassinate the Dictator, you must be superior to the secret police power and of course the Dictator power, not summed together.
How to rebel:
Rebellion is the classic way to kill the dictator. Rebels face against the Army power (if is not the army rebelling, then half the secret police power) plus the Dictator power.
Rebels can be joined together by other faction to augment their power, but take count that ONLY the leader will be named Dictator. Why penalties in case of failure? You may try to trick a faction into launching a rebellion and not support them later to have your own chance to kill the Dictator, or just take one fail to power down the army.
Dictator Power up costs:
Some of the sides require economy other than the Dictator decision to change the value, but can be also toned down to recover the same value. You lose money only if the point is lost.
So, questions? I admit this is my first try to make this work, it may fail epically, but if I managed to create a WW trend here, I might manage to create something good else too.
This game is called the Dictator, although if you know it I must warn you that I made some modification to make it more bearable and a little more complexed.
The game will start with one player randomly chosen that will be the Dictator, while the others will pick the other roles, that are:
The absolute leader, and who you want to become. Lives naturally for 10 turns.
Power: 0 - 5, starts 5
Skill: can make 3 edicts every turn to change of 1 point difference other factions power.
Modifiers: If the economy is in red, it loses power, if its positive he gains it every turn
Power: 0 - 5, starts 5
Skill: can make 3 edicts every turn to change of 1 point difference other factions power.
Modifiers: If the economy is in red, it loses power, if its positive he gains it every turn
The only real defence of the Dictator against internal plotting.
Power: 1 - 9, starts 6
Skill: They are the ones calculated in the assassination against the Dictator. Every assassination attempt lose 1 power. if the army rebels, half their power is used for actual defense.
Modifiers: Every point costs 20$/turn, power up costs 100$ for point.
Power: 1 - 9, starts 6
Skill: They are the ones calculated in the assassination against the Dictator. Every assassination attempt lose 1 power. if the army rebels, half their power is used for actual defense.
Modifiers: Every point costs 20$/turn, power up costs 100$ for point.
No Dictator will be in power without a big bad army.
Power: 1 - 9, starts 5
Skill: They are the one calculated in rebellion against the Dictator unless they are the rebels. Can't rebel if inferior to secret police. In case of victory, lose 1 power.
Modifiers: Every point costs 10$/turn, power up costs 50$ per point.
Power: 1 - 9, starts 5
Skill: They are the one calculated in rebellion against the Dictator unless they are the rebels. Can't rebel if inferior to secret police. In case of victory, lose 1 power.
Modifiers: Every point costs 10$/turn, power up costs 50$ per point.
The usually oppressed people.
Power: 1 - 9, starts 4
Skills: Can rebel or assassinate. In case of failure, loses half points to Landowners. Can't rebel if power superior to Landowners.
Modifiers: if inferior to Landowner, make the economy gain 10$/turn every point. Power up can be done by removing Landowner power.
Power: 1 - 9, starts 4
Skills: Can rebel or assassinate. In case of failure, loses half points to Landowners. Can't rebel if power superior to Landowners.
Modifiers: if inferior to Landowner, make the economy gain 10$/turn every point. Power up can be done by removing Landowner power.
The rich people who lives on the back of the poor people.
Power: 1- 9, starts 6
Skill: Can tax poor people and colonies to augment their power, Can rebel but only with half power, in case of failure lost half their powers to the population. Can assassinate.
Modifiers: None. Power up is done by removing the power elsewhere.
Power: 1- 9, starts 6
Skill: Can tax poor people and colonies to augment their power, Can rebel but only with half power, in case of failure lost half their powers to the population. Can assassinate.
Modifiers: None. Power up is done by removing the power elsewhere.
The conquest of the Dictator, they are not really happy for it.
Power 1 - 9, starts 5.
Skill: Can rebel or assassinate if inferior to landowners. If superior to population, double the power. In case of failure, lost half of their powers. Can invest their power into economy for 200$ of gain or sabotage it to buy power for 100$.
Modifiers: if inferior to landowner, economy gains 20$/turn every point. If superior to population, only 10$/turn every point. Power up for 150$.
Power 1 - 9, starts 5.
Skill: Can rebel or assassinate if inferior to landowners. If superior to population, double the power. In case of failure, lost half of their powers. Can invest their power into economy for 200$ of gain or sabotage it to buy power for 100$.
Modifiers: if inferior to landowner, economy gains 20$/turn every point. If superior to population, only 10$/turn every point. Power up for 150$.
The economy will start at 1.000$ and with 70$/turn of initial spending. 500$ will be given every unnatural dictator death, 200$ every natural one.
If the economy is in red after a Dictator death or abdication, debts will be reset.
As you see, it may seem complexed, but it's indeed very easy once tried. The game is not supposed to end actually, being always hard to remain Dictator for 10 full turns.
The objective of the game is indeed that, become Dictator and die of natural death. If you succeeds, you will exchange place with the secret police and will be remembered in the hall of fame.
If an assassination or a rebellion succeeds (they are calculated by simply the power, in case of tie the Dictator wins) the player will exchange place with the Dictator and the game will continue.
If the Dictator power goes to 0, he will be killed by a general rebellion, and will switch place with the secret police. The power will then be restored to 5.
At any point, anyone can abdicate or switch places, or change with an outsider that will take his place. Watch out that abdication doesn't give any economic bonus, only the game reset.
How to assassinate:
Assassinations can be brought against Army or the Dictator, and provides a quick way to make the infamous exchange in case you don't believe you have the support of the other factions. Assassinate the army makes them lose half of their power, but remember your power must be superior of that of the Army to assassinate their leader, and open the way to revolution.
To assassinate the Dictator, you must be superior to the secret police power and of course the Dictator power, not summed together.
How to rebel:
Rebellion is the classic way to kill the dictator. Rebels face against the Army power (if is not the army rebelling, then half the secret police power) plus the Dictator power.
Rebels can be joined together by other faction to augment their power, but take count that ONLY the leader will be named Dictator. Why penalties in case of failure? You may try to trick a faction into launching a rebellion and not support them later to have your own chance to kill the Dictator, or just take one fail to power down the army.
Dictator Power up costs:
Some of the sides require economy other than the Dictator decision to change the value, but can be also toned down to recover the same value. You lose money only if the point is lost.
So, questions? I admit this is my first try to make this work, it may fail epically, but if I managed to create a WW trend here, I might manage to create something good else too.