Vain Rats 7 - Recruiting (6/11)

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Vain Rats 7 - Recruiting (6/11)

Postby EpicDim » 27 Jan 2020, 23:41

I thoroughly enjoyed VR6 and am making a few tweaks to the powers. This will be a Crowded game with 11 countries. There are multiple options for VR7. When joining please pick which of the options you are willing to play (please choose all that you want to play). The first to fill up will be the choice.

No matter what there will be a new power for each nation each year and there will be no repeats for a nation until they've all been seen.

1. Hidden Random Powers (like VR6)
2. Hidden Choice Power (Choose your powers)
3. Known Random Powers (like VR6 but everyone knows what you have)
4. Synchronized Random Powers (Everyone gets the same power)
5. Synchronized Voted Powers (Everyone votes during winter)

Obviously some of the powers do not apply to some choices and those will be removed if that choice is made.

1. TTBen, Iamnobody, Groo, Don Juan of Austria, Strategus, I Love Italy
2. TTBen, Iamnobody, Strategus, I Love Italy
3. Iamnobody, Groo, Don Juan of Austria, I Love Italy
4. Iamnobody, rk_rk, Don Juan of Austria, I Love Italy
5. Iamnobody, rk_rk, Don Juan of Austria, I Love Italy

This game will be played on Discord. Feel free to join the Discord Server: https://discord.gg/w64zu9v

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All standard Diplomacy rules apply with the Crowded map, except for all the rules below which will totally break all of those rules.

Victory Conditions will be owning more than half of the currently existing Supply Centers at the start of a Winter phase.

Elimination will occur if at the start of a winter phase you have no supply centers left on the board. All their units will disband, but any board changes that the eliminated player has made will remain.

Blind Auction start for Nations.

Each player will receive a power each year at the end of the winter adjustments phase, including before Spring 1901. The power will only last for the following year. However, credits that are accumulated because of a power can be used even after the power is gone. Similarly once a unit has been given an enhancement it will keep that enhancement even after the power is gone. Changes to the board will also remain after the power is gone.

Credits that can be saved: Build Provinces (Crooks Tourist, Foreign Build, Neutral Build, Sea Build), Convoy (Guild), Movement (Petrol Rationing), Portage (Sherpas), Shield (Atreides), Strength (Amoeba)

Unit enhancements: Amphibian, Artillery, Attrition (Fabian), Bene-Tleilaxu, Builder, Chameleon, Entrenched, Fabian, Hopper, King (King Key), Leonides, Macron, Prince (King Key), Quartered, Raider, Raizer, Scout, Warmonger

Board changes: Bombs (Bene-Tleilaxu, Bio-Terrorist, Terrorist), Earthquakes, Filth, Hyperspace, Illusionist, Raized Centers (Raizer), Walls (Masons)

The only public information will be 1) the visible map including non-chameleon units with their types (army/fleet) and ownership changes, 2) the final non-chameleon unit orders (Move, Support, Convoy, Hold) and their adjudication results, 3) map changes, 4) Player eliminations. Private information will include 1) the power the player has, 2) any chameleon unit orders and the adjudication results 3) saved credits, 4) power order success/failure, 5) Number of builds available, 6) Unit enhancements to their units.

If you are familiar with prior Vain Rats games, there are significant differences between prior instances of these rules and this version. Please make yourself aware of how the powers work for this version and/or ask the GMs questions.

Amoeba:
This player gains two Strength credits each spring and fall phase. They can use these credits to add additional strength (in any amount) to units either this phase or in future phases. Each credit adds 50% to the unit. These are additive to each other. (e.g. adding two credits would add 100%) If the player attempts to use more credits than they have available then no additional strength will be added and no credits will be used. When adding Strength, the total strength will be used in movement, support, and holding.

Amphibian:
This player may with each of their spring and fall orders declare one of their units to be an Amphibian. Amphibian units may move, support, or convoy as if they were an Army or a Fleet. If the unit is a Fleet it must still continue to declare coasts when moving onto multiple coast provinces but when leaving a multiple coast province the fleet may ignore the coasts and move in any direction.

Artillery:
This player may with each of their spring and fall orders declare a non-Artillery unit to be Artillery. Artillery units have 50% additional strength when supporting.

Atreides:
This player gains two Shield credits each spring and fall phase. Each Shield credit will protect one unit or one supply center from all foreign powers that turn. If any opponent's non-standard order or power would affect this player's units or supply centers then the order is cancelled and a credit is used. If more supply centers and/or units are affected by foreign powers than they have available then all of the foreign powers will be successful and no credits will be used.

Bene-Tleilaxu:
This player may with each of their spring and fall orders declare one of their units a Bene-Tleilaxu. Bene-Tleilaxu units may order placing a bomb in any province that they are leaving. If the unit fails to leave the province the bomb will fail to be set. Once the Bene-Tleilaxu unit places its bomb it must order a Hold order before it can lay another bomb. If any player units attempt to move into a province with a bomb it explodes and destroys all of the units that are attempting to move into it that phase. If there are multiple bombs in a province only one explodes each phase they are triggered (first in, first out).

Bio-Terrorist:
This player may with each of their spring and fall orders place a bio-bomb in an unoccupied province. If a player unit successfully moves into the province the bomb explodes and the unit becomes a Zombie. If there are multiple bio-bombs in a province only one explodes each phase and they are triggered in the order they were created. Zombies do not need SCs to maintain them. Zombie units maintain the type and all of the enhancements that have been given to them prior to changing and their strength is increased by 50%. If a zombie is not adjacent to a player unit it will hold. Otherwise it will move to a random adjacent province occupied by a player unit. Zombie moves can be supported by a player unit. Zombies moving to the same province do not "support" each other in the way that player units do, rather, they mount a joint attack and their attack is additive and the total is considered to be coming from all attacking provinces. If it is strong enough to overcome the defence it is successful. If a Zombie were to successfully dislodge a player unit the Zombies remain in the province they attacked from and the player unit attacked becomes a zombie. If the player unit being attacked successfully moves away then the stronger Zombie unit will move into the province and all others will bounce, if there is no stronger zombie unit they will bounce as normal. Zombie "support" cannot be cut. Zombies capture supply centers like other units. A Zombie supply center will produce a new Zombie unit if unoccupied during the Winter phase. Zombie supply centers are also considered Filthy. If a unit successfully dislodges a Zombie then the Zombie is destroyed. An unsuccessful attack by a Zombie does not cut any support being given by the target unit, but if the target becomes a Zombie its support is cancelled.

Builder:
This player may with each of their spring and fall orders declare one of their units a Builder. A Builder may order to build a new Supply Center in any non-Supply Center province during the winter phase. The Builder will order Hold orders for the entire next year. This Supply Center will not be able to support new units until the following winter.

Chameleon:
This player may with each of their spring and fall orders declare one of their units a Chameleon. A Chameleon unit will disappear from view prior to the moves. The orders and location for that unit will not be revealed. This unit will also not capture non-Supply Center spaces. Supply Center spaces will be captured normally.

Clairvoyant:
This player will know all other countries powers.

Crooks Tourist:
This player may with each of their spring and fall orders declare one of the original neutral supply centers as a build center. In any future adjustments phase the player may build in those centers whether or not they are owned by them.

Diplomat:
This player with their spring orders must name another country which has not been eliminated. Neither country may attack a province owned by the other player or that contains a unit of the other player. If so ordered, the unit will instead Hold.

Earthquake:
This player may with each of their spring and fall orders affect one province in one of the following ways:
i) Make any impassable province passable. Original Impassable provinces that are made passable become neutral supply centers. Original Impassable provinces are as follows (Switzerland, Iceland, Ireland, Crete, Cyprus, Sicily, Sardinia, Corsica, Balearic Islands)
ii) Make any passable province other than a player owned supply center impassable.
iii) Turn any sea province into a land province
iv) Turn any land province into a sea province
The earthquake happens after moves and before retreats. Units that become stranded are destroyed during the retreat phase. A supply center that becomes a sea province remains a supply center and will continue to support a unit. It can be claimed by a fleet like any other supply center.

Entrenchment:
This player may with each of their spring and fall orders declare a non-Entrenched unit to be Entrenched. Entrenched units have 50% additional strength when defending.

Eraser:
This player may with each of their spring and fall orders select a province. This order will 1) cancel any special orders or unit abilities regarding that province that phase and 2) that province and any units in that province after the movement phase will revert back to their original state as far as powers are concerned. This includes any unit enhancements as well as board changes. Units that become stranded are destroyed during the retreat phase. This does not revert ownership of the province.

Evil Eye:
This player may with each of their spring and fall orders order one unit from one other country. These orders have precedence over all other types of orders. A country may not have a unit ordered for two consecutive seasons by the same Evil Eye player. Any power or credits that the unit/country has will still be active and can be ordered under the new order from the Evil Eye. If a power credit is attempted to be used and the nation does not have these credits available, the entire order is cancelled as if it has not occurred. If a unit gets 2 or more different valid orders from different players with Evil Eye, the orders will be cancelled.

Fabian:
This player may with each of their spring and fall orders declare one of their units a Fabian. Fabian units cause Attrition in enemy units when the Fabian unit bounces against them. Each Attrition causes a unit to lose 10% of their strength for all purposes. These are additive to each other. (e.g. two Attrition would subtract 20%) A unit with Attrition may remove one Attrition by ordering a Hold and not being attacked.

Filth:
This player may with each of their spring and fall orders select one supply center they own to become filthy. No other player may gain credit for it until it has been fumigated. When another country would normally have gained control that phase is used in fumigating the center and the supply center becomes neutral. Occupation in the next season when control could be gained is needed to gain control of the supply center.

Foreign Build:
This player may with each of their spring and fall orders declare one of the other original home supply centers as a build center. In any future adjustments phase the player may build in those centers whether or not they are owned by them.

Guild:
This player gains two Convoy credits each spring and fall phase. They can use each credit to convoy over one sea province (occupied or unoccupied) for its armies. The Guild may accumulate these Convoy credits to be used in a future phase. This may also be combined with fleets in the water to allow the army to convoy further. Guild credits can also be used during retreats to convoy an army who finds themselves in a sea province. If the player attempts to use more credits in a phase then they have available the attempted moves over the guild convoys will be changed to hold, and no credits will be used.

Hawkonnen:
This player may with their spring orders declare one unit from one other country as a traitor. This traitor will take orders from this player for the year, including the move and retreat phases. These orders are a higher precedence than normal orders but lower than Evil Eye. Any power or credits that the unit/country has will still be active and can be ordered under the new order from the Hawkonnen. If a power credit is attempted to be used and the nation does not have these credits available, the entire order is cancelled as if it has not occurred. If a unit gets 2 or more different valid orders from different players with Hawkonnen, the orders will be cancelled.

Hopper:
This player may with each of their spring and fall orders declare one of their units a Hopper. Hoppers are no longer considered adjacent to provinces 1 away from their province. They are now adjacent for movement and support to provinces that are 2 away from their province. Hoppers may not convoy, port, be convoyed, nor be ported. Hopper fleets when moving to a province with multiple coasts must declare which coast it is moving to but is not limited when leaving or supporting from the province. Hopper fleets when moving from a province with multiple coasts ignore coasts and can move in any direction.

Hyperspace:
This player may with each of their spring and fall orders add a link or remove a link between any two provinces on the board. This change occurs after the movement phase and before retreats. The link change happens after moves and before retreats. This link is from the entire province to the entire province, so all coasts are adjacent to the link. Units that become stranded are destroyed during the retreat phase.

Illusionist:
This player may with each of their spring and fall orders, order two provinces to exchange. After movement and before retreats, the entire provinces exchange positions including everything about them and in them. If multiple Illusionists are in play and a “chain” is created, then the names of the provinces will be arranged in alphabetical order, the first in the list would move to the second province and so on; the last moves to the first province. Units that would become stranded are destroyed during the retreat phase.

Insect:
This player will receive copies of the powers of all other countries, eliminated or alive, that they own a home center of if any. If this player does not own any other country's home centers it will receive a copy of the power(s) of a random opponent, eliminated or alive. They will be told which power(s) they have but not whom they share the power with.

King Key:
This player may with each of their spring and fall orders declare a unit to be a Prince. Prince units which attack an enemy player unit which is trying unsuccessfully to move dislodges the unit regardless of support strengths involved. The player may with each of their spring and fall orders also designate one Prince unit (previously designated) as King. When declared the King the unit loses all other enhancements but can gain additional ones after becoming King. The King has 50% additional strength for all purposes. Every season a King is designated will cancel all King designations that were designated in prior seasons.

Land Build:
This player may with each of their spring and fall orders declare one of the original non-supply center land provinces as a build center. In any future adjustments phase the player may build in those provinces whether or not they are owned by them.

Leonides:
This player may with each of their spring and fall orders declare a unit to be Leonides. Leonides units destroy any unit attempting to dislodge it and failing to do so.

Macron:
This player may with each of their spring and fall orders declare a non-Macron unit to be Macron. Macron units have 50% additional strength when moving.

Masons:
This player may with each of their spring and fall orders choose a border between two provinces (land or sea). As long as no unit moves from one of those provinces to the other, a wall will be built between those provinces. Any attack or support from one of those provinces to the other is now at 50% strength.

Negator:
This player may with each of their spring and fall orders declare a province as negated. All orders this phase by all players which reference this province will be cancelled.

Petrol Rationing:
This player gains two Movement credits each spring and fall phase. They can use these credits to add additional movement (in any amount) to units either this phase or in future phases. If the player attempts to use more credits than they have available no additional movement will be added, no credits will be used, and the units will only follow their first order. When adding movement it may be in any valid direction including convoys. Those units receiving an extra movement allowance must order their additional moves explicitly and individually (eg "A St Petersburg > Moscow > Sevastapol > Armenia") Any one of these individual movements can be supported by one or more other units as normal, and where appropriate can also be convoyed by other units. Any of the moves may bounce with other units and if it does bounce then the chain of moves stops at the point, and any moves not attempted because of a prior bounce will not use any credits.

Psychic:
This player may with each of their spring and fall orders order one unit with a conditional order based on an enemy unit order. That conditional order must be in the following format: If [Enemy unit order] then [Unit Order] else [Unit Order]. (E.g. If Army Picardy - Brest then Fleet Brest Hold else Fleet Brest - Mid Atlantic Ocean)

Quartering:
This player may with each of their spring or fall orders choose one of their units to become Quartered. As a result, you do not need supply centers to maintain these units.

Raider:
This player may with each of their spring and fall orders declare a unit to become a Raider. Raider units finishing the spring retreat phase in a supply center gain control of it immediately.

Raizer:
This player may with each of their spring and fall orders declare a unit to become a Raizer. Raizers successfully moving or retreating out of a Supply Center may destroy the Supply Center. If it were a build center to a country, that country may still build there but it will no longer supply units nor count towards victory conditions.

Scout:
This player may with each of their spring or fall orders choose one of their units to become a scout. Scout units will report all hidden units and bombs in all adjacent provinces after retreats.

Sea Build:
This player may with each of their spring and fall orders declare one of the sea provinces as a build center. In any future adjustments phase the player may build in those provinces whether or not they are owned by them.

Sherpas:
This player gains two Portage credits each spring and fall phase. They can use each credit to port over one land province (occupied or unoccupied) for its fleets. These credits may accumulate to be used in a future phase. Credits may be used to move from one coast to another in the same province. You may only port over a province the fleet is adjacent to unless a credit is used to port over the province the fleet is currently in. (e.g. Fleet Spain (North Coast) - Marseilles would be 1 credit; Fleet Saint Petersburg (either coast) - Sevastapol would be 3 credits) Portage credits can also be used during retreats to port a fleet who finds themselves in a landlocked coast/province. If the player attempts to use more credits in a phase then they have available the attempted moves over the portage will be changed to hold, and no credits will be used.

Spy:
This player may immediately choose two countries and the player will receive copies of all private correspondence that includes those two countries while the power is active. The correspondence for the phase will be delivered with adjudication of the phase.

Terrorist:
This player may with each of their spring and fall orders place a bomb in an unoccupied province. This occurs before the moves. If any units attempt to enter or build in the province the bomb explodes and destroys all of the units that are attempting to enter it that phase. If there are multiple bombs/traps in a province only one explodes each phase they are triggered, (first in, first out).

Thief:
This player may with their spring or fall orders order any unit stolen. The stolen unit disappears from play before the move. No single nation can have two units stolen during the same year. This would mean two thefts during the same phase would both fail, and if the country lost one in Spring any Fall thefts would fail.

United Nations:
This player may with each of their spring and fall orders switch two enemy player units on coastal provinces between army and fleet. These units must belong to different countries. The switch occurs prior to the move. If an army switches to a fleet on a multiple coast province you must also declare the coast or the switch will fail.

Warmonger:
This player may with each of their spring and fall orders declare a unit to become a Warmonger. An enemy unit which is dislodged by an attack from a Warmonger will be disbanded in the retreat phase.

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Game Deadlines
This game will be run with 3/1/1. 3 days for Spring and Fall orders (5 days for both 1901 phases), 1 day for retreats, 1 day for winter.

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2nd Eyes Rules
ALL orders must be sent in the Discord channel for GM communication. If you question any adjudication please question it in the Discord channel for GM communication. Due to the amount of hidden information, the GMs will confirm whether it is correct or incorrect, but not WHY.

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Basic GM Rules

This is Diplomacy, so you should know how to write regular Diplomacy orders. It's up to you to make sure orders are accurate and complete. I won't parse them so if an order is ambiguous it will be ignored. If it's clear what they mean then no problem but if they're at all ambiguous they're invalid. Each unit must have an order for it to do something so an argument like "You could see from my convoy order what the army was supposed to be doing" will not hold any weight. The one exception to invalid orders is that if you use army or fleet designations and you pick the wrong one the order will still be valid since that designation is irrelevant to the order. Sets of orders must be complete. If you send one post with 5 units' orders and a subsequent post with only one unit ordered, only the one unit will be ordered. If two different orders are given for the same unit in the same set, then it will be considered ambiguous and neither will be executed.

If you spot an error in my adjudication please report it as soon as possible. Any error not reported before the next deadline may not be corrected. This includes map issues as well as adjudication issues of any kind.

If you ask a rules question then if it has an unambiguous answer I'll answer it; if it's something not clearly covered by the game rules I'll do my best, but in the light of argument from other players I might change my mind after the adjudication. If you think I'm wrong, I expect you to say so loudly (publicly or privately) and with clear reasons; if you do, I'll listen and consider the arguments (and allow an extension while it's sorted out). If a question is asked privately then it will be answered privately.

Deadlines will always be at 9pm Central US Time (including daylight savings changes). I'll send a PM when the results are posted with the next deadline.

For phases longer than 1 day I'll send a reminder about 24 hours before the deadline (give or take a few hours) to those players who orders are expected from and have not yet submitted orders. This is because Civil Disorder can ruin a game. The reminder message is a courtesy and its absence is in no way an excuse for you not to get your orders in.

Speed deadlines: Once I have orders from all players I will process them as soon as possible, unless they are marked to be held. ('Provisional' or 'Wait' or some similar designation is fine). I encourage provisional orders where appropriate to reduce the risk of Civil Disorder and I don't mind how often you change them. I will only use the last set I receive. But if you do send in provisional orders please let me know once you're happy to finalize them. I may write to check if yours are the only orders waiting to be finalized, but if I do, then this is a reminder not a hassle. Don't feel pressured into finalizing before you're ready.

Requests for extensions: If I receive a request for an extension I will put it up for a vote and must have more players voting yes than voting no to approve it. Each player may only request one extension per phase. Requests and Votes may be public or private. The requestor is assumed to have voted "Yes".

Please note: if you want a substitute while you're away it's your job to find one.

Grace periods: If you miss a deadline I will start harassing you and you will have 24 hours to turn in orders. During the grace period orders can still be changed by anyone but can be adjudicated as soon as all players have submitted even if they are marked as provisional. Grace periods are intended to give players a little extra time for emergencies, missing the deadline even when getting orders in by the grace period still counts as an "NMR". They are not intended to continually make the deadlines longer.

Forced Replacement: If you miss the deadline in one of the following situations you will be replaced and the game will hold until a replacement is found. 1) Civil Disorder (CD) after the grace period for a first year movement phase, 2) No moves are received (NMR) at the deadline for two movement phases in a row, 3) No moves are received at the deadline for four total movement phases during the game.

I will aim to process the orders at the deadline though there may be exceptions. If you get orders in late but before I begin you'll get away with it. Once I start adjudicating it's too late to change orders.

Errors in adjudication are possible. Check the adjudication and map after orders to make sure everything is right. Any error not reported by the next deadline will stand. If there is a difference between the adjudication and the map that is not noticed by the deadline, the map will take precedence.

Draws: I accept secret or public draw requests. They will be messaged to all remaining players. For a draw to pass it will require an unanimous Yes vote from all remaining players. For a vote to count it must be sent to the GM only and be your first vote on the proposal. The proposer is NOT assumed to have voted yes (unlike extension requests). It will remain valid for one game year or until a single No vote occurs. If it passes I will send it out immediately. If it fails it will be sent out with the results for the following season to avoid timing of who voted it down.

The GM's decision is final.
Last edited by EpicDim on 21 Mar 2020, 18:19, edited 13 times in total.
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Re: Vain Rats 7 - Recruiting (0/11)

Postby TTBen » 28 Jan 2020, 00:29

I'm interested and think that having players choose powers adds a layer of strategy especially if you cannot re-use a power once you choose it.
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Re: Vain Rats 7 - Recruiting (0/11)

Postby Iamnobody » 28 Jan 2020, 03:56

I'm interested. I like option one because I like randomness.
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Re: Vain Rats 7 - Recruiting (0/11)

Postby EpicDim » 28 Jan 2020, 04:25

TTBen, so only 2 and 5?

Iamnobody, so only 1?
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Re: Vain Rats 7 - Recruiting (0/11)

Postby Iamnobody » 28 Jan 2020, 06:24

EpicDim wrote:TTBen, so only 2 and 5?

Iamnobody, so only 1?


Sorry, I thought it was a vote. I would prefer 1, but I will play any of the options.
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Re: Vain Rats 7 - Recruiting (0/11)

Postby TTBen » 28 Jan 2020, 16:16

EpicDim wrote:TTBen, so only 2 and 5?

Iamnobody, so only 1?


Took this as a vote as well, opposite of Iamnobody I shy away from randomness but the game would seem to lose a lot of the strategy if you knew the power of others so while #2 is still my choice I think #1 is better than the remaining options
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Re: Vain Rats 7 - Recruiting (3/11)

Postby Don Juan of Austria » 18 Feb 2020, 19:52

Sign me up for 1, 3, 4, or 5.
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Re: Vain Rats 7 - Recruiting (4/11)

Postby Strategus » 19 Feb 2020, 12:48

How would option 2 work, again?
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Re: Vain Rats 7 - Recruiting (4/11)

Postby EpicDim » 19 Feb 2020, 17:09

Strategus wrote:How would option 2 work, again?


You would have the 30-40 powers available. Each winter each player would decide which power they want for the following year. But once it's used it's not available again until all of them have been used. Powers would still be secret though.

1901 you want Evil Eye, great, but in 1904 when you NEED Evil Eye, it's not available to you.
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Re: Vain Rats 7 - Recruiting (4/11)

Postby Strategus » 19 Feb 2020, 17:12

This sounds good. I would go for options 1 or 2
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