Welcome to Real Politik, where you will control a founding member of the government, trying to achieve your victory cards, and becoming the greatest at the Real Politik!Each player controls a politician in a government. Sounds simple enough, however, each player starts the game with four victory cards. These cards each have certain conditions that when achieved, give a certain amount of points. The amount of points you have is secret to other players, and will be shown when the game is over. The game ends when the government collapses, or when you reach the set turn. For this sake of this test game, the game will go until turn thirty.
A Victory Card will either be an easy, medium, or hard difficulty card, have a certain type, and will provide either a set amount of points or a multiplier to cards of a certain type. You start the game with four victory cards. However, there are three public victory cards, that when completed, gives everyone a victory card. When a victory card is completed, it is removed from your hand.
Every turn, players may pass a bill and vote for a bill. You may pass any amount of bills a turn, however, if no one votes for a bill for two turns the bill is taken off the voting list. A bill passes when it has a simple majority. Bills can do anything, even change the rules for voting/introducing bills.
Politics have to have some cloak and dagger right? Well, if you want to do some immoral things, you can send me a PM detailing what you want to do. These secret plans might not always work, so tread carefully.
When you announce your intentions to join, also choose which location you want to start in
Choice One: The Year is 1600. With the renaissance comes enlightenment and the first inklings of democracy. Through a relatively bloodless coup the aristocrats of the duchy of Tuscany have seized power, and seek to bring representation to all men, whether poor or rich, farmer or noble. It is up to you to bring Tuscany into a new renaissance, or let it fall into another monarchy.
Choice Two: In an alternate universe, the year is 1979 in Iran. Revolution has come and gone, and instead of a theocracy rising up in Iran, a republic has formed. Led by you, you most figure out how to battle communists, bring representation to all, and not fall into chaos and destruction
Choice Three: The Year is 1800, and you are South African. Every day you feel the wrath of tyranny and oppression caused by the Dutch, and this will go on no longer. You and your comrades have declared independence from South Africa, and have seized guns and ships from Dutch soldiers in South Africa, giving you a sizable Militia to fight with. However, there are loyalists in your country, who are willing to fight to stay under the yoke of the Dutch. It is up to you, to fight the South Africans, and take back what is rightfully yours.