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Author Topic: Mutual Assured Destruction - The Game  (Read 8319 times)

alamoes

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Re: Mutual Assured Destruction - The Game
« Reply #30 on: March 24, 2013, 01:59:56 pm »

I'll buy 2 nukes.  Leaves 2 money. 
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Rolepgeek

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Re: Mutual Assured Destruction - The Game
« Reply #31 on: March 24, 2013, 02:47:43 pm »

I'll buy three spies, and a nuke. 1 money left.
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a1s

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Re: Mutual Assured Destruction - The Game
« Reply #32 on: March 25, 2013, 10:19:05 am »

GreatWyrmGold, you're up. You need to put 5 or more points of chips into the pot.

speaking of, Lord Braindead, what happens if a player isn't out (i.e has some chips left after initial discarding) but can't put 5 points into the pot, and it's their turn to be one of the blinds? Are they forced to go all in, or eliminated on the spot?
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Scelly9

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Re: Mutual Assured Destruction - The Game
« Reply #33 on: March 25, 2013, 10:35:54 am »

PTW
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Lord Braindead

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Re: Mutual Assured Destruction - The Game
« Reply #34 on: March 25, 2013, 02:02:27 pm »

speaking of, Lord Braindead, what happens if a player isn't out (i.e has some chips left after initial discarding) but can't put 5 points into the pot, and it's their turn to be one of the blinds? Are they forced to go all in, or eliminated on the spot?

They just go all in but I strongly doubt that you would be able to recover in any case since they can only fold in case of a forced bet.
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GreatWyrmGold

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Re: Mutual Assured Destruction - The Game
« Reply #35 on: March 25, 2013, 08:09:13 pm »

I will firstly buy one nuke and one spy.

I will place two spies in the pot.
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Rolepgeek

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Re: Mutual Assured Destruction - The Game
« Reply #36 on: March 25, 2013, 08:24:52 pm »

Which means there's only actually one spy.
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a1s

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Re: Mutual Assured Destruction - The Game
« Reply #37 on: March 25, 2013, 08:27:51 pm »

There might be one spy inside the pot, but that's still 6 points worth of chips GWG put in. And I'll math with another 1 military. There's now 3 of them stewing in the pot.
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alamoes

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Re: Mutual Assured Destruction - The Game
« Reply #38 on: March 25, 2013, 09:50:55 pm »

The Republic of Texas shall call to arms several important allies.  (6)

That would be 30 points of stuff.  According to the rules, the next player must play more than 30 points of stuff and risk a catastrophe.  I also threaten Nuclear warfare(1) making it thirty five.  I initiate trade to start to make profits.  (2)

My total is
Countries ~ 6 (30)
Nukes ~ 1 (5)
Economic Infrastructure ~ 2 (4)
A small strikeforce will be sent into the crisis zone.  (1)
Total ~ 40 points

I'm playing very aggressively here.  Texas shall rule the waves!
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GreatWyrmGold

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Re: Mutual Assured Destruction - The Game
« Reply #39 on: March 25, 2013, 09:51:57 pm »

I fold.
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a1s

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Re: Mutual Assured Destruction - The Game
« Reply #40 on: March 25, 2013, 09:59:03 pm »

According to the rules, the next player must play more than 30 points of stuff and risk a catastrophe.
Not even a little bit. You can however force people (everyone) to do so (or fold), by declaring a 'forced bet'.
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Rolepgeek

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Re: Mutual Assured Destruction - The Game
« Reply #41 on: March 25, 2013, 10:11:23 pm »

Besides the part where It's really hard to get a catastrophe. even with 6 countries...it's still 7d6.
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alamoes

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Re: Mutual Assured Destruction - The Game
« Reply #42 on: March 25, 2013, 10:15:14 pm »

This is an idea I’ve had for quite a while and I would like to finally test it.

The Game:
You are playing a major nation at the onset of nuclear weaponry and the goal is to become the dominant power of the world. To achieve this, you must use your diplomatic, economic and military assets to further your interests and sabotage those of your enemies. However, if the stakes become to high, everyone might loose.

M.A.D. is a bit like poker, except without the cards. The bets you make are the sole reason for your victory or defeat. Unlike poker however, players are not only allowed, but expected to banter, intimidate or backstab each other. There are no rules for communication about the game. You can openly discuss in this thread, message each other to form a secret alliance or whatever else you feel is necessary.

The Rules:

There are six types of chips: Country’s, Economy, Money, Military, Nukes and Spy’s.

Country’s - These represent allied minor nations. They grant an income of 2 Money at the start of the turn and have a betting worth of 5 points.
Economy - The economic capabilities of your nation. You gain an income of 1 Money and they are worth 2 points.
Money - Good old cash. It is gained from Country and Economy’s and is needed to buy and maintain other chips. It has a betting worth of 1 point.
Military - Normal military units. They consume 1 money a the start of the turn, cost 1 money to be bought and are worth 1 point.
Nukes - The argument to end all arguments. They cost 5 money to buy but only consume 1 per turn and are worth 10 points.
Spy’s - The eyes and ears of your nation. They cost 2 money to buy, 1 to maintain and are worth 3 points.

Every player starts the game with 10 Country’s, 5 Economy, 10 Military and 3 Spy’s
At the start of each turn, a player collects the income and must pay his upkeep. If he can't pay all upkeep, he must discard chips until he can.
Afterward s he can buy as many chips as he wants and can afford.
Once this has been done by everyone, the betting phase starts.

The beginner must bet chips worth 5 points to start the turn. The next player must then bet chips with the same or higher worth.
(The order of players will be decided by order of sign up unless the players want to agree to some other turn order.)
Afterward s, every player can raise his bet at any point he wishes to do so by any amount he wishes to. A player doesn’t need to place a bet to remain in the game, nor does a player need to bet as much as the currently highest bet.

The sum of all bets made by players is the pot, which will be won by the players at the end of the turn.
However, not all chips transfer 1 to 1 from bets to the pot.
For every 2 economy’s that have been set, the pot contains 3 and for every 2 Military’s, Nukes or Spy’s, the pot contains only 1 chip of this type.

A player may fold at every time. His already placed bet will remain in play but he cant raise it anymore and cant receive anything from the pot.

The betting phase, and thus the turn, is over once every player except one has folded or all remaining players have unanimously decided how to divide the pot between each other. Afterward s a new turn starts.

The game ends once every player except one have lost all their chips or all remaining players have unanimously agreed upon a victor.

Special Rules:
Catastrophes:
An important thing to consider during betting are Catastrophes. Every chip of a given type in the bets counts towards a limit. Once this limit is exceeded, a Catastrophe occurs. The effects of these range from annoying to game ending and you should keep in mind how high the stakes already are before placing a dozen armies and a few nukes on top of it.
The limit of a given chip type is determined at the start of the turn by dice-roll and is unknown to the players.

Country’s
Limit: (Number of Players)d6
Catastrophe: broken alliances - All Country’s are removed from the bets and divided evenly among the players. If they cant be divided evenly, the leftover Country’s are placed back into the pot but don’t count as part of the bet of any player anymore.

Economy
Limit: (3x Number of Players)d6
Catastrophe: economic crisis - All Economy chips in the pot are removed from play and every player looses half of the Economy chips he owns.

Money
Limit: (3x Number of Players)d6
Catastrophe: financial breakdown - All money chips are removed from play, irregardless if they are owned or part of a bet or which player they belong to.

Military
Limit: (5x Number of Players)d6
Catastrophe: war - Country’s are divided as per the broken alliances catastrophe but leftover Country’s and all other chips in the pot are removed from play. All players who haven’t folded already loose half of their owned Economy and Money chips. The turn ends.
If at least one Nuke chip is part of a bet by an player who hasn't folded, war is automatically upgraded to nuclear war.

Nukes
Limit: (Number of Players)d6 - d6 (minimum 1)
Catastrophe: nuclear war - All chips in the pot are removed from play. All players who haven't folded loose all their chips and leave the game. If only one player has Nukes as a part of his bet and all other players who haven't folded don't own any Nukes, this player may resume to play but must discard all Military, Nuke, Spy and Money chips and half of his Country and Economy chips. The turn ends.

Spy
Limit: (2x Number of Players)d6
Catastrophe: international incident - All spy’s in bets or the pot are removed from play. Limits for all types of chips are halved for the remainder of the turn.

Forced Bet

At any time, a player can call for a forced bet.
All players must either fold or bet chips so that the total worth of their bet is at least that of the bet of the player who called the forced bet.
Be warned that this might easily trigger a Catastrophe.


Anyone interested?
Im planning for 5 players but we might start with fewer or more, depending on the resonance.

List of Players
1.a1sPeople's Free Democratic Republic of Southern Dirkastan
2.GreatWyrmGoldGreat Wyoming Government
3.alamoesGreat Socialist Republic of Texas
4.MlamlahTrenchcoat Monarchy of Panspacia
5.RolepgeekSocialist States of Southern Slavia
6.GhazkullFreigardian Confederacy
7.Emral282Eurocorp

All slots are taken but you may be able to take over the nation of an inactive player at a later date.

I'd cut the irrelevant portion of text out, but I'm on my phone.  Since *over~confidence* I'll raise my bet to 4 economy.  Now it is 42.  Again, does anyone want to join my alliance?   :P

Rolepgeek shhh! Don't tell them that!
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Iituem

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Re: Mutual Assured Destruction - The Game
« Reply #43 on: March 25, 2013, 10:24:20 pm »

According to the rules, the next player must play more than 30 points of stuff and risk a catastrophe.
Not even a little bit. You can however force people (everyone) to do so (or fold), by declaring a 'forced bet'.

Yeah, players are under no obligation to bet more unless a forced bet is called.  For instance, a viable strategy would be to wait until 60 (6 * 5 * 2) or so Military units are in the pot, dump enough Spies to force an International Incident and then threaten the entire table that you'll put down one more Military unit unless they all fold and surrender the pot to you.

Reasoning Edit:  The limit for armies is Players*5*d6, or 30*d6.  At 60 Military there is a 1/3 chance of the limit being reached.  As soon as one Incidents, it becomes a 2/3 chance of the limit already having been reached, and the stakes are high enough that it may well be worth folding just to escape the ensuing world war.
« Last Edit: March 25, 2013, 10:26:48 pm by Iituem »
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alamoes

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Re: Mutual Assured Destruction - The Game
« Reply #44 on: March 25, 2013, 10:29:04 pm »

Or fold.  I should have said or fold. 

I marked it above in the green bold area in the quote. 

Actually, I may have read that wrong, as it has two meanings. 

One can be that the next player must bid more than the last.

The other would be that the first person must bid five points exactly.  Then the next player can bid any number of points above or equal to five points. 

It may be either, it is up to the gm for that. 
« Last Edit: March 25, 2013, 10:45:09 pm by alamoes »
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