If you haven't played Junta the Boardgame before don't worry.
The Basic Premise is this: Five players take the roles of the High Command, the Junta of a not particularly closer-specified country and fight for money and power. In Junta the Boardgame, the Goal was to get as much Cash as possible and retire.
This game will work similiar in some ways and different in others. For one the Game doesn't end when everyone has retired or been exiled it continues on and your own Corruption and Decisions will influence the Countries Future.
In fact the game will run until a certain conditions are met, i will not tell you what these are, they might happen sooner or later depending on your Actions.
Anyyyhow, for you as the player you can a) set goals for yourself, maybe you truly have nothing but the Countries interests at heart...maybe you don't, or you can b) try and get as much cash out of the Country before retiring. However this does not mean that there are only four generallissimos left anymore, a new man will take your place to keep the balance in place. So over time we will end up with an entire list of retired Generals and Commanders, out of which the one with the most Cash will win once the game really ends.
Besides that there will be various other Achievements, Goals and other Fancy stuff to be had with which you can puff your chest and say "It was me who made our Country Great again!"
The Governmental PositionsWithin the Government of our yet unnamed state there are various very important positions that are filled out by the players.
At the beginning of the Game the players vote for a President who from now on will rule the country officially. Afterwards he will dish out the initial Goverment Postings to the other players or keep them empty or to himself.
Whatever happens no player may hold more than two offices at any given time.
El PresidenteEl Presidente is voted at the beginning of the Game by the five players and subsequently every five turns.
He has several powers:
Treasury
At the beginning of Each Turn the Taxes come in and the President decides how they are used.
1. Keep Money to yourself
2. Invest Money into the Country.
3. Give Money to the other Generallissimos
1 and 3 are obvious. Number two is an investment into the country itself for 1$ invested into the Country it generates 1d5 extra cash. for 2$ it generates 1d10 extra cash. for 3...
Appointing
There are a whole lot of Government Postings El Presidente can hand out to his fellow Generals, he can do this only once at the beginning of his term.
The Palace Guard
For every 10$ invested the President can raise another Guard Company.
Western and Eastern GeneralThe Two Armies of our Country each need a General. These postings give the Gentlemen not only power over the army but they can also invest money into it to make it bigger, stronger and better.
For every 5$ invested into the Army it gets another Infantry Company.
For every 10$ invested it gets a Tank Platoon
Airforce GeneralThe Airforce General has control over the Countries Paratroopers and Airforce. The Airforce can maintain only as many units as it has Airbases. An Airbase can contain 5 Units.
For every 10$ invested he gets another Airborne Company.
For every 20$ invested he gets another Jet Wing
For every 30$ invested he gets another Airbase
Paratroopers can be dropped anywhere within the Capital
For each Jet Wing the Airforce General can bombard once per turn.
AdmiralThe Admiral has control over the Countries Marines and Fleet.
For every 10$ invested he gets another Marine Company
For every 30$ invested he gets another Destroyer.
Marine Companies can land on any Coastal part of the Capital
Destroyers can bombard any part of the Capital once per turn.
Secret PoliceThe Commander of the Secret Police gets several very interesting abilities:
Assassinations and Counter-Espionage, Spies
For 25$ apiece the Commander can hire a Spy. A Spy can attempt an Assassination or prevent one (and be used up in the process) or he can follow a General to figure out his finances. He can even spy on the Presidente
Death Squads
For 25$ he can also hire a Death Squad. Those behave a) as soldiers and b) once per Presidency can surpress a Faction (more on that later).
CommissionerThe Commissioner is in Charge of the Police Forces of the country.
Detective
The Commissioner has one Detective which he can use to prevent an assassination.
Police Force
for 1$ the Commissioner can hire Police OfficersThey are not nearly as competent as actual soldiers but who cares right? He can hire at maximum five per precinct.
Riot Police
For 5$ the Commissioner can hire Riot Police. For one they are more competent than Police Officer and secondly they can disperse Protests without any (fatal) violence.
Turn Order1.Each Turn begins first with a check if the current president is still in power. If he is then we move on to phase 3
2. If the President has been deposed in the last round, the victorious revolters get to choose a new Presidente amongst themselves and disperse government offices anew.
3.Treasury Phase: Government investments are rolled and the President is paid out the current wealth of the treasury, which he then distributes as he sees fit.
4. Bidding and Buying Phase: Players invest their money as they see fit. If they want to "support" Factions they can do that.
5. Foreign Politics, Laws&Edicts Phase
6. Leisure,Espionage and Assassination Phase
7. Revolutionary Phase - here players can decide whether they want to depose the current presidente
8. Deposition Phase - if the rebellion was successful or failed this phase will decide the fate of the losers
FactionsThere are various Political Factions within the Country which are but pawns of the Junta in its struggle. They can easily be bought with either coin or Laws and have various effects.
However Factions like to be wooed and usually the highest bidder gains their support, unless the President offers them even something better: laws that they really like...
Laws&EdictsEl Presidente can only change one law per turn, to a maximum of 5 if he manages to survive an entire Mandate. Laws have wildly differing effects, positive and negative and can luckily be repealed by those that come after you...
Allow/Forbid Freedom of Speech/to ProtestWhy would any good dictator allow people to protest in the streets? Well for his own benefit of course.
Once enacted protests can no longer be dispersed by the military or the police, but el Presidente will gain the Support of the Students for the Rest of his Mandate. Riot Police will be dispersed for the moment.
Allow/Forbid Militias/Neighbourhood WatchWhile guaranteed to lead to a Civil War it also allows your biggest supporters to bring in some heavier guns. Once enacted Factions will raise as many militiamen as they can which will even persist beyond the Forbidding of this law.
Exploit Natural ResourcesBring in the Big Companies from outside. Your Swiss Bank account grows by leaps and bounds, you gain the support of dubious corporate Mercenaries. The only drawback is that your country will suffer economically and the other Generals will not look upon you kindly.
Nationalize EconomyThe opposing of the above. Will gain you great support among the People, however the Corporate Goons will support anyone with money and mercs who is willing to keep their investments intact.
Establish Free ElectionsFactions vote instead of the Generallissimos...that is they vote for whoever has their support at the moment.
Establish/Disperse Death SquadsRemoves or Establishes Death Squads.
Sign Geneva Conventions/Disavow Geneva ConventionsRemoval of Spies and the Ability of the Navy/Air Force to rain fiery death upon your own population.
On top of these law and edicts there will be numerous more which will appear/disappear as the game progresses and have differing effects.
AssassinationsAssassinations work on a pretty simple principle:
First you hire an Assassin. If you are not the Chief of the Secret Police you can hire him during the bidding phase if any are available. Each unique assassin has different unique abilities, restrictions and prices.
Secondly you choose a target location. The Junta is very busy and may be in various locations. During the Leisure Phase the Generals have to be in one of several locations (the Bank, if they want to put money on their swiss account), at Home, in the Bar, the Brothel or the Marketplace.
Third; after everyone has put down their assassins it all comes down to the resolution. Who was where and which agents were put in which place. If an assassin and a victim are in the same place (without anyone there to prevent the killing) the victim is killed.
Various assassins agents and detectives may change that outcome. There is also one safe place: the Embassy. However if you spend more than two turns in an embassy you have to retire.
Detectives will additionally to preventing the assassination reveal the man who hired the assassin to the Chief Commissioner. No other player but the Commissioner will be informed that the assassination happened nor who it was.
CombatCombat works on a simple d6 Principle. Different Units have to roll certain results to damage
Students/Protesters: 1 or less
Police: 2 or less
Militia/Riot Police: 3 or less
Soldiers/Mercenaries/DeathSquad/etc.: 4 or less
Tanks/Presidential Guard: 5 or less
If you played Axis and Allies before its the same principle. Soldiers and Tanks/Presidential Guards have 2HP (means they can be damaged twice before they go down). Both sides fire "Volleys" afterwards casualties are removed
WarsYup Wars are in. If you invade another country one of your armies has to move out. The respective player cannot engage in coups or other political shenangians beyond leading the troops in the foreign country.
Successfull CoupingEl Presidente obviously won't sit a coup out in his Palace. Anytime during the coup he may decide to surrender to the rebels or the rebels might desire to surrender otherwise a coup ends once one side controls three of the vital buildings (the red ones on the map).
Regardless of how the coup ended, the next turn begins as if a new election would begin. However if the loyalists won and the presidente stayed in power, he will rule for an additional five years and may redistribute all council positions. He may also execute one of the rebels.
Alternatively players can go into exile and retire.
If the rebels win a new president will be elected and the old one is forcefully retired...or executed depending on what the rebels want to do with him.
Sign-Up SheetsNation Name: (that is for the first five players. So we have a name for our little decrepit state)
Culture/Region: (only important for fluff reasons. Are we in Eastern Europe? an Island in the Carribean? South-East Asia? again only relevant for the first five)
Character Name: