TURNSDuring a turn, a player can post a single action as their turn. That may be a General Action, or an Ability from the cards. If no players intervene, I shall inform everyone that the action has passed, and it's the turn of the next player.
Cards will be distributed randomly once the game begins, two for each player. It's on your best interest to allow these to remain unrevealed to other players, as it will allow you to claim the ownership of cards you may not even have.
GENERAL ACTIONS- Income / Gain a coin / "Ahh, the rewards of fine work!"
- Foreign Aid / Gain two coins / "The nation of Bay has great interest in my succes / Can be blocked by a Duke
- COUP / Once a player holds at least seven coins, they can COUP another player. Be aware that a COUP is unblockable, and it will force the player getting COUPed to reveal on of their cards, and lose 1 point of influence. Be aware that once you reach ten coins, you will be forced to do a COUP, whenever you like it, or not. / "The time has come, our wealth is high and our swords ready. Execute the order."
CARDS & ABILITIES- Duke:
- Tax: You gain three coins / "Oh, I've got friends on very, very good places. And one of those friends just happens to be a tax collector
- Block foreign aid: The Duke, whenever another player takes Foreign Aid, can block the action, causing the player to lose their action, and not allow them to gain any coins / "You see, I know about the contacts you have in Bay. Or rather, the contacts you had in Bay.
- Assassin: Paying three coins, you can use your action to kill another's player's card. If they can't block it , they will lose one card of their choice and one influence / "Say the name, and pay the price. By dawn, they'll have expired their last breath. / Can be blocked by a Comtess
- Captain:
- Steal: As an action, you can steal two coins from another player. If they only have one coin, steal only one coin. / " I'm afraid me and my men shall take a... Small compensation for our troubles. In case you find any problem with that, you may speak with our swords." / Can be blocked by another Captain or an Ambassador
- Block stealing: Whenever you see a Captain stealing, you may block the stealing. The Captain will lose their action that turn. / "Stop right there, criminal! You violated the law!"
Ambassador:
- Change cards: The ambassador can change itself for another card. Once you inform of your use of the ambassador, I'll shall offer the player privately with the choice of two random cards. The player can choose to keep the Ambassador, or to choose either one of the two cards. / "I do know somebody of interest... Follow me.
- Block stealing: Whenever you see a Captain stealing, you may block the stealing. The Captain will lose their action that turn. / "Stop right there, criminal! You violated the law!"
- Comtess: Whenever the Comtess sees an Assassin in actiin, she can choose to intervene. The assassination will fail, and the Assassin's player will lose a turn, and waste the three coins used for the assassination.
INFLUENCE & CHALLENGES
Both of your unrevealed cards are points of influence. Once you lose either of them, you are out of the game. We have already gone through two ways of losing influence, an Assassination or a COUP. But! There is another.
Whenever you use an Ability from a Card, it may open the possibility of another player doubting that you have said card. That is a Challenge. A Challenge is the situation of another player doubting you have a card.
- If they were right and you were lying: You lose one card of your choice, forcing you to reveal said card, and the action you wanted to do, your turn, and one point of influence.
- If they are wrong, and you were telling the truth: The accusing player loses a card of their choice, forcing them to reveal it, losing one point of influence. Meanwhile, you will receive a new card by a private message, which shall replace the old one.
ALLIANCES
Of course, in a game about courtly intrigue, the concept of alliances is interesting. You can ally other players, of course, but be aware that a backstab is inevitable, there can only be one. So be wary of false smiles, before you get a knife on your back. At most, I'd recommend formal negotiation.
There are five cards of each character, and 50 coins.