You know, reading this has sparked a neat lil' idea within me head.
NUCLEAR MAFIA! IN SPAAAACE!!! (not really)
The premise is similar to that of Defcon, and this game. Each player is an island/continent country that starts with 5 points to set up. Each point of setup allows to either increase the initial number and total limit of cities by 1 (players start with one), increase the number of initial reserves by 1 (again starting at 1), or add an item that would be otherwise obtainable in-game. At the start of the game, players don't know how many points each player spends on anything other than the number of cities.
Each turn, the players PM their actions to the GM. The actions consist of the construction, the offense, and the defence parts. It's possible to construct: a nuke, a bomber, a nuke sub, or rebuild a city. These are possible to obtain in the initial phase. The offense: launch a nuke/bomb raid/submarine mission. Defence: monitor ballistic trajectories/airspace/naval borders.
Each type of defence effectively denies all attacks of the corresponding type, from all directions. Thus, each nation is continuously playing rock/paper/shotgun with everyone else. Successfully countering an attack destroys the attacking objects with no refund, and reveals the identity of the attackers.
The different attack types have different properties, too:
- Ballistic nukes are massive heavy-payload missiles. A city destroyed by a full-size cluster nuke must be rebuilt TWICE to be fully effective. But whether successful or not, the nuke is lost after one use.
- Strategic nuclear bombers have smaller payloads and don't vaporize the city as completely as full-size nukes do. But they remain to be reused later if not shot down. And having a bomber successfully pass over the target country will reveal the amount of missiles and bombers the country has in use.
- Nuclear submarines utilize many short-range tac-nukes launched from the target nation's naval region. Being autonomous, the sub can remain in the target's waters and deliver another salvo without requiring another order. Whether the sub must do a single or a double salvo must be determined when the sub sets out. The destruction caused by the sub is the same as that of a bomber. There is no way to detect idle submarines.
The process is still the same. Each turn the nation uses up one of its reserve points, and obtains points if a nation was successfully destroyed with its help - one for each destroyed city, and another one if it landed the final blow. If at any point the nation has zero reserve points, one of its cities is abandoned and deconstructed, providing it with one point to use. The first nation to run out of cities loses.
The big thing is that the players know neither who attacked them, nor what the other players have to attack them with. Does that sound like a good idea for a game?