Well, I'm giving this a shot just because I'm bored and want to try it out. A civilization/strategy/role-playing game brought to you by
/the
gentlemen
/ who anonymously mashed together the rules for this, plus a few of my own additions.
The Nation GameCreate a nation and engage in diplomacy, wage war, or get up to whatever you can come up with as the infallible leader of a nation.
Global domination? Maybe so, tyrant.
World Map(Will be updated whenever possible.)
Starting/Joining the Game- Decide who will act as the Cartographer (or force someone into it). The Cartographer keeps track of all changes that would affect the map and occasionally posts an "Official Map" to set the record straight on what the hell's going on. They should also provide informational updates as to what the hell's going on if they feel like it. The Cartographer can still play as normal if they're up to it. At any point (usually once they get bored or sleep-deprived), the Cartographer may pass their duty to a willing or unwitting player, or just let the whole affair tumble into anarchy.
- Choose one province and fill it with a color and/or flag and/or marker of your choice and give it a name. Just don't fill the entire map with gigantic font. Cut out the bit of the map you've altered and post it in the thread so that it can be added to the official map (DO NOT alter the size of the image; otherwise, the Cartographer can't just paste your addition right onto the map); the cut-out being so you don't have to waste someone's precious bandwidth uploading the entire map. Alternately, you can request that the Cartographer make the alterations, though they probably won't look as spiffy and they might hate you a little.
Playing- For any miscellaneous action, roll 3d6; for each die, an even number is a success, an odd number is a failure. Really, roll any even-numbered die (or two-sided object); the important thing is that evens win and odds lose. Potential actions include: drilling for oil, launching a rocket into space, throwing a killer nationwide party, cloning your leader for the lulz, etc.
All actions with a potential for failure require a roll to perform. Arbitrarily assign a level of difficulty to the task (number of successes needed, between 1 and 3) and get rolling.
- Expanding territory (into NEUTRAL lands) is as above, but may only be attempted once per day in light of the massive effort involved. Roll 3d6; one success is enough to capture a province.
- For warfare/conflicts, each side rolls 3d6 for each province taking part in the fight, including those of allies joining the fight. See additional rules of war below. One can attack a nation only once per day, though one can be attacked multiple times.
- Uprisings/revolutions can be declared within single provinces; each side rolls 3d6, with the victor attaining the province. Of course, if the rebels win, they are then treated as a regular nation and can be attacked with the full force of their former nation's military.
- In the event of a tie in any contest, the victory goes to whoever has the least losses; if there is still a tie, the contest is considered a stalemate and can be either abandoned or re-rolled.
- If all provinces are claimed, the only way for a new player to enter the game is by someone giving them a province or by staging an uprising.
- Remember, you're playing as your nation itself, however that manifests itself. Make some rousing speeches as the leader, report on your latest domestic troubles, hint at your sinister master plan.
Warfare (Step-by-step!)1) Nation A declares war on Nation B, calls upon allies for support.
2) Nation B can decide either to concede immediately (skip to part 5) or defend itself and call upon allies for support.
3) Pre-war negotiations; outside nations decide their actions. Aid, intervention, and bargaining all happen during this time. At this point, the war is still avoidable, perhaps hinging on the promised retribution of some outside nation.
4) Whenever everyone feels ready, war begins. Both nations roll may roll all dice on behalf of themselves and their allies, though they may wish to draw things out roll-by-roll and describe the dramatic battles being fought.
5) Whoever emerges victorious may offer terms of surrender, including (but by no means limited to) the seizing of territory from the defeated. If the terms are rejected, the attacker seizes provinces from the defender equal to the amount of victories the attacker won the war by (ex. 6 wins vs. 4 wins = 2 provinces taken). Either nation can then declare war again or just calm down and have a drink or something.
Rules- When updating or altering the map, save it in .PNG ONLY. BMPs are huge and JPG will screw up the image.
- Do not annex land from any nation without they having given it to you in a treaty or lost it in war.
- Do not act on behalf of other nations unless they've given you permission such as "While I'm away, assume I come to the aid of Toadyland whenever they request it."
- Do not invent or create fake land; you can build as many offshore military platforms as you like, but I don't think any of them will be large enough to constitute a country. This isn't the Principality of Sealand.
- Any nation idle for more than a week will be considered defunct and can have territory seized from it as though it were neutral land, though it will still exist if nobody conquers all of it. Control of a nation can be given to someone else by the nation's leader, if the leader wishes to step down.
- Don't be a poor sport, if you lose a war then so be it.
- Do whatever crazy shit comes to mind, it's really a role playing game after all. You'll probably get in less wars if you spend your time researching the number of monkeys it takes to write, edit, and publish Hamlet anyway.
PLAYER & NATION LIST/INFO (work in progress)The Moonlit Knight - Autonomous Zone of Quixote
CloisteredSyrups - Lothrian Dominion
TheNewerMartianEmperor - EuroCorp
Notable Features: army of super-cyborgs.
Asheron - The Commonwealth of Soviet Republics
Kashyyk - The Cantabrian Empire
webadict - Rollercoaster Island
Awayfarer - The Realm of Swords
Notable Features: A canal through the center of the nation connects the oceans on either side; this canal is by the quickest route for any naval voyage headed northward so long as they can afford the Realm of Swords' tolls.
Strife26 - Kasemanioa
Pandarsenic - The Tyrgani Alliance
If anyone wants to makes suggestions on the rules or has any questions about the game, pipe up, yeah? I did just come up with half of this overnight without getting any sleep. (This applies throughout the game. If there's something that seems like it needs changing, mention it.)
The original rules for warfare were that each side would roll 3d6 for each nation in their alliance rather than each province. We could use those rules instead if there's a want for less focus on gaining territory and more on straight-up diplomacy and role playing. Should get that sorted out ASAP.
Otherwise, go ahead and found some nations. I think the game itself should start only if/when there are five people playing.