Right. I'm going to admit in advance I have absolutely no idea how and if this will work, but the only way to try new ideas is by experimenting with them.
This is a test run for a vaguely-new type of succession game - Secret Keeper.
Now we all know that part of the fun in succession games is leaving behind messes and problems for the next overseer to solve - magma leaks, goblin invasions, forgotten beasts - I bet at least one person somewhere has encounted the You-Know-What and neglected to tell the next player. But what if we turned this into the raison d'etre of the succession game?
Thusly, we arrive at this situation - seven dwarves, all worshipers of Vakun, the most deceptive of all the dwarven gods, and all part of the hidden cult that worships him: Gatalzocol Vakun - the Ageless Coven of the Deceiver, arrive at a new location to give worship to their deity by performing the cult's most sacred rite - the Great Game. They will build, quite literally, a temple of lies and deceit.
The rules of the game are simple:
1. There will be exactly seven players. No more, no less. New players only enter the game if an older player departs.
2. When your turn occurs, you will report
everything of note that occured during your turn, from strange moods to sieges to the construction of new megaprojects.
3. Every time you have a turn, you may, and in fact,
must choose
one specific significant event or undertaking which you will either outright lie about, or at the very least completely cover up. Make a note of what it is for later (ironically, we'll have to trust you to be honest about this and not change the note).
4. If, at any time, someone discovers something you lied about, you are immediately moved to the end of the turn roster. A player must announce that he's discovered your duplicity - he cannot make this discovery his own secret for the year.
5. The gameworld contains some slight modifications, but for purposes of fun, I'm not going to tell you what they are - except to give neccessary credit to Civilization Forge for some of them.
6. All players must be dorfed at all times if it is at all possible. Players may not
intentionally assassinate each other.
7. If something you kept secret directly results in the death of one of your opponents' dorfs, you instead move to the
front of the turn roster.
Your success in this game will thusly hinge mostly upon your ability to decide what other players are unlikely to discover, and how best to phrase your deceptions. Mastery of the game will involve setting up fiendishly clever stratagems that your opponents will accidentally execute for you.
World and DwarvesWorldmapEmbarkDwarf 1: Degel Momuzilid
+5 Miner
Dwarf 2: Obok Rigothison
+5 Woodcutter
Dwarf 3: Adil Oddomuthal
+5 Carpenter
Dwarf 4: "Dariush" Kosothanam+5 Mason
Dwarf 5: Kubuk Uzliredem
+5 Grower
Dwarf 6: "Andreus" Asmellektad+5 Appraiser, +5 Organiser
Dwarf 7: Kivish Obokmeden
+5 Hammerman, +5 Armor User