It seems to me that. in most of the strategy games hosted here, pre-game diplomacy plays a particularly large role in who wins (or who would win if we GMs weren't a lazy bunch that refuse to finish a game). I bring you now a non-zero-sum game, of an undisclosed number of iterations, played almost entirely through PMs. I have already decided how many rounds there will be, but none of you will know when the final round is before the game ends. The winner will decide what form game I host next, and will have a reserved spot. (Note that I cannot guarantee more then ten rounds of a game. No, my old games aren't abandoned.) Additionally, points may be consumed to add or subtract to a role in forum games I host.
The rules are simple: Players privately form alliances, and discuss amongst themselves who they wish to fire nukes at. Every 1 nuke reduces 1 infrastructure by 1 point. Players who lose all of their infrastructure are out of the round. Living players get points based on how many players were defeated. After the round is over, a new round starts, with different rules.
I do not wish to be included in every single PM, but I am interested in PMs about what you're doing, who you're speaking with, who you think is lying, and who you are forming false alliances with, if any. Any received PMs are confidential.
Players on the waiting list will get a chance to play in future rounds. They may be disadvantaged point-wise, but people are probably more likely to nuke those players who are in the lead, or who have back-stabbed them.
A player may, at any time, declare in the thread that they are
Launching nukes!!!
The turn ends 24 hours from this point. If somebody hasn't PMed me with their nuke targets, their nukes go unfired.
Only the first player to launch a nuke in a turn needs to announce the launch publicly.
There is no way to detect who has launched nukes, or where they have been launched to.
Players: 8
Infrastructure: 2
Nukes: 3
Turns: 1
No way to destroy incoming nukes
Game ends after 5 real days if no nukes have been launched
Point distribution:
There are 16 points, 1 per infrastructure.
The points are divided up, and all surviving players get an amount of points relative to their remaining infrastructure
2 infrastructure remaining: 3x share of points
1 infrastructure remaining: 1x share of points
No infrastructure remaining: -1 point
Players: 10
Infrastructure: 2
Nukes: 2
Turns: 2
No way to destroy incoming nukes
Round ends after 4 real days if no nukes have been launched
Income = IP equal to remaining infrastructure
Cost of nuke: 1 IP
Cost of infrastructure: 2 IP
Free nukes per turn: 1
Point distribution:
There are 20 points, 1 per starting infrastructure.
The points are divided up, and all surviving players get an amount of points relative to their remaining infrastructure
3 infrastructure remaining: 6x share of points
2 infrastructure remaining: 3x share of points
1 infrastructure remaining: 1x share of points
No infrastructure remaining: -1 point
Napoleon (-1) - In round 1
FuzzyZergling (-1) - In round 1, 2
Shade-o (-1) - In round 1, 2
Toaster (7) - In round 1, 2
Nuke (2) - In round 1, 2
USEC_OFFICER (7) - In round 1, 2
Lemon10 (-1) - In round 1, 2
Jetsquirrel (-1) - In round 1, 2
LordSlowpoke (0) - In round 2
Sheb (0) - In round 2
Johnfalcon (0) - In round 2