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You are the chairman of a secret society. Your job is to take over the world. Of course, the world's governments have no interest in losing their sovereignity, and your rivals have exactly the same goal as you!

Players will have to cooperate against regional governments, and compete against each other for influence.

ENDGAME CONDITIONS:

  • Of Course!: Your influence, overt or covert, has spread through a majority of the world's regions.
  • Scorched Earth: You've caused a Mad Max style apocalypse, and set yourself up as warlord over the ruins.
  • The Singularity: Your organization has brought about the beginning of a transhuman utopia.
  • October Sky: Who needs to rule this world when you can colonize another one - and get there long before anyone else.

TOKENS:

  • Regional Government
  • Army
  • Team / Investigators
  • Cell / Regulators
  • Base
  • Nuclear Deterrent

REGIONS:

  • Support (government)
  • Support (each player)

Sum of supports = infrastructure total (support represents loyalty but also means)

Region type (agri, resource, industrial, culture, tech). Each region has 1 primary, 1 seconday.

PROGRAM CARDS:

  • Sat launch
  • Ship component launch
  • Nuclear weapons
  • Media infiltration
  • Resource convoy
  • Cultural shift
  • Military buildup (army creation)
  • ...

ARMIES:

Mechanized beats Infantry beats Unconventional beats.... (rock paper scissor), each has a power value, bonus/malus if different army type, works more or less like Risk. Can also pillage a territory.

CELLS/TEAMS:

Each has three values (force, espionage, persuasion) for various operations.

BASES:

Each has one value (productivity), can be used for research rolls, used to buy program cards, or used for support/infrastructure.

KINGDOM COME SCENARIO:

50 turns to defeat Yahweh (which is run reactively and/or with dice rolls, but has a resource cheat) originally from Path:/pmwiki/pmwiki.php?n=Tripocalypse.FlipsideStrat still porting mechanics from here

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Page last modified on February 17, 2016, at 10:11 AM