This game is brought to you by your local university course that has nothing to do with ancient Japanese history. Figure out what that means on your own.
Now brought to you by Coagulation and Fishball (mostly the former for being better with photoshop and the latter for being better with google)
Green lines are "bridges" that you can use for actions. The crossed out red zones are "no man's land" which means you can attack/send aid/be attacked by anybody touching that zone if you are also touching it. The map will be updated after each set of actions.
I will create a map with provinces with numbers identifying each province. Players will send me a list of their top 3 provinces. I will then randomly assign players priority using a generator. If you do not get any of the provinces you wanted then I'll assign you to a random province. I swear it will be random. Honest.
You will not be identified on the province until you lose all of your provinces. You'll need to make up a country name to identify your territories on the map. Names like "The People's Republic of Booger" or "Heywoodjablomia" will be considered before flatly rejected. Clever puns, on the other hand, are appreciated. Think very carefully about the name of your province-naming it a certain way may provoke people into attacking you.
You are the lord of a province in Liquidia, a country long ago torn apart into small countries like your own. You have heard of a conspiracy that several people have made involving the takeover of the whole country. Naturally, you’re not a huge fan of this as it will involve you getting wiped out. So what do you do? Do you search for the enemies who threaten your security? Or do you seek out more power to gain strength against those that may eventually turn on you?
You are a lord of a province in Liquidia but are also a member of the Shimafigumi. You are a secret group of people who seek to unify Liquidia once more-under your rule, of course. Do you seek to expand amongst your neighbors to grow in strength? Or will you sow seeds of dissent and distrust to cause others to turn on each other? You win when your teammates own 15 out of the 29 provinces.
Each country has 3 actions to choose from: you may only target countries that border one of your provinces.
a) Attack-You attack an enemy/neutral country. If the enemy country is attacking you or defending or is receiving aid, the fight is a draw and nothing changes. If the enemy country is not attacking you or defending and is being attacked by multiple countries not of the same affiliation, it turns into a neutral territory. If the enemy country is only being attacked by you and isn’t defending/attacking you/receiving aid, you take that country over. In order to be defeated all of your provinces need to be conquered, so taking other countries gives you more “lives.” If you are working with your team to conquer a country, your team must PM me to inform me who gets the country
b) Defend-makes you immune to almost all attacks except by multiple people of the same affiliation or with some sort of special ability. So if two people that aren't directly allied attack you with your Defense up, they can't harm you. But if they are both mafia for example, then unless you are being counterattacked (for instance, if someone attacks one of the mafia) or have aid sent, you will be in trouble.
c) Send aid-you send aid to another country, essentially defending for them. If they are being attacked by people with the same affiliation, you count as an extra defender-i.e. if someone is being attacked by 2 mafia and you are sending aid to that country, you count as a blocker and prevent the country from being taken out.
Special Roles (of undisclosed number):
You’re not a huge fan of lords (read: communist)-you’d rather Liquidia be a happy democratic country instead of the feudalistic society it is. To do so, you’ll need to overthrow all your enemies by taking them over. But don’t worry about getting wiped out: as long as there are neutral countries, people will rise up for you. Just make sure not to die when there aren’t any left.
You’re a Missionary sent by God to help convert the people of this country towards your religion. In addition to normal abilities, once per turn you may spread your teachings to neighboring countries that are not attacking anybody else. They in turn will join your "faction." You win by converting more than half of the provinces to your control. But if a country is attacking, your teachings will be snuffed out in that area and the lord of that country will be aware of something afoot.
You’re an elite soldier who has gradually succeeded to the throne of your country. An expert in military tactics, on one day of your choice you are given TWO actions, i.e. you may choose to attack and defend, or attack two countries, or defend twice (latter doesn’t stack), or send aid to two countries, or attack and send aid, etc. etc.
You have mastered the use of gunpowder and have developed basic single-shot firearms, allowing you to bypass a defender. However, you do not bypass people that are attacking you. You may not use this ability on consecutive turns (seeing as how you need to reload).
You have developed a strong naval force. As a result, on one occasion only, you may use your navy to invade a country that borders the water(which is to say, any country that is touching empty space). Use your judgment on when to use this. If there are others with naval forces they can counter you as a normal attack (i.e. two people with naval forces invade each other on the other side of the map. Both player's abilities would be used up in this case.
You are a guerrilla warrior. When your country is taken over, the next day you may choose to retake control of that province. One use only, of course.
There may or may not be other roles. Mafia may have special roles. Your role may change over time. Know these things.
If nations attack in a circle jerk all of their attacks are canceled out. so if 28 attacks 29 atttacks30 attack 28 all their attacks cancel each other out. However, if 23 is also attacking 30, all the attacks cancel out, but then 23 attacks 30 and takes it.
In addition, suppose you attack and another nation attacks you. You lose that territory and you gain the other territory, provided that it is undefended. Otherwise you may end up just losing your own territory.
Also there's an execute the traitor mechanic (i.e. lynch)-namely, all the nations may vote. Each province you control gives you a vote count. A strict majority of all provinces is required, Votes will be revealed, but the amount of vote counts is unknown-namely, if we have Ace, L, Ver, and Qatol, and everybody has one province except Ace who has 5, then even though Ace may vote for Qatol vs. Qatol, L, and Ver voting for Ace, Ace has a strict majority (5 out of 9). But you won't know how many votes each player has.
Oh, and executed lords have their provinces reverted to neutral.