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Turn-Based Subterfuge

PostPosted: Mon Dec 26, 2016 2:46 am
by bleatingsheep39
At the start of the game, player get five hires before any attacking begins, in which time no promotions are allowed. After this, the game is played in 'turns' which last between two hires. Every turn, players have three actions. They can use actions to:

Attack an outpost
Promote a spec
Gift a player either drillers or a spec (or both for 2 actions)
Eliminate a player (3 actions if the time machine shows elimination. If they aren't eliminated you get a refund of 1 action)

Actions stack over turns, so if you don't use actions you keep them next turn.

So far registered players are:
The Super Sheep
The Puffy Pig

Thanks, Sheep

Re: Turn-Based Subterfuge

PostPosted: Mon Dec 26, 2016 2:47 am
by fatpig10
I'll play

Re: Turn-Based Subterfuge

PostPosted: Mon Dec 26, 2016 6:02 am
by mathwhiz9
I think this is a good idea, but the rules you've set are off. I don't know how to make them better is the problem. I'd love to play a turn based version, but don't want to have actions based on spec movement

Re: Turn-Based Subterfuge

PostPosted: Mon Dec 26, 2016 6:03 am
by bleatingsheep39
mathwhiz9 wrote:I think this is a good idea, but the rules you've set are off. I don't know how to make them better is the problem. I'd love to play a turn based version, but don't want to have actions based on spec movement


So take out the rules about specs?

Re: Turn-Based Subterfuge

PostPosted: Mon Dec 26, 2016 6:07 am
by mathwhiz9
bleatingsheep39 wrote:
mathwhiz9 wrote:I think this is a good idea, but the rules you've set are off. I don't know how to make them better is the problem. I'd love to play a turn based version, but don't want to have actions based on spec movement

So take out the rules about specs?

No, because that's what you built the entire rule set on. I think there's a way to make it turn based, but I don't think you quite found that way.

Re: Turn-Based Subterfuge

PostPosted: Mon Dec 26, 2016 6:08 am
by bleatingsheep39
So my changes still don't make it good.

Re: Turn-Based Subterfuge

PostPosted: Mon Dec 26, 2016 6:08 am
by mathwhiz9
bleatingsheep39 wrote:So my changes still don't make it good.

I don't know why, but yes. Theyre just not right

Re: Turn-Based Subterfuge

PostPosted: Mon Dec 26, 2016 6:13 am
by bleatingsheep39
mathwhiz9 wrote:
bleatingsheep39 wrote:So my changes still don't make it good.

I don't know why, but yes. Theyre just not right


Oh. Well, so much for this.