This game is a bit more complex than the others, so try not to get into it until you know what you're doing. I came up with this game myself, so let's see how it does! Here are the rules:
Turns: A turn is the equivalent of a player's post. A player may have no more than two turns per page. A person may only perform one action per turn.
First Turn: There are four different planets on which you can exist. For simplicity and familiarity's sake, these planets are named Skyworld, Ender, Overworld and Nether. These planets, however, are not like the single world of Minecraft. They each exist on their own seperate planet. On your first turn, you choose which one you were born/live on. The first person on a planet becomes that planet's owner.
Following Turns (Players): Once the planet has enough people on it, the game may truly ensue. Each turn, the people of the planet can choose to either join the military, attempt to make a scientific discovery or be a morale booster. Alternatively, you could choose to increase your planet's strength or IQ by 1. Strength and IQ are explained in another section of the rules.
Each of the three roles plays an important job in the planet's safety. The military protects the planet, the scientists make military weaponry and the morale boosters make it so the people of the planet don't turn agains the owner.
Following Turns (Owners): After all three categories have been listed, you can either increase morale by the amount of morale boosters multiplied by five, use an uber scientific weapon (explained in endgame) or you can call the military to attack another planet. Be careful, though. Remember to ALWAYS be careful of how you interact with another planet. It could help or hurt you in the future.
Endgame: The goal of the game is to conquer the other three planets (military), ally with them (morale boosters) or perform an absolutely destructive scientific phenomenon on their planet (scientists). These can result in either a monopoly, an allied victory or a solo victory respectively. To achieve an allied victory, you must get all planets to ally with each other, meaning everybody wins. To achieve a monopoly, you must defeat the owner of the planet, which you can only do by defeating everyone else on the planet or turning them to your side. Single victories are the simplest and loneliest of all of the victories.
Strength: Strength decides how powerful the people of your planet are. Your planet's total strength is equal to the planet's strength points multiplied by the amount of a people. Attacking a planet with a total strength equal to your own will do nothing. A military interaction between two planets with inequal total strength will cause the planet with greater total strength to weaken. Once a planet's strength becomes 0, that planet is automatically disqualified.
IQ: IQ is the most important thing in making scientific discoveries. The higher your planet's IQ, the better your discoveries will be. Upon requesting a scientific discovery, you may request one that is the equivalent of the planet's IQ or you may request that any discovery be made specifically. Discovery categories are military and uber (destructive scientific phenomena). Be careful of what you ask to be discovered. If it's above your planet's IQ, your planet will lose IQ points. Once a planet's IQ becomes 0, that planet is automatically disqualified.
Morale: Morale keeps the planet from turning against itself. Each new page, a planet's morale decreases by two. Once a planet's morale becomes 0, that planet is automatically disqualified.
Please do not take my game down for being too complex. I could make a simpler version if needed.
I will take the first turn. I claim Skyworld.
Current planet stats will be found here. Have fun and remember: It's JUST a game. It's complex, but it's JUST a game.
Expansion
Started by Pyrif, Jun 17 2015 04:52 PM
1 reply to this topic
#1
Posted 17 June 2015 - 04:52 PM
#2
Posted 17 June 2015 - 07:04 PM
While it's clear that you've put considerable effort in to this, it's a bit too complex and not quite well enough defined. As far as I can tell, it wouldn't really fit the format of a forum game very well, and the very limited number of 'power' roles versus the number of players it seems like it would require make it very easy to cause complaints of iniquity. I'm going to have to turn this one down, sorry! If you can restructure it to be simpler and not include separate roles for a small handful of players, feel free to submit a reworked idea.
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