Shasn Stuff
Abstract of the rules
Moderator: Doug
Re: Shasn (signup!)
Alright, that's four.
Now, it's possible to play with five, but I don't know that five would be better than four. You guys ready to go?
Also, what "version" do you want to do? U.S.? Rome?
Now, it's possible to play with five, but I don't know that five would be better than four. You guys ready to go?
Also, what "version" do you want to do? U.S.? Rome?
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Re: Shasn (signup!)
im not sure juice's post constituted an (a?) /in.
anyways, not the u.s. would be my request.
anyways, not the u.s. would be my request.
with love, your good friend, seathesee
Re: Shasn (signup!)
I'd prefer the US just because we all understand the issues and we'd be able to better intuit what kind of bonuses we might get for the various choices.
I guess my second choice would be sci-fi, for the same reason.
I guess my second choice would be sci-fi, for the same reason.
Re: Shasn (signup!)
u.s. politics is just so aggressively unfun to me right now that i dont want to interface with them any more than i absolutely have to (or am compelled to out of anger and frustration).
with love, your good friend, seathesee
Re: Shasn (signup!)
What about Rome? Kinda levels the playing field
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Re: Shasn (signup!)
i vote sci fi
is soylent green an abomination, or a tasty treat? you decide
is soylent green an abomination, or a tasty treat? you decide
Re: Shasn (signup!)
That's certainly a majority. The Future of Humanity will be in your hands
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Re: Shasn (signup!)
i was going over the rules again in anticipation of the game, and i realized that im not sure what the victory condition is.
did i miss it? what is the victory condition?
edit: ok, nevermind, found it.
did i miss it? what is the victory condition?
edit: ok, nevermind, found it.
with love, your good friend, seathesee
Re: Shasn (signup!)
When a player has more than half of the votes in a district, the votes that constitute the more than half become scoring votes. When every district has scoring votes, the game is over, and we count the scoring votes.
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Re: Shasn (signup!)
Another way to look at it:
Central is worth 5 points
NW, NE, SW, and SE are worth 6 points each
West and East are worth 9 points each
North and South are worth 11 points each
Central is worth 5 points
NW, NE, SW, and SE are worth 6 points each
West and East are worth 9 points each
North and South are worth 11 points each
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Re: Shasn (signup!)
so to be clear re scoring votes, lets say district 1 has 12 vote slots. player A has 7, player B has 3, and player C has 1.
player A has 1 scoring vote. correct?
if player A had 8 votes (with player B and C having 3 and 1 respectively still), player A now has 2 scoring votes. correct?
player A has 1 scoring vote. correct?
if player A had 8 votes (with player B and C having 3 and 1 respectively still), player A now has 2 scoring votes. correct?
with love, your good friend, seathesee
Re: Shasn (signup!)
ok, so what i posted was incorrect. a district is always worth half its votes +1 in points, regardless of the size of the majority.
with love, your good friend, seathesee
Re: Shasn (signup!)
No ...seathesee wrote: ↑Wed Mar 10, 2021 5:56 pm so to be clear re scoring votes, lets say district 1 has 12 vote slots. player A has 7, player B has 3, and player C has 1.
player A has 1 scoring vote. correct?
if player A had 8 votes (with player B and C having 3 and 1 respectively still), player A now has 2 scoring votes. correct?
All districts have a nice odd number of vote slots, thankfully. Suppose NW has 11 slots. If anyone has 6 or more votes in NW, they have the majority, and 6 of their votes become scoring votes. If they have any more than 6 votes, the rest are not scoring votes and aren't worth any points. Only the first 6 are worth points
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Re: Shasn (signup!)
instead of coloured text, how does this look? good? bad
i just like playing with excel
i just like playing with excel
Re: Shasn (signup!)
Yeah that's great, which command does that
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Re: Shasn (signup!)
Wait I think I got it
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Re: Shasn (signup!)
you could just copy and paste from my sheet, if you want. it's all conditional formatting
nevermind i can't attach it ;_;
nevermind i can't attach it ;_;
Re: Shasn (signup!)
No I found it it's the conditional formatting and then the data bar thing
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Re: Shasn Stuff
Home Turfs
One of the optional add-ons for Shasn is Home Turfs. With this rule, each district contains special features, such as the Airport, the Military Base, the Financial District, and so on. Each feature has an ability that can be used once per turn by a player who has gerrymandering rights. Some abilities are optional, but others are mandatory. The mandatory ones tend to make the district more difficult, or cause the district to alternate between benefit and drawback. Each home turf also has a reverse -- whenever the ability of a Home Turf is used, the home turf then flips to the other side. So actually, each district has two features, with either of them being relevant at any given moment.
For example, the Airport district is also the Harbor district, and this district will flip back and forth between Airport and Harbor throughout the game.
Home Turfs flip at the end of your turn when you are done with everything else -- there is no means of using both sides in a single turn. Also, if you eliminate your own gerrymandering rights in a district during your turn, you can dodge having to use a mandatory ability.
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Airport and Harbor
Airport
Get +1 resource for every voter you gerrymander into this district this turn.
Harbor
Get +1 resource for every voter you gerrymander out of this district this turn.
National Museum and Indigenous Land
National Museum
At the end of your turn, you must donate all your remaining resources.
Indigenous Land
You must donate 1 resource to use a Level 3 Ideologue power each time.
Military Base and University
Military Base
You must discard 2 of your own voters and 2 of any opponent's voters.
University
Draw 2 voter cards. Keep 1 and donate 1. Influence the voters of the kept card for free immediately.
Police HQ and Deep Web
Police HQ
Discard a volatile voter.
Deep Web
Randomly draw a discarded Headline card and pick an opponent to resolve it.
Golf Course and Private Island
Golf Course
Forcibly buy a Conspiracy card from another player at full price. (Forcibly as in, the seller gets no choice.)
Private Island
Sell a Conspiracy card back to the draw pile for its original value.
Town Hall and Financial District
Town Hall
Get +1 voter for every majority you control.
Financial District
Get +1 resource for every zone where you have gerrymandering rights.
Temple and Film City
Temple
Draw 2 voter cards and keep them open for yourself on your player mat.
Film City
Auction 1 open voter card. The minimum bid is 2 fewer resources than the original cost.
Refugee Camp and Penitentiary
Refugee Camp
Kill one voter in every zone adjacent to this one.
Penitentiary
You must donate 2 of your voters to any 1 opponent.
Farmlands and Forest Reserve
Farmlands
Pick a resource. Every player doubles that resource.
Forest Reserve
All players must get any 2 resources for each majority adjacent to this zone.
Newsroom and Bazaar
Newsroom
You must flip over one of your ideology cards.
Bazaar
Flips and swap this home turf with another home turf at the end of your turn.
Tech Park and Public Housing
Tech Park
Pay 2 resources to get 2 voters in any zone where you don't have a majority.
Public Housing
Swap any 2 of your voters with 2 of an opponent's voters (non-scoring only).
One of the optional add-ons for Shasn is Home Turfs. With this rule, each district contains special features, such as the Airport, the Military Base, the Financial District, and so on. Each feature has an ability that can be used once per turn by a player who has gerrymandering rights. Some abilities are optional, but others are mandatory. The mandatory ones tend to make the district more difficult, or cause the district to alternate between benefit and drawback. Each home turf also has a reverse -- whenever the ability of a Home Turf is used, the home turf then flips to the other side. So actually, each district has two features, with either of them being relevant at any given moment.
For example, the Airport district is also the Harbor district, and this district will flip back and forth between Airport and Harbor throughout the game.
Home Turfs flip at the end of your turn when you are done with everything else -- there is no means of using both sides in a single turn. Also, if you eliminate your own gerrymandering rights in a district during your turn, you can dodge having to use a mandatory ability.
----------
Airport and Harbor
Airport
Get +1 resource for every voter you gerrymander into this district this turn.
Harbor
Get +1 resource for every voter you gerrymander out of this district this turn.
National Museum and Indigenous Land
National Museum
At the end of your turn, you must donate all your remaining resources.
Indigenous Land
You must donate 1 resource to use a Level 3 Ideologue power each time.
Military Base and University
Military Base
You must discard 2 of your own voters and 2 of any opponent's voters.
University
Draw 2 voter cards. Keep 1 and donate 1. Influence the voters of the kept card for free immediately.
Police HQ and Deep Web
Police HQ
Discard a volatile voter.
Deep Web
Randomly draw a discarded Headline card and pick an opponent to resolve it.
Golf Course and Private Island
Golf Course
Forcibly buy a Conspiracy card from another player at full price. (Forcibly as in, the seller gets no choice.)
Private Island
Sell a Conspiracy card back to the draw pile for its original value.
Town Hall and Financial District
Town Hall
Get +1 voter for every majority you control.
Financial District
Get +1 resource for every zone where you have gerrymandering rights.
Temple and Film City
Temple
Draw 2 voter cards and keep them open for yourself on your player mat.
Film City
Auction 1 open voter card. The minimum bid is 2 fewer resources than the original cost.
Refugee Camp and Penitentiary
Refugee Camp
Kill one voter in every zone adjacent to this one.
Penitentiary
You must donate 2 of your voters to any 1 opponent.
Farmlands and Forest Reserve
Farmlands
Pick a resource. Every player doubles that resource.
Forest Reserve
All players must get any 2 resources for each majority adjacent to this zone.
Newsroom and Bazaar
Newsroom
You must flip over one of your ideology cards.
Bazaar
Flips and swap this home turf with another home turf at the end of your turn.
Tech Park and Public Housing
Tech Park
Pay 2 resources to get 2 voters in any zone where you don't have a majority.
Public Housing
Swap any 2 of your voters with 2 of an opponent's voters (non-scoring only).
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Re: Shasn Stuff
Edge of Chaos
Edge of Chaos is an optional rule set where certain actions and answers increase a Chaos Track, while other actions and answers decrease this track. Movement along the track causes benefits or penalties, and if the track reaches 13, all players lose the game. Movement along the track also places chaos voters, who take over districts and shut out the players.
This rules set can only be used with exactly four players -- the chaos voters will use the fifth player color.
The Chaos Track begins at 0, and goes to 13, at which point all players lose the game. Each space beyond 0 on the Chaos Track offers a benefit, a penalty, or both:
0 - None
1 - Gain 2 Funds
2 - Place 2 chaos voters
3 - Gain 2 Media
4 - Gain 2 Clout and place 1 chaos voter
5 - Gain 2 Trust
6 - Each opponent places 1 chaos voter
7 - Reserve one open voter card for yourself
8 - Gain 1 voter, place 1 chaos voter, and gain 1 resource
9 - Place 2 chaos voters and discard 1 voter (anyone's)
10 - Each opponent gains 1 voter and 1 resource
11 - Discard 2 voters (anyone's)
12 - Place 3 chaos voters
13 - All players lose the game
When you cause the Chaos Track to increment or decrement, you gain the benefit or suffer the penalty listed in the new space. For example, if you caused Chaos to go from 5 to 4, you would gain 2 Clout and place a chaos voter. If you then caused Chaos to go from 4 back to 5, you would gain 2 Trust.
Chaos voters may be placed in any districts, but not on volatile spots. They may be gerrymandered. If chaos voters obtain a majority in a district, that district is out of the game.
Players may pay resources to reduce Chaos on their turns, but players who do so do not get any of the benefits or penalties of the new marker position.
- If Chaos is 5 or less, it costs 3 to reduce it one step
- If Chaos is 6-9, it costs 2 to reduce it one step
- If Chaos is 10+, it only costs 1 to reduce it one step
When using Edge of Chaos, players decide in advance how much chaos they want to have in the game.
- For full chaos ("level 6"), skip and redraw all question cards numbered higher than 48
- For slightly less chaos ("level 5"), skip and redraw all question cards numbered higher than 60
- Same but 72
- Same but 84
- Same but 96
- For the most controllable chaos, use all 108 question cards. More than half of them will not adjust the Chaos Track no matter how you answer.
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The following actions increase Chaos:
- The Capitalist "Breaking Ground" power
- Both the Supremo "Donations" and "Payback" powers
- The Showstopper "Going Viral" power
- Certain answers to the question of the turn
The following actions reduce Chaos:
- The Capitalist "Prospecting" power
- The Showstopper "Election Fever" power
- Both the Idealist "Helping Hands" and "Tough Love" powers
- Certain answers to the question of the turn
Edge of Chaos is an optional rule set where certain actions and answers increase a Chaos Track, while other actions and answers decrease this track. Movement along the track causes benefits or penalties, and if the track reaches 13, all players lose the game. Movement along the track also places chaos voters, who take over districts and shut out the players.
This rules set can only be used with exactly four players -- the chaos voters will use the fifth player color.
The Chaos Track begins at 0, and goes to 13, at which point all players lose the game. Each space beyond 0 on the Chaos Track offers a benefit, a penalty, or both:
0 - None
1 - Gain 2 Funds
2 - Place 2 chaos voters
3 - Gain 2 Media
4 - Gain 2 Clout and place 1 chaos voter
5 - Gain 2 Trust
6 - Each opponent places 1 chaos voter
7 - Reserve one open voter card for yourself
8 - Gain 1 voter, place 1 chaos voter, and gain 1 resource
9 - Place 2 chaos voters and discard 1 voter (anyone's)
10 - Each opponent gains 1 voter and 1 resource
11 - Discard 2 voters (anyone's)
12 - Place 3 chaos voters
13 - All players lose the game
When you cause the Chaos Track to increment or decrement, you gain the benefit or suffer the penalty listed in the new space. For example, if you caused Chaos to go from 5 to 4, you would gain 2 Clout and place a chaos voter. If you then caused Chaos to go from 4 back to 5, you would gain 2 Trust.
Chaos voters may be placed in any districts, but not on volatile spots. They may be gerrymandered. If chaos voters obtain a majority in a district, that district is out of the game.
Players may pay resources to reduce Chaos on their turns, but players who do so do not get any of the benefits or penalties of the new marker position.
- If Chaos is 5 or less, it costs 3 to reduce it one step
- If Chaos is 6-9, it costs 2 to reduce it one step
- If Chaos is 10+, it only costs 1 to reduce it one step
When using Edge of Chaos, players decide in advance how much chaos they want to have in the game.
- For full chaos ("level 6"), skip and redraw all question cards numbered higher than 48
- For slightly less chaos ("level 5"), skip and redraw all question cards numbered higher than 60
- Same but 72
- Same but 84
- Same but 96
- For the most controllable chaos, use all 108 question cards. More than half of them will not adjust the Chaos Track no matter how you answer.
----------
The following actions increase Chaos:
- The Capitalist "Breaking Ground" power
- Both the Supremo "Donations" and "Payback" powers
- The Showstopper "Going Viral" power
- Certain answers to the question of the turn
The following actions reduce Chaos:
- The Capitalist "Prospecting" power
- The Showstopper "Election Fever" power
- Both the Idealist "Helping Hands" and "Tough Love" powers
- Certain answers to the question of the turn
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It's your turn in Wall Street Wars
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Re: Shasn Stuff
The Elites
The Elites is an optional game mechanic whereby players who have earned certain combinations of Ideologue powers earn even more powers.
To earn an Elite power, you must have level 3 in each of two Ideologues, and there must be at least one other Ideologue in which you have zero level. Each Elite specifies which Ideologues are required and which is "forbidden." The moment you qualify for an Elite power, you take it and may begin using it. If you qualify for an Elite power that someone else has already taken, you get nothing. Also, if you have an Elite power, but gain a level in that Elite's "forbidden" Ideologue, you immediately lose the Elite power. This may allow a different player to take it.
Note that there is a 13th Elite power that doesn't follow the regular schema, and instead requires level 2 in every Ideologue. Note also that a player might qualify for two Elite powers at once, although this is very difficult.
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The Mafioso
3 Capitalist, 3 Supremo, zero Showstopper
Kiss the Ring -- Every player has to pay you 1 resource after answering their ideology card in order to proceed with the rest of their turn.
The Dictator
3 Capitalist, 3 Supremo, zero Idealist
Re-education -- Convert voters by gerrymandering them into any zone where you have gerrymandering rights.
The Technocrat
3 Capitalist, 3 Showstopper, zero Supremo
Imagine a World -- Your player mat can now hold a combination of voters and resources, up to 12. Keep influenced voters on your player mat to place them on the board later, anytime during your turn.
The Lobbyist
3 Capitalist, 3 Showstopper, zero Idealist
For Your Consideration -- Double the resources earned from answering ideology cards.
The Philanthropist
3 Capitalist, 3 Idealist, zero Supremo
Effective Altruism -- Once per turn, donate 2 resources to any opponent to influence 1 open voter card for free.
The Patron
3 Capitalist, 3 Idealist, zero Showstopper
Skin the Game -- Pick two opponents. Every time they influence a 3 voter card, you get 1 free voter. Place your voters at the end of their turn.
The Provocateur
3 Supremo, 3 Showstopper, zero Capitalist
Grapevines and Graveyards -- Twice per turn, buy a Conspiracy card at -2 cost from the draw pile, or at -1 cost from the discard pile.
The Propagandist
3 Supremo, 3 Showstopper, zero Idealist
The Inside Job -- Once per turn, buy the top Headline card from the draw pile for 3 resources, and pick any player to resolve it.
The Guru
3 Supremo, 3 Idealist, zero Capitalist
Going Clear -- Once per turn, discard any 1 of your voters to gain any 3 resources.
The Guerilla
3 Supremo, 3 Idealist, zero Showstopper
Smoke and Mirrors -- Once per turn, move up to 4 of your voters into adjacent zones.
The Activist
3 Showstopper, 3 Idealist, zero Capitalist
The Right to Information -- Peek at any Conspiracy cards held by an opponent.
The Whistleblower
3 Showstopper, 3 Idealist, zero Supremo
Eyes on the Inside -- Every time an opponent uses a Conspiracy card, discard 1 of their voters. For every full round of play where no opponents use Conspiracy cards, gain 2 voters.
The Renegade
2 in every Ideologue
Once per turn, select and use any other Elite power.
The Elites is an optional game mechanic whereby players who have earned certain combinations of Ideologue powers earn even more powers.
To earn an Elite power, you must have level 3 in each of two Ideologues, and there must be at least one other Ideologue in which you have zero level. Each Elite specifies which Ideologues are required and which is "forbidden." The moment you qualify for an Elite power, you take it and may begin using it. If you qualify for an Elite power that someone else has already taken, you get nothing. Also, if you have an Elite power, but gain a level in that Elite's "forbidden" Ideologue, you immediately lose the Elite power. This may allow a different player to take it.
Note that there is a 13th Elite power that doesn't follow the regular schema, and instead requires level 2 in every Ideologue. Note also that a player might qualify for two Elite powers at once, although this is very difficult.
----------
The Mafioso
3 Capitalist, 3 Supremo, zero Showstopper
Kiss the Ring -- Every player has to pay you 1 resource after answering their ideology card in order to proceed with the rest of their turn.
The Dictator
3 Capitalist, 3 Supremo, zero Idealist
Re-education -- Convert voters by gerrymandering them into any zone where you have gerrymandering rights.
The Technocrat
3 Capitalist, 3 Showstopper, zero Supremo
Imagine a World -- Your player mat can now hold a combination of voters and resources, up to 12. Keep influenced voters on your player mat to place them on the board later, anytime during your turn.
The Lobbyist
3 Capitalist, 3 Showstopper, zero Idealist
For Your Consideration -- Double the resources earned from answering ideology cards.
The Philanthropist
3 Capitalist, 3 Idealist, zero Supremo
Effective Altruism -- Once per turn, donate 2 resources to any opponent to influence 1 open voter card for free.
The Patron
3 Capitalist, 3 Idealist, zero Showstopper
Skin the Game -- Pick two opponents. Every time they influence a 3 voter card, you get 1 free voter. Place your voters at the end of their turn.
The Provocateur
3 Supremo, 3 Showstopper, zero Capitalist
Grapevines and Graveyards -- Twice per turn, buy a Conspiracy card at -2 cost from the draw pile, or at -1 cost from the discard pile.
The Propagandist
3 Supremo, 3 Showstopper, zero Idealist
The Inside Job -- Once per turn, buy the top Headline card from the draw pile for 3 resources, and pick any player to resolve it.
The Guru
3 Supremo, 3 Idealist, zero Capitalist
Going Clear -- Once per turn, discard any 1 of your voters to gain any 3 resources.
The Guerilla
3 Supremo, 3 Idealist, zero Showstopper
Smoke and Mirrors -- Once per turn, move up to 4 of your voters into adjacent zones.
The Activist
3 Showstopper, 3 Idealist, zero Capitalist
The Right to Information -- Peek at any Conspiracy cards held by an opponent.
The Whistleblower
3 Showstopper, 3 Idealist, zero Supremo
Eyes on the Inside -- Every time an opponent uses a Conspiracy card, discard 1 of their voters. For every full round of play where no opponents use Conspiracy cards, gain 2 voters.
The Renegade
2 in every Ideologue
Once per turn, select and use any other Elite power.
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