Vain Rats 4 Looking for Players Looking for subs

GM: asudevil, Winner, Didadem

Vain Rats 4 Looking for Players Looking for subs

Postby asudevil » 04 May 2013, 02:50

Did you miss out of the fun the previous three times? Are you looking for a game that you just don't know WHAT is coming next. Check out Vain Rats 4.

The game will be run on a 1900 map (including REM...and anything going around the cape from EGY/(HEJ)-MAO will be halved whatever power it is...so if its a double unit, it would travel around the cape at a 1) Starting with Winter 1900 (technically 1899) rules. For the first season only, the game will be build anywhere the players can build on any SC they control (and England can build in GIB).

Once per game every player will have a hyperspace joker that they can use as they see fit. The rules for this Hyperspace Joker is in the minor powers.

Each player will get a Major Power and a Minor Power.

This game will not be first come first served as there is a LOT going on and previous experience is a plus. Previous play in a Vain Rats game is a plus but not required.

Because of the hidden aspects of this game, I think I am required to have a 2nd eyes GM, so if anyone is interested in that, let me know.

---The following are my standard GM rules

We will run a 3/1/1 game. With it being a Winter 1900 variant, I am thinking about allowing 5 days for both the Winter 1900 discussion and then also the Spring 01 discussion. Normally I double the first season, but I find that with Winter 1900 a lot of people need to see the units of the opposing players so that they can make appropriate strategic discussions. I dont find that a standard turn is long enough for this. I will go with speed deadlines though, so if you all get me orders in early for either Winter 1900, or Spring 01, I will process when I have them all.

This game will be a blind auction for both countries and MP/mP. There will be one for countries and then a second one for both powers simultaneously. Rules for this are here, but it will be 140 points for countries (110 max, 1 min) and 350 points each for MP/mP bidding (300 points max, no min)

I generally am able to send out a reminder email with 24 hours to go. I frequently can get another one out with somewhere 6-10 hours to go. I hope I dont bother you with these messages, but I hate NMRs. I figure I would rather bug you often than have you miss a deadline. Also, if you send in provisional orders early, I will never have to send you out the reminder emails.

I will also run speed deadlines for any other season where all orders are in early. If you do not want me to use yours as speed deadlines, put "Provisional" in the message, so I know that. I will treat all build/retreats as finalized unless you specifically say that they are not. You can change your orders any time up until I post results. Sometimes I will be a little late in adjudication (I work and have a wife/kid), so you can even change/place orders after the deadline as long as I have not posted results. I also reserve the right to post results up to 1 hour early if it works best for my schedule, so don't wait until the last minute.

If you NMR for the first season (Winter or Spring 01) I will remove you (If you cant make a 5 day turn, you wont make any)

If you NMR 2 turns period I will remove you...Retreats/Builds count as a .5 NMR

Please dont NMR, if you need out, let me know so I can try to find a sub.

Please send me orders with the following in the subject line. "Vain Rats Spring 01 (or whatever) Russia (or whatever)". Those can go in any order, but I really need all three things, just so I can make sure I got all my orders, when they are, and keep them separate from my other forum games. I am running multiple games and in others, so I really need this to stay organized

This is a build in original SC only map. (after the first build season)

Standard 18 SC's for the win...if 2 people hit 18 in the same season, the game will continue until one player has more than 18 AND more than any other player

Also, all draws must be made either on the most recent thread, or PM'd to me. They can not be proposed until after the 5th build season. They do not have to include all survivors, but they must be accepted unanimously.

The biggest thing with this game is the powers. If powers are interacting strangely I may ask for opinions of the crowd on the matter...HOWEVER, Pedros and I have spent the better part of a month coming up with everything we could think of and combined from previous Vain Rats. I will answer any questions we haven't figured out privately if asked privately, but those decisions are not binding. If the situation comes up in game, I will allow for the players to express their opinion and will listen to their opinion before making a final call. IF you want a final call before hand, let me know and I will raise it to the group before the situation, but that may ruin the surprise. HOWEVER, the biggest thing is I am the GM of this game. My decisions are final. I will be fair, and I will have to ask you to trust me and my decisions....again Pedros and I have spent a month figuring out interactions, and hopefully there will be no issues.

This is why I have asked you guys to post questions about powers now, so we can discuss them.

I will strive to keep all powers secret, so I will not be able to post the auction results of the bidding for powers, nor will I in my adjudications. I will PM you all your major/minor powers. You are welcome to share your major/minor powers with each other (although I dont know why you would.) You are also more than welcome to lie about what your power is, so that people dont know what you have. But hopefully you dont get found out.

Any power on the list is fair game and may be in play.

Any questions let me know either via PM or posting on any current thread.


--The following are the powers available during this game.

Throughout these rules, the following apply:-
Where a power allows a player to order one or more units belonging to another player this refers only to moves and any powers connected with those moves, unless otherwise specified.
Season includes a retreat phase unless otherwise stated;
where two or more units attempt to retreat to the same space, a unit with greater strength than all the others will succeed in its retreat;
Capital Cities are defined as Berlin, Constantinople, London, Moscow, Paris, Rome & Vienna;
National territories are those provinces which began the game coloured for one particular nation;
an enemy unit is any unit belonging to a nation other than the one ordering the move;
Where a power is restricted to the "original units" of a nation, it is restricted to a maximum of three units; where a power is given to "the first two units/armies" then, if extra units or armies are created at the same time, the player must state with their build order which units the power is given to. If not, the GM will award the power to the first units names.
Impassable areas An impassable area is defined by default as one to which no unit can move, in which no unit can exist; and which is unable to be a supply centre. If it ceases to be impassable then it becomes a neutral non-supply territory.
Where a unit's orders are changed by a power, the GM will re-write them as closely as possibly to the style used by the unit's owner in order to mask the fact that they have been changed.

Major Powers
Amphibian All units owned by this player exist equally well on land or sea and operate as armies or fleets as appropriate {included because of the convoy question}. Once revealed such units are designated "U" and not "F" or "A".

Bully - You get to pick on anyone you beat up. If a person is forced to retreat because of an attack or support by you, you decide where he will retreat (it must be a legal move, you may not disband the unit). Also, if you take or support an enemy unit into a centre and a person must order a disband because of it during the following winter phase, you decide which unit he must remove. If the victim needs to order more disbands than the number which can be ordered by the Bully, he is allowed to order only as many disbands as required by the SC count.

It may happen that the victim has gained SCs from the Bully in the same year as the Bully caused him losses. In this case, the number of disbands which the Bully can order is reduced by the number of SCs lost to the victim.

If two Bullies are in play the situation may arise where both of them are involved in the retreat of the same unit or in the disband order(s) of the same nation. In this case:-
a) if the two order different retreats, they cancel each other out and the retreat ordered by the owner of the unit is followed (if possible);

b) If the two have each contributed to one nation's need to disband, then if
1. Both Bullies cause the same territory to fall. (eg Austria and Italy both work together to take Bulgaria from Turkey) then the two Bullies are each concerned with the same disband order; if they conflict then the victimm's choice prevails;
2. Both Bullies cause different territories to fall, and there are at least as many disbands as territories fallen. (eg Austria takes Bulgaria while Italy takes Smyrna) then each has an individual disband to order; if they make the same choice the victim's will choose the other;
3. Both Bullies cause different territories to fall, but there are not as many disbands as territories fallen (Austria takes Bulgaria while Italy takes Smyrna, but Turkey manages to claim Rumania). In this case they each have a unit to disband, but since there is only one disband to be ordered, if they pick different units, their choices will cancel each other out, allowing the victim's choice to prevail. The top disbands from each list will be considered pair-by-pair until no disbands are left to be ordered. Where possible both of the pair will be implemented; if only one remains to be disbanded then two competing orders will cancel each other out as in the first part of this paragraph.

In all of these cases the victim should order as many disbands as are required in total, in case the Bullies fail to order their appropriate number. As many disbands as necesssary will be selected from the top of the victim's list after the Bullies' choices are determined.

Bureaucracy (previously "Liberal") Yours is a race of bureaucratic thieves. As a result, you recoup your losses by stealing the hard earned profits of others. Whenever you lose a centre, you may impose a tax on anyone on the board with a net positive centre count that year and force them to lend you credit for the original centre you lost. You may only tax a player who didn't take or support the attack on the centre you lost. If the Bureaucrat prefers, he may forbid a specific build in a specific centre for one winter turn. More than one tax (and/or orders forbidding builds) can be issued in the same year up to the number of centres lost, but forbidding a build is always instead of levying a tax which could otherwise have been made. The tax and/or forbidding is ordered together with Winter adjustment orders so that the victim may find that one of his ordered builds is invalid. Once the Bureaucrat's tax has been levied, the victim's other builds (if any) are taken from the victim's Builds list starting from the top of the list; however, the victim may not order "extra" builds to pre-emptively protect himself.

Evil Eye This player may order one unit from one other country each season. His orders are always accepted although they can be changed by a Pirate. A unit of the same country may not be ordered for two consecutive seasons unless there are four or fewer countries in the game. This power may not be used in 1901. Any power that the unit has (Amphibian/Guild/Filth/whatever) will still be active under the new order from the Evil Eye. If a unit gets 2 different orders from 2 different people with Evil Eye, the unit will hold. It will be considered as if the unit was given 2 orders. Evil Eye cannot be used to dislodge a unit of its own country. Evil Eye will change a Petrol Rationing order; it may also cause a unit originally ordered to Hold to follow a different order, in which case it's petrol is not available for Petrol Rationing use, or itself order a Petrol Rationing move using petrol from Hold orders issued by the unit's own country; consequently it could cause the country's available petrol to be overused and to fail.

Extra Petrol Each season one unit of this player may make a double move (e.g. F(Nap)-ION-Gre ); either or both parts of the move may be supported. If only the second part of the move fails then the unit will remain at the intermediate stage. Both moves will be simultaneous so someone bouncing into the first or second territory will cause a bounce in that spot. "Simultaneous" here means the same as it does in adjudicating normal diplomacy orders: if the unit is ordered to a space which begins the turn occupied by a unit which is successfully ordered to move out, then these two events happen at the same time and the extra petrol order is successful, although if two "Extra petrols" are in play it is possible for them to bounce on the first move.

Filth Once you own a supply center, no other player may gain credit for it until it has been fumigated, although you lose it in the normal way. When another power would have gained control under other circumstances (ie by occupying the SC after a Fall turn (or Spring in the case of Spring Raid) that phase is used in fumigating the centre; the SC becomes neutral. Occupation in the next season when control could be gained is needed to gain control of the SC.

Germ Warfare The first two armies of this power are lepers. At any time, instead of moving, they may release germs e.g. A(Ser) GW. In this example units attacking Ser or ordered to remain in place adjacent to it are destroyed; units successfully moving to an adjacent province or attempting unsuccessfully to move away are 'sick' and must hold in the next following movement season ; units moving away successfully are not affected. This affects ALL units other than lepers themselves (lepers belonging to any power are unaffected by Germ Warfare). The GW attack must be ordered during the movement phase in place of a movement order, and units are destroyed or become sick (as appropriate) immediately after other orders are resolved. A unit which makes multiple moves and lands on a space adjacent to the leper at any point in its move sequence is immediately sick and cannot move further; it is also unable to move during the next season. A unit other than another leper unit which attacks the leper at any point in a multiple move is immediately destroyed. Attack by another leper has no effect on the Germ Warfare order and effects, but it cannot be supported by another unit which is not itself a leper (for any other unit would immediately be destroyed because it isn't attempting to move!)

A space which was occupied by a unit destroyed through Germ Warfare is considered "contested" for the purpose of retreats. If a leper unit is destroyed it may not be rebuilt. If more than 2 armies are built at the start of the game, the builder designates which 2 are lepers.

Hawkonnen This player is allowed to choose one unit from one power as a traitor - this unit may be specified at any time. Thereafter this player may issue an order for that unit for two seasons before control passes back to the original owner. The hawkonnen thereafter chooses a unit from a different country. These seasons do not have to be consecutive, but must finish issuing the two orders for one unit before moving to a new country. You may not “pass” on the second season to pick a new unit, although if the traitor is destroyed before the second treacherous order can be issued a new traitor can be nominated in the next season. This power may be used to reveal the Amphibian if he orders an Amphibian unit (with or without knowing) to a sea zone (or vice versa). Any move that is illegal will be reverted to a hold. Hawkonnen is processed before orders but can still be changed by Evil Eye. Any power that the unit has (Amphibian/Guild/Filth/whatever) will still be active under the new order from the Hawkonnen. Hawkonnen cannot be used to dislodge a unit of its own country. Hawkonnen will change a Petrol Rationing order; it may also cause a unit originally ordered to Hold to follow a different order, in which case it's petrol is not available for Petrol Rationing use, or itself order a Petrol Rationing move using petrol from Hold orders issued by the unit's own country; consequently it could cause the country's available petrol to be overused and to fail.

Illusionist This player may, at the start of each move, (except Spring 01), exchange two spaces, which must be similar (i.e. land with land, sea with sea, s.c. with s.c., coastal province with coastal province.) Units ordered to one of these are fooled into appearing in the other. Units left holding in one, appear in the other. Neither of the named spaces may include the end of a hyperspace link. Neither space can be adjacent or occupied by the player's own unit. If one of the player's own units finishes the season in either of the named spaces then the illusion will fail for that turn. The illusion is applied only after any retreats have been made.
Special cases
- If a unit is moved to a territory with multiple coasts, the coast will be randomly decided.
- If both spaces are occupied, both units move to the other space.
- If multiple Illusionists are in play and a “chain” is created there may be two different situations to resolve:-
a) a unit in the middle of the chain will move to one end or the other, chosen randomly, and a unit at one end moves to the other end;
b) if there are units at each end but none in the middle they will exchange places;
c) If all spaces are filled the outcome will be determined alphabetically - arranging the names of the spaces in alphabetical order A>Z, the first in the list moves to the second space and so on; the last moves to the first space.

Insect You have no power of your own, but you can adapt well. If you are able to take control of somebody's home supply centre, you can gain and hold their major power as long as you retain their home centre (they also retain their own power). The more home supply centres you take, the more powerful you become. The power is gained only if you submit a correct guess about what that power is together with your orders for the season. You are only allowed 1 guess per season per country, including winter; the Spring and Fall guesses must be made during the movement phases of those seasons. This also includes the winter you TAKE control of the SC, so that you can use it the following season. However, you will not be able to use any powers that are winter build powers until the FOLLOWING winter. For any power that says “the first two armies built” will still apply to the insect. So the first two armies built for the insect (if they build more than 2, they must specify which 2 during winter 1900) will gain any/all powers that are associated with “first two armies built”. If the insect has already lost his first 2 armies, then that power will not be usable for the insect.

King Key Any unit of the King Key country attacking an enemy unit which is trying unsuccessfully to move succeeds, irrespective of support strengths involved. The KK player may not waive this rule for the benefit of an ally (although it will not dislodge a unit belonging to the King Key player!) The player may also designate one unit as King per season; this piece has double strength for that season. Enemy units do not have to give permission for this. (This rule means doubled rather than strength = 2 so a unit with 1.5 strength would double to 3, and a unit already doubled for some other reason would double again to 4. A unit with only .5 strength (for whatever reason) would double to 1. If another power is in play affecting the strength of the designated King then the doubling for the King will take place before any other powers have an effect.

If the player also possesses Petrol Rationing the double strength unit may be ordered to undertake a full series of Petrol Rationing moves. If King Key is used against a unit moving with the help of Petrol Rationing, the Key power of inevitable success applies only at the point where the Petrol Rationing unit finishes its series of moves.

MacGyver The player starts the game with no power. Starting during Winter 1900 the player may nominate any power they want and if it is not already in play they gain that power and can use it from the following season. In play means that it was in the game from the start of the game, or currently in play for some reason. If a player has been eliminated, MacGyver can NOT take that power in a future season.

Once the player has successfully nominated a power, then at any time during the game the player can attempt to change powers by selecting a new power during any movement phase or a Winter adjustment phase; the current phase will be adjudicated with their existing power, but thereafter they will lose that power and at the end of the season they will be informed whether or not they gain the new one. If they guess correctly that the newly nominated power is not presently in use then they will gain the new one. However, during the next movement season the player will have no power and will only get the new power selected during the season following that one. If they do not guess correctly then they must guess again during the next movement/winter phase in order to gain a new power. There is no limit to the number of times a player can change his power.

Example:- in Spring a player is using power A and selects power B. The season's moves are completed with the person still having power A. For the Fall season the player will not have any power. The following Spring the player will have power B.

Negator When you submit orders during a movement phase you may include orders for two units (must be from different countries) that are not allowed to occur. If these orders are indeed submitted, they become hold orders instead. You must specify a country AND order for the unit you are negating. Negator must match the order which the unit has after other powers (including Pirate) have impacted on it. If the two orders are for units belonging to the same country then neither order will be negated. If a unit is using Extra Petrol then one of its orders can be negated but not both together (although if the first is negated the second will become invalid) and if it is using Petrol Rationing then only the specific part of the series of orders which is denied by the Negator will be affected.

Petrol Rationing In each movement phase, one or more of the player's units may move additional spaces; the total number of additional spaces moved may not exceed the number of the player's units which are ordered to "Hold" during that phase. If more additional movement spaces are ordered than are available, then all of the units given additional orders will be ordered to "Hold". A unit using additional fuel may submit movement orders only, although each movement may be in any valid direction. Chameleon units, a unit using Guild, Warmongers and Defensive Armies may all use Petrol Rationing (although Defensive Units are still restricted as usual.)

Those units receiving an extra movement allowance must order their additional moves explicitly and individually (eg "A St Petersburg > Moscow > Sevastapol > Armenia") Any one of these individual movements can be supported by one or more other units as normal, and where appropriate can also be convoyed by other units.

If the moves ordered come into conflict with a move ordered by any other unit then the two units concerned bounce and the units end their turn in the space from which they were attempting to move (unless one of the units is supported more strongly than the other for that move, in which case that unit is successful). Thus, in the previous example, if another unit (of whatever country) was ordered "A Rumania - Sevastapol" then the units would bounce in Sevastapol and the one moving with additional fuel will end its move in Moscow. If two units making multiple moves are ordered to pass into or through the same space, then they will similarly bounce there (since all movements are deemed to happen at the same moment.) If however a unit were ordered to leave one of the spaces ("F Sevastapol - Black Sea") and there were no other obstacle, then the multiple move would succeed just as a simple Moscow > Sevastapol order would succeed.

Pirate Once per season this allows the player to take control of another player's fleet to convoy his/her army to where (s)he desires. The order countermands the original order as well as any Evil Eye order. The same player may not be used for consecutive turns. This order may be used to make an illegal order (eg fleets in coastal areas can be ordered to convoy which would obviously be adjudicated as a hold order). This power may not be used in 1901. This power can be used on a fleet in a coastal province. As an illegal order, it will be treated as any other illegal order and converted to a hold. The convoy does not have to be used. Any power that the fleet has (Amphibian/Guild/Filth/whatever) will still be active under the new order from the Pirate. Pirate is processed after Evil Eye and also overcomes an Extra Petrol or Petrol Rationing order.

Terrorist In Winter 1900, you submit three provinces (land or sea) which you mine. You can save these until a future year if desired. The bombs can only be placed in non-supply centres. As the game progresses, you may not mine any occupied area or any territory where a bomb has exploded within the last two years. During a winter turn you may order new mines in any allowed territory any mines that have exploded. (ie you can rebuild a bomb that exploded in Spring 02 in Winter 02) This bomb destroys any unit that enter it. If a unit is moved into a space that has a mine and that space is also Illusioned, the unit that moved INTO the space will set off the mine, not the unit after the illusion is processed. If no unit was ordered in, but another one arrives through Illusion, that unit will detonate the mine. Units moving more than one space will trigger the explosion as they leave the mined area.

Thief Each season the thief may steal a unit belonging to another player provided that unit is one which can be rebuilt. The stolen unit is removed from play. Units which cannot be replaced are immune. This unit is removed before orders are processed for the season. Units of the same country may not be affected in two seasons in a row. This power may not be used in 1901. Units ordered using Petrol Rationing can be stolen.

Zombie Yours is the army of the dead. As a result, you do not need supply centres to maintain your units. You need SC's to build new units. Once built, your units can only be removed through physical destruction. This applies to all of your units. You keep units when you lose SC’s, but you are only able to build new units if you have more SC’s than units. When you have 0SC, you are eliminated. Zombie units can use Petrol Rationing.

Minor Powers
Ameoba The person playing this power can transfer strength from one unit to another, creating one extra powerful unit and one totally powerless unit. Whenever power is transferred from one unit to another, the transferring unit must hold; if attacked it is destroyed since it has no power left to retreat or defend itself. If the unit receiving the power is destroyed, any units donating power to the unit are also removed from the board. Multiple transfers are possible so long as the final strength count for all units equals the combined strength of all units. This transfer lasts for one movement phase only and does not extend to the retreat phase. Units using Petrol Rationing can move with the extra power, and weakened units donate petrol.

Atreides When this player obtains seven supply centres, he gains the power of Kwisatz Haderach. This power makes all Atreides units immune to the special abilities of the power(s) with the most supply centres (although . He will not be informed of WHAT powers he is immune to. If they subsequently fall below seven centres, they do not lose this ability. He is not immune to his own power, if it is in any way (such as Evil Eye) used against him (unless it is used against him by the holder of most supply centres.)

Bene-Tleilaxu When one of the original units (Not F(Stp)sc for Russia) leaves a province during the movement phase it may leave a trap in it which destroys the first unit to enter it. When the trap is set the GM must be told for how many seasons the trap remains active. Only one trap can be on the board at any one time. Traps can be tripped in any phase, movements, retreats and adjustments. The player cannot increase or decrease the number of seasons a trap is active for once it is set. Units moving more than one space will trigger the explosion as they leave the mined area.

Chameleon The player’s original units (not StP's for Russia) are invisible from the start of the game. Their orders will not be revealed and trerritories occupied and controlled by Chameleons will never be coloured for them, nor will existing colouring be altered. If a player attempts to build in a SC which he wrongly believes he owns, that build is lost for the current year.

Crooks Tourist From Winter 1901 onwards, this player may build in any of the original neutral SC's at the rate of one per year provided he has an SC to support it as usual. The building does not confer ownership of that province - it must be occupied in the normal way. If built in a territory that is trapped, it immediately explodes. Where the player is able to order one or more builds in the Winter season and chooses not to build them in a neutral SC (either building all at home or waiving some builds), he will accumulate one credit for future use. The GM will keep a note of credits and in a future build phase the player may build in originally neutral SCs up to the total of credits plus one for that year. Unused credits remain available for the future and you may always ask how manycredits you have stored.

Defensive Armies The player may build, in any adjustment season, a total of two extra armies in any non-SC province which was his country’s colour at the start of the game. These Defensive Armies act as normal armies except that they cannot move or support outside the provinces coloured for his country at the start of the game. They do not need to be built immediately at the start of the game, nor need they be built at the same time, but only two can ever be built and they cannot be replaced if destroyed.

Earthquake In each Spring season this player may affect one province as follows:
i) Make any impassable province passable (apart from provinces rendered impassable as a result of these rules, the impassable provinces are Switzerland, Ireland and Iceland. The GM may declare other unnamed areas initially impassable)
ii) Make any passable province other than a supply centre impassable.
iii) Turn any sea province into a land province; any inland fleets so created are destroyed.
iv) Turn any land province into a sea province; armies drown.

The earthquake order is submitted with the movement orders. The earthquake happens after any retreats. This power does not begin until Spring 1902. A sunken supply center still is an SC and will continue to support a unit. It can be claimed by a fleet like any other SC.

Foreign Build The country playing this rule may build in any centre owned and vacant.

Guild The guild can gain access to convoy over one empty sea space for one of its units each turn, e.g. a fleet isn't required to convoy an army from Bre-Lon. The guild may defer the use of this ability and accumulate convoy spaces. This may also be combined with fleets in the water who order a convoy to allow you to move further. You can always ask how many credits you have stored. If you use more than you have stored, none will be used (as it is an illegal order), any unit attempting to use a guild credit will hold, and 1 will be added to the total accumulation. Powers that can change orders are allowed to use Guild credits if they know how many you have and the total number is under the total stored. Multiple units may use guild credits as long as the total does not exceed the total stored.

Hopper The player’s original units can hop over an adjacent space containing another unit (of any country) into an empty space adjacent to the space jumped over, provided that both the final and the intervening space are suitable for the hopping unit. Hoppers may be rebuilt if destroyed but the player may never have more than three. The adjacent space may move out of the territory (at any point during the movement phase) without affecting the “hopper”. If you are bounced, you go back to where you started from. An amphibian unit may hopper over both land and sea spaces. A Hopper may continue his movement using Petrol Rationing but his Hop must be the first movement in its series.

Hyperspace Each season this player may link any two provinces on the board for one season only. The link must be designated in advance of the start of that season, as all players may use it. Thus the Winter 1900 placements specify the link for Spring 1901, etc. This power may be used in conjunction with their regular joker one season allowing that player to place 2 Jokers for the season. A link does not mean a unit automatically is transferred to the linked space, it still must move, but the two spaces are considered effectively adjacent.

A fleet can use a Hyperspace link to move to an inland province in the hope that another link will be put in place for the following season. If such a link is not put in place, the fleet is immediately destroyed.

IRA The IRA player may bomb one province each movement phase. The GM rolls 2 six-sided dice: A value of 6-8 explodes the bomb at the end of the turn destroying anything in the province. 4-5 and 9-10 explodes it at the end of the turn in a randomly determined adjacent province. If 3,11 it doesn't blow up and 2,12 destroys a random unit of the owner of the province specified. Bomb explodes after Retreats but before Winter or the next movement.

Leonides The player’s original units (Not StP’s for Russia) if ordered to hold, will annihilate any unit attempting to move to that space. Any power that would change a Leonides order to a hold would enact this power. This power's own units are not immune if a power that can change orders forces one of them to attempt to move to that space.

Macron The first 2 armies of this power are double strength. (Because of winter 1900 rules, if more than 2 armies are built the controller must designate 2 of them as Macron). These armies can not be rebuilt when destroyed. This can be stacked with King making it a 4x power. Macron units using Petrol Rationing can move with the extra power.

Neutral Builder Units may be built in any non-SC province in another country's national territory. Each country may only be used twice for this purpose. The neutral country definition will be any neutral territory that is originally colored at the beginning of the game - eg if Russia has taken over CY, CLY would still count as an ENGLISH neutral for this power.

Ornithoper An army starting its move in any capital city may, before normal movement, make a move through one or two provinces not occupied by enemy units (the first of which may be a sea space and the second must be an unoccupied passable land-space. The army then makes its normal move during normal movement - this order must be a move order, and if the move bounces the army finishes the turn in the second space of the initial movement. This power may only be used from Spring 1902. Capital cities are defined as Berlin, Constantinople, London, Moscow, Paris, Rome & Vienna. "An army starting its move in any capital city may, before normal movement, move one or two spaces into an unoccupied passable land-space. If two spaces are moved, the first may be a sea space and may not be occupied by an enemy unit. The army then makes its normal move during normal movement - this order must be a move order, and if the move bounces the army finishes the turn in the second space of the initial movement. This power may only be used from Spring 1902. Capital cities are defined as Berlin, Constantinople, London, Moscow, Paris, Rome & Vienna." An Ornithopter may continue his movement using Petrol Rationing but his Ornithopter movement must be the first set of movements in its series.

Radiation One of this player's original armies may be nominated as a bomb carrier. This army may at some stage be ordered to 'abandon bomb', which destroys the unit entering the space - if the carrier fails to move it is destroyed itself. The bomb is exploded after retreats but before builds. The bombed centre is impassable for one season after its explosion. Once the original bomb has been exploded, the player may build a new bomb-carrier in the Winter of the following year, whether or not the original bomb-carrier was destroyed (ie. If the bomb goes off in Spring 01, you can build a new one in Winter 02). You must BUILD this army, you cannot designate an existing one.

Spring Raid A unit of this country entering an SC in Spring gains control of it immediately although it is not able to build a unit in consequence until the Winter turn. Control is retained until the SC is captured and occupied as usual by another power following a Fall season. This power may not be turned off for the benefit of an ally.

United Nations Can change armies in coastal provinces into fleets and vice versa. This can be done during any winter phase. This can be used as either an offensive or defensive power. You must decide which way you want to use it when you bid for it. If you bid offensive, you can change however many of YOUR units as you wish every winter and you may choose the coast for any fleet where appropriate. If you bid defensive, you may change ONE enemy unit during every winter. If you change an enemy’s army to a fleet in a province with multiple coasts, it will be placed by the GM in the most logical spot depending on where it had come from the previous time. If there is no logical place, then it will be randomly assigned a coast. The unit retains all powers which it previously possessed.

Warmonger The first 2 armies of this power are 1.5 strength of normal units and an enemy unit which is dislodged by an attack from a Warmonger may not retreat and is auto destroyed. (Because of winter 1900 rules, if more than 2 armies are built the controller must designate 2 of them as Warmonger. If less than 2 armies are built in 1900, the next army built will be a Warmonger). These armies cannot be rebuilt if destroyed.

Woodrow Wilson Each spring Woodrow Wilson may specify one order that one other player may not order (if attempted, the unit holds). This negating order must negate the final order given for that unit, so if that unit is the target of Evil Eye/Pirate/Hawkonnen or any other order-changing power you must negate the final order given. In each Fall the player may order an embargo for that year on any one country, in which case that country counts one supply centre less for that year with an effect on its adjustments; the embargo must be announced before the Build phase (ie not later than with Fall retreats). If a power hits the win condition of the game, they would win even if embargoed.

If the target unit is using Petrol Rationing then only the specific part of the series (and any subsequent order if applicable) of orders which is denied by Woodrow Wilson will be affected.


Interested
marsman57
attitudes
Morg
Stalin813
Mambam14
Diadem
haroonriaz
pjkon

Reserves
tjtjlizird

2nd eyes
attitudes

1900 start.gif
Captain FANG, forum team championships WINNER
Part of the surviving nations of WW4/Haven

Unless I am in the cheater's subforum. 99% of what I say is NOT as a mod.
User avatar
asudevil
Premium Member
 
Posts: 16606
Joined: 18 Jul 2011, 02:20
Class: Star Ambassador
Standard rating: (1351)
All-game rating: (1437)
Timezone: GMT-7

Re: Vain Rats 4 Looking for Players 0/7

Postby marsman57 » 04 May 2013, 03:28

In
marsman57
 
Posts: 1473
Joined: 05 Oct 2009, 21:42
Class: Star Ambassador
Standard rating: (1118)
All-game rating: (1128)
Timezone: GMT

Re: Vain Rats 4 Looking for Players 0/7

Postby attitudes » 04 May 2013, 03:31

In but requesting that this game start after Haven is further along. If not, I could be the second eyes.
Don't sweat the petty things and don't pet the sweaty things.

Be careful when you blindly follow the masses. Sometimes, the M is silent.

on indefinite hiatus
User avatar
attitudes
 
Posts: 2254
Joined: 28 Nov 2011, 18:01
Location: San Francisco Bay Area - go SHARKS!!
Class: Ambassador
All-game rating: (1000)
Timezone: GMT-8

Re: Vain Rats 4 Looking for Players 0/7

Postby asudevil » 04 May 2013, 03:35

attitudes wrote:In but requesting that this game start after Haven is further along. If not, I could be the second eyes.


Will definitely take you up on one of these....not planning to wait until Haven is further along...but depends on when this fills.
Captain FANG, forum team championships WINNER
Part of the surviving nations of WW4/Haven

Unless I am in the cheater's subforum. 99% of what I say is NOT as a mod.
User avatar
asudevil
Premium Member
 
Posts: 16606
Joined: 18 Jul 2011, 02:20
Class: Star Ambassador
Standard rating: (1351)
All-game rating: (1437)
Timezone: GMT-7

Re: Vain Rats 4 Looking for Players 1/7?

Postby Morg » 04 May 2013, 04:57

Yep,

I'm in.
"He says there are no easy answers. I say he's not looking hard enough!"
User avatar
Morg
 
Posts: 3105
Joined: 25 Feb 2011, 22:50
Class: Ambassador
Standard rating: (1428)
All-game rating: (1561)
Timezone: GMT-8

Re: Vain Rats 4 Looking for Players 1/7?

Postby stalin813 » 04 May 2013, 06:44

IN IN IN IN IN IN IN IN

Wow tons of powers, this might be the biggest list yet. Crazy.
Best to get me at night (8pm to 12pm EDT)
User avatar
stalin813
 
Posts: 912
Joined: 23 Jan 2011, 10:42
Location: Georgia, USA
Class: Ambassador
Standard rating: (982)
All-game rating: (1279)
Timezone: GMT-5

Re: Vain Rats 4 Looking for Players 1/7?

Postby Gooderian » 04 May 2013, 08:01

I. AM. IN!!!
Gold Classicist, and a member of the whippersnappers.
Remember, our country is called the Netherlands, not Holland!
User avatar
Gooderian
 
Posts: 2770
Joined: 16 Nov 2011, 20:32
Location: Right here. Or over there. Whatever makes me win.
Class: Ambassador
Standard rating: (1059)
All-game rating: (1045)
Timezone: GMT+1

Re: Vain Rats 4 Looking for Players 1/7?

Postby Pedros » 04 May 2013, 09:09

Thought you were on holiday mambam :!: :lol:

Sadly I'm not in this one - my summer internet couldn't cope with the volume of mail this game generates! Have fun though
"Sooner or later, one of us will stab the other. But for now we're both better off as allies" (kininvie)
User avatar
Pedros
 
Posts: 12465
Joined: 25 Jan 2009, 12:59
Location: Somewhere full of gorse and brambles, West Cornwall
Class: Star Ambassador
Standard rating: (1085)
All-game rating: (1314)
Timezone: GMT

Re: Vain Rats 4 Looking for Players 1/7?

Postby stalin813 » 04 May 2013, 09:56

With multiple nations having 4 units, how does that affect the St Pete rule?
Best to get me at night (8pm to 12pm EDT)
User avatar
stalin813
 
Posts: 912
Joined: 23 Jan 2011, 10:42
Location: Georgia, USA
Class: Ambassador
Standard rating: (982)
All-game rating: (1279)
Timezone: GMT-5

Re: Vain Rats 4 Looking for Players 1/7?

Postby attitudes » 04 May 2013, 10:20

Regarding Illusionist, is there a stipulation that the Illusionist cannot illusion his own units or are we going to be allowing the infamous Girion move?
Don't sweat the petty things and don't pet the sweaty things.

Be careful when you blindly follow the masses. Sometimes, the M is silent.

on indefinite hiatus
User avatar
attitudes
 
Posts: 2254
Joined: 28 Nov 2011, 18:01
Location: San Francisco Bay Area - go SHARKS!!
Class: Ambassador
All-game rating: (1000)
Timezone: GMT-8

Next

Return to Game 4

Who is online

Users browsing this forum: No registered users and 4 guests