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(TFT) Re: WWII



Illuminated Dissolution Rules Summary
"In the sunset of dissolution everything is illuminated by the aura of
nostalgia."
- The Unbearable Lightness of Being



Power = TS
Resistance =
- Income = maintain
+ Income = Job Table Pay
Control Arrows = (1 Arrow per Group Talent) New Followers,
Administration, Leadership,
situational Talent (Courtly Graces for noble Group, Business Sense for
trade Group, etc.)


Government is described by a set of Civics.
A Civic is the opposite of any other Civic in its set but itself.
Liberal is the opposite of Conservative.
Peaceful is the opposite of Violent.
Straight is the opposite of Weird.
Criminal has no opposite alignment.
Fanatic b Any two Fanatic Groups are considered boppositeb
to each other.


SEQUENCE OF PLAY
Play goes based on Initiative.
1. Collect income on all cards that have an Income
number.
2. Check for Events.
3. Take two bactions.b (See list, below)
4. Take any bfree actions.b These do not count against
the two actions allowed during each turn. They may
be taken before, between, or after the two regular
actions. See below for list.
5. Transfer money. Part or all of any Groupbs money
may be moved to an adjacent Group. Two money
transfers are allowed per turn.
6. Take special-power actions.


ACTIONS
Regular Actions:
Attack a Group (to control, neutralize, or
destroy);
Transfer money;
Move a Group;
Give a Group away;
Attempt to create Group.

Free Actions:
Drop a Group;
Give away money or Specials;
Use a Special (Exception: Bribery is a regular action.)
Passing:
A player may choose not to take any actions of any
sort and collect 5MB instead.


ATTACKS

Attack to Control.
Defending Groupbs Resistance is subtracted
from attacking Groupbs Power, including any
Transferable Power from other Groups aiding in the attack.
Only members of attackerbs own Power Structure can aid the
attack.
Modify this number for attackerbs or defenderbs special
powers, for money spent by both sides, and for other factors
shown below.
Using three dice, attacker must roll this number or less.
A roll of 18 is an automatic failure.
A roll of 3 is an automatic success.

Attack Modifiers
Same alignment (e.g., Weird vs. Weird) . . . . . . . . . . . . . +4
Opposite alignment (e.g., Straight vs. Weird) . . . . . . . . . -4
Each Megabuck (MB) spent by attacker . . . . . . . . . . . . +1
Each MB spent by defending Group . . . . . . . . . . . . . . . . -2
Each MB spent by defenderbs Illuminati . . . . . . . . . . . . . -1
Each MB spent by other players to Interfere. . . . . . . . . . -1
Each MB spent by other players to Assist . . . . . . . . . . . +1
Defending Groups Leader is New Follower of player . . . . . -10
Defending Group is controlled directly by Illuminati . . -8
Defending Group is 1 Group away from Illuminati . . . . -5
Defending Group is 2 Groups away from Illuminati . . . -2
+1 for each Group away from Illuminati greater than three.

Attack to Neutralize.
As above, except that attacker receives a +6 bonus.

Attack to Destroy. As above except:
1. Roll bPower minus Power,b instead of bPower minus
Resistance.b
2. +4 for opposite alignment; -4 for identical.
3. Attacking Group does not need an open control arrow.


BASIC GOALS

Groups to be controlled, including Illuminati
2 or 3 players (not recommended) . . . . . . . . . . . . . . . . . 13
4 players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . 12
5 players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . 10
6 players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . 9
7 or 8 players (not recommended) . . . . . . . . . . . . . . . . . . 8


SPECIAL GOALS

Scenario dependent.
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