|Take over a small country|
|Trios per color:||5|
|Number of colors:||1|
|- - - - - - Other equipment - - - - - -|
|2 decks of cards, jokers, tokens|
|Setup time:||2 minutes|
|Status: complete? (v1.0), Year released: 2987|
This is just the rough concept and will evolve as I work the game out.
one player is the president (head honcho, dictator for life, whatever) of a smallish 3rd world nation. Other players are cabinet members. The Prez doles out the foreign aid money to the cabinet. the cabinet controls various military factions. The cabinet members can ally with or plot to overthrow the president.
- 1 icehouse Stash
- 2 decks of playing cards and 2 jokers
- 3 colors of tokens
Each player is given large pyramids as follows:
number of players Prez cabinet members 3 1 2 each 4 2 1 each 5 1 1 each
Each player gets one black and one white token for the secret ballot.
Seperate the face cards from the decks and shuffle all of the face cards and the 2 Jokers together then deal 5 cards to each player. Also shuffle all the pip cards (A-10) together and leave them in a stack.
The Budget Phase
Each turn starts with the Prez drawing 8 cards from the stack of pip cards. These cards represent foreign aid and are valued as follows:
Diamonds 5 Billion Hearts 2 Billion Clubs and Spades 1 Billion
The Prez then works out a budget and announces the proposed budget. The players all discuss it and eventually vote on it in the secret ballot. The secret ballot is done by passing around a dice cup (or sufficiently similar object) and each player puts in white for yea or black for nay. If the budget is approved the Prez then distributes it. If the Budget is voted down it gets frozen in the bank until the end of the turn when whomever is in charge gets to disburse it without discussion or a vote.
NOTE: The money that the Prez distributes does not have to be exactly what is promised.
Since no one except the Prez knows who gets what the Prez can do whatever he(she) wants. It is wise to always give at least what is promised and to reward your more loyal cabinet members (or the ones you think are loyal)with a bit extra.
The News Phase
This Phase starts with each player other than The Prez choosing a face card from his hand and placing it in a pile. The Prez then mixes them up and "reads the news". Kings represent Uprisings and/or riots. The others have no real effect but The Prez can make up some sort of colorful event as he 'reads the news". Any kings are placed face up on the playing surface between all the players. Someone MUST deal with these ruffians in one of the following manners:
- they may place their pyramid on it.which they will get back at the beginning of the next turn one size smaller.( A one pip pyramid is removed from the game).
- The Prez (and ONLY the Prez) may play another king on it thus neutralizing it.
Failing one of the above options The Prez may choose a pyramid of his liking to be sent into action. A pyramid cannot be chosen by The Prez on Successive turns.
The Action Phase
During this phase any player may stage a coup attempt. He does this by saying something unflattering about The Prez (or his lineage) and placing his pyramid in front of The Prez's pyramid. The rest of the players choose a side and plae their pyramid next to whom they support. Pyramids currently dealing with rioters (on kings) cannot support anyone. Afer all available units have been deployed count the pips, the side with the most wins. If The Prez loses he switches places with the player who started the coup. If their are any frozen funds in the bank the current Prez can disburse them now.
Some of you were probably thinking Hey what about the Jokers well this is where they get their explanation.
More to come
Credits and Copyright
- This game was dreamt up by Carlton "Kermit" Noles and was placed on the IcehouseGames.org wiki. It is licenced under the Creative Commons License (Attribution-NonCommercial)