ChrTh
Happy Yule!
Difficulty: Prince
Civ: Alexander
Map Size: Standard
World: Random
Variant Rules:
No turnlog allowed. No discussions of the game itself (can still discuss swaps/roster). Each player is an island unto his or her self.
The following may be posted for each player's turn (by the player):
1) A One Paragraph Note about One Topic. For example "I think the Settler that will be built next turn should be escorted to the tile East of the Copper" is a valid note (notice the subtle-yet-clever use of the word 'escorted'). "We should build a temple in Sparta, a forge in Athens, and research Optics next" is not valid.
2) One screenshot of anything, but no markings are allowed. The note can refer to the screenshot if you want. Bonus points for obscure yet meaningful pictures.
3) The save.
Since we won't need to spend time writing out what we're doing (although we might want to anyway while playing just to keep our brains straight), everyone will take 20 turns at a time until we get to Rifles, then we shall drop to 10.
Now, some might question what's the point of this game. I'm interested in seeing how players respond to cues left in the game by the previous player(s) -- whether they're intentional cues or not. Each player should thoroughly examine each save even if it's not their turn so that they can follow along. Players should not be playing blind (despite the game title): they should be paying close attention during previous turns so that there isn't SG anarchy at each pass. Think of it as a modified Training Day Game, one which requires a lot of self-study.
To aid in this, I'm adding an extra rule: the UP player can not post his turn until after 24 hours from the previous turn.
Because of the peculiar (some would say bizarre) variant rules, I want to keep the roster to SG vets.
I'll post the starting position and one note tonight. As a result, I can't go first.
ROSTER:
mjj55409
Scowler
Snaproll
Panth
ChrTh
Civ: Alexander
Map Size: Standard
World: Random
Variant Rules:
No turnlog allowed. No discussions of the game itself (can still discuss swaps/roster). Each player is an island unto his or her self.
The following may be posted for each player's turn (by the player):
1) A One Paragraph Note about One Topic. For example "I think the Settler that will be built next turn should be escorted to the tile East of the Copper" is a valid note (notice the subtle-yet-clever use of the word 'escorted'). "We should build a temple in Sparta, a forge in Athens, and research Optics next" is not valid.
2) One screenshot of anything, but no markings are allowed. The note can refer to the screenshot if you want. Bonus points for obscure yet meaningful pictures.
3) The save.
Since we won't need to spend time writing out what we're doing (although we might want to anyway while playing just to keep our brains straight), everyone will take 20 turns at a time until we get to Rifles, then we shall drop to 10.
Now, some might question what's the point of this game. I'm interested in seeing how players respond to cues left in the game by the previous player(s) -- whether they're intentional cues or not. Each player should thoroughly examine each save even if it's not their turn so that they can follow along. Players should not be playing blind (despite the game title): they should be paying close attention during previous turns so that there isn't SG anarchy at each pass. Think of it as a modified Training Day Game, one which requires a lot of self-study.
To aid in this, I'm adding an extra rule: the UP player can not post his turn until after 24 hours from the previous turn.
Because of the peculiar (some would say bizarre) variant rules, I want to keep the roster to SG vets.
I'll post the starting position and one note tonight. As a result, I can't go first.
ROSTER:
mjj55409
Scowler
Snaproll
Panth
ChrTh