Zack
99% hot gas
CARDIAC STEEL
HOSTED BY ZACK
HOSTED BY ZACK
Cardiac Steel is, at its core, a scrumptious smoothie consisting of various and numerous ingredients, of which Diplomacy and mafia are the most prominent and significant, and a dash of Hearts of Iron a distant third. Just like Diplomacy and Hearts of Iron, conquering territory is paramount to your personal success. And, just like mafia, lynching the scumbags is also imperative to the town's success.
The game is set in post-apocalyptic-World-War-II-era Europe. After a devastating disease wiped the governments of the world off the face of the earth, as well as most of the globe's population, the world -- Europe included -- fell into disarray. (GM's Note: There may or may not be sequels to this game on different continents, depending on the game's success and popularity.) Rebuilding has been going on for quite some time now, and ten new countries have risen out of the ashes, into four separate alliances.
The Allies -- Consists of democracies (think WWII UK, for example) yearning to bring the freedom and civil liberties their form of government grants to its citizens to the rest of Europe.
The Axis -- Consists of fascist dictatorships (think WWII Germany, for example) thirsting for conquest and European domination.
The Comintern -- Consists of authoritarian communist and socialist governments (think WWII Soviet Union, for example) desiring to turn Europe into a proletariat wonderland.
Kingdom of Zaccino -- Consists of only one nation, unlike the other alliances (which all have three), the Kingdom of Zaccino, a land ruled by its much beloved benevolent dictator, Zack. The Kingdom, commonly abbreviated as KZ, is a utopian society where unicorns frolic and flowers abound, concerned only with its own defense. (Or is it? ...)
Among each alliance (save the Kingdom of Zaccino, which does not participate in the mafia aspect of the game), there is one nation scheming with its secret brethren from the other alliances to overthrow the other nations and establish a European Triumvirate for themselves (OOC: three mafia, one in each faction). They must be stopped at all costs, or else...
Rules
Spoiler :
Game Phases
- The Game is divided into two phases:
- Lynch Phase -- The nations vote to lynch another nation (optional); if successful, all of the nation's territories (outside the capital) will revert to unclaimed, and all of their armies (outside the capital) will be removed from the map. Players also deploy troops during this phase.
- Movement Phase -- The nations move their armies and attack other nations.
- All phases are 24 hours.
- Posting is allowed, and obviously encouraged, during both phases.
Armies
- During the lynch phase, the amount of armies you may deploy is calculated by this formula:
- (current number of territories) - (current number of armies) = amount of armies you may deploy
- You are never required to take armies off the map, unless you are lynched.
- There is neither a minimum nor a maximum of the amount of armies you can have in any one territory.
- You may only place an army in a territory under your complete control.
- All army placements must be PMed to me. You can discuss it in the thread, alliance QTs, in private, etc. but no armies will be placed unless you PM me.
Combat
- Each army has an attack/defend value of 1. To win an attack, an attacking force must be greater than the defending force. In other words, the number of attacking armies must be greater than the number of defending armies in order to take control of the territory.
- Each area you attack from increases the total attack value by 0.25 (in addition to the value added by the additional attacking armies).
- Each turn a defending force remains stationary increases the total defense value by 0.1 (max of 0.5).
- You may support attacks and defenses using adjacent armies to the territory. These will each add to the attack/defend value by 0.75. The supporting army will remain in the territory it is supporting from, regardless of a victory or defeat.
- Because there are no ships, armies can cross the water from certain territories to reach territories not accessible by land. Armies attacking a province in this manner suffer a 0.1 decrease in attack value each.
- Please refer to this map to see which territories can access each other across water:
- If this is a bit confusing, I can illustrate it in a picture.
Victory
- Town Victory -- All mafia nations are eliminated, all other alliances except your own eradicated.
- Mafia Victory -- All town nations are eliminated.
Communication
- All forms of private communication - whether it be via CFC's PM system, e-mail, IM, etc. - is allowed, and strongly encouraged, even between rival nations WITH ONE EXCEPTION [see below].
- You are not allowed to edit any posts with a vote in them, or else the vote is invalidated.
- You are not allowed to create your own QuickTopic.
- Each alliance will be provided its own QuickTopic, and the mafia will also be provided a QuickTopic. Again, you aren't allowed to create your own QuickTopics.
Eliminated Players
- Upon your elimination from the map, you may continue to discuss the game in any way you want, both in QuickTopics and in the thread, but with the following caveats:
- You no longer have a lynch vote.
- You may no longer participate in the Movement Phase.
- You may not privately communicate with any other "living" players outside of QuickTopics. You can privately communicate with your fellow dead players at your leisure, however.
- Alignment is not revealed upon death.
Miscellaneous
- When you sign up, you may create a nation (with as much or as little detail as you desire), pick a color (not black or dark red), pick a capital, and join a faction. Be as historically accurate or inaccurate as you like.
- All nations start out with one army.
- I'd like a few reserves.
- The game begins with a Movement Phase.
Oh, and finally, the map. It's from Iron and Blood 2, hand-drawn by taillesskangaru, with some minor edits by myself. Territories colored black are not part of the game. When the game starts and as it progresses, I'll create additional maps for capitals, alliances, and such.
Spoiler :

Dark Red -- Kingdom of Zaccino (Zack)
Salmon -- England (BSmith1068)
Red -- Soviet Union (Jarrema)
Dark Purple -- Portugal (Verarde)
Green -- Italy (mechaerik)
Light Blue -- Greece (General Olaf)
Orange -- Hungary (Backwards Logic)
Yellow -- Westphalia (Stuck in Pi)
Dark Blue -- Norway (landlubber)
Blue -- Parisian Empire (GamezRule)
Players:
Spoiler :
Allies [3/3]
BSmith -- England
Verarde -- Portugal
General Olaf -- Greece
Axis [3/3]
mechaerik -- Rome
landlubber -- Norway
GamezRule -- Parisian Empire
Comintern [3/3]
Jarrema -- Soviet Union
Backwards Logic -- Hungary
Stuck in Pi -- Westphalia
Reserves
None
BSmith -- England
Verarde -- Portugal
General Olaf -- Greece
Axis [3/3]
mechaerik -- Rome
landlubber -- Norway
GamezRule -- Parisian Empire
Comintern [3/3]
Jarrema -- Soviet Union
Backwards Logic -- Hungary
Stuck in Pi -- Westphalia
Reserves
None
Maps:
Spoiler :
POLITICAL:
Dark Red -- Kingdom of Zaccino (Zack)
Salmon -- England (BSmith1068)
Red -- Soviet Union (Jarrema)
Dark Purple -- Portugal (Verarde)
Green -- Italy (mechaerik)
Light Blue -- Greece (General Olaf)
Orange -- Hungary (Backwards Logic)
Yellow -- Westphalia (Stuck in Pi)
Dark Blue -- Norway (landlubber)
Blue -- Parisian Empire (GamezRule)
DIPLOMATIC:
Allies -- Blue
Axis -- Navy
Comintern -- Red
Zaccino -- Dark Red
ARMIES:
TERRITORIAL CONNECTIONS:
Spoiler :

Dark Red -- Kingdom of Zaccino (Zack)
Salmon -- England (BSmith1068)
Red -- Soviet Union (Jarrema)
Dark Purple -- Portugal (Verarde)
Green -- Italy (mechaerik)
Light Blue -- Greece (General Olaf)
Orange -- Hungary (Backwards Logic)
Yellow -- Westphalia (Stuck in Pi)
Dark Blue -- Norway (landlubber)
Blue -- Parisian Empire (GamezRule)
DIPLOMATIC:
Spoiler :

Allies -- Blue
Axis -- Navy
Comintern -- Red
Zaccino -- Dark Red
ARMIES:
Spoiler :

TERRITORIAL CONNECTIONS:
Spoiler :

Updates:
Spoiler :
None