Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,195
Prologue:
For many years the Great Segaga Empire fell into darkness. Then the genius Iizuka came and cast light upon the world. Alas, the Mobians remained divisive folk so that didn't do much.
And that's how we got here.
Fight for the free Mobians, rebuild the Eggman Empire, or forge your own path altogether. Either way it's going to be bloody.
Starting Out:
http://i.imgur.com/z2sHF.png
Pick a province and color. That's it.
Economics:
Not really an "economy," per se, but you get 1 army per turn for each province you control. Controlling a whole region (demarcated by the thicker lines) results in an extra amount of armies proportional to the total provinces in it.
Armies may move the turn they are placed.
Armies and War:
You start the game at war with everyone pretty much, but may make ceasefires. Make and break alliances as you see fit.
When armies engage, victory and size are proportionate. Go big or go home.
Armies can move across one region or sea route per turn, assuming you own everything in between / have military access.
Espionage:
You have one spy action per turn (per 5 provinces) with a 33% chance of success. Use it against whoever you want. A successful spy action causes a province to defect to whomever you specify. Very excellent to frame folks. Can only be used against people with more than three provinces.
Conquest Bonuses
Conquering a province from another player gives you one of three cards. You can turn in three of a kind to get 3 armies, or 1 of each kind to get 1 army. The bonuses go up each time.
Three of a kind:
One of each:
Destroying a player yields 3 cards.
For many years the Great Segaga Empire fell into darkness. Then the genius Iizuka came and cast light upon the world. Alas, the Mobians remained divisive folk so that didn't do much.
And that's how we got here.

Fight for the free Mobians, rebuild the Eggman Empire, or forge your own path altogether. Either way it's going to be bloody.

Starting Out:
http://i.imgur.com/z2sHF.png
Pick a province and color. That's it.
Economics:
Not really an "economy," per se, but you get 1 army per turn for each province you control. Controlling a whole region (demarcated by the thicker lines) results in an extra amount of armies proportional to the total provinces in it.
Armies may move the turn they are placed.
Armies and War:
You start the game at war with everyone pretty much, but may make ceasefires. Make and break alliances as you see fit.
When armies engage, victory and size are proportionate. Go big or go home.
Armies can move across one region or sea route per turn, assuming you own everything in between / have military access.
Espionage:
You have one spy action per turn (per 5 provinces) with a 33% chance of success. Use it against whoever you want. A successful spy action causes a province to defect to whomever you specify. Very excellent to frame folks. Can only be used against people with more than three provinces.
Conquest Bonuses
Spoiler :

Conquering a province from another player gives you one of three cards. You can turn in three of a kind to get 3 armies, or 1 of each kind to get 1 army. The bonuses go up each time.
Three of a kind:
Spoiler :
3
5
7
9
10
5
7
9
10
One of each:
Spoiler :
1
2
3
4
5
2
3
4
5
Destroying a player yields 3 cards.