Power Play is a simple game, with a single resource, and a single goal. Power.
Background:
Earth is dead. Thanks to corruption, greed, and ignorance, the home of mankind had wasted away by the end of the 21st century. Through extreme luck and herculean effort, the human race was able to save itself, fleeing the solar system and establishing itself on a new world, Hemera. There mankind has rebuilt itself, at first banding together to tame their brave new world, and now they eye each other over lines in the sand.
Rules
The only ‘stat’ states use is
Power. A state’s total Power (henceforth, State Power or
SP) is determined by the total of the controlled provinces’ Power (henceforth, Province Power or
PP). In addition, major (mostly player) states can control half of each controlled minor states’ SP.
Controlling minor states requires Influence. Having Influence equal to or greater than a minor state’s SP, as well as greater than the Influence of any other major state is required to maintain control.
Power Uses
Increase Province Power:
PP can be raised by 1 once a turn by paying 4x the
PP at the start of the turn.
Invasion: A provinces defence is a number of d20 equal to double the province’s
PP. You can use as many
SP to attack a province as you desire, with 1
SP = 1d20. A successfully invaded province’s
PP is reduced to 1. Invasions can only be done against neighbouring provinces, or across a single ocean territory. Invading across oceans gives the defender +1d20.
Influence: Use 5
SP to raise your influence in an NPC by 1.
Coup: Roll a d20 to change the influence of the controlling or leading state in a minor. The defense of a coup is equal to double the
SP of the minor. You can dedicate as much
SP as desired in a coup, with the effectiveness of a coup being a d20+
SP. The resulting value is subtracted from the leading state’s influence, with any negative value being added to your own influence in the minor.
Sabotage: The equation is the same as an invasion, with a successful sabotage reducing PP to 1 and the saboteur remaining unknown. A failed sabotage will reveal the saboteur if lost by more than 10.
Power may also be used
cooperatively. For example, player A may increase the
PP of player B. During
Invasions or
Sabotage, the cooperating players’
SP is added together.
Coups cannot be done cooperatively, but multiple coups may be launched against a single target.
The map is divided into six
Regions. States in different regions have different bonuses and penalties against each other. Raising
Influence in a different region requires double the
SP. Defenders against
Coups in different regions have double the defense.
Invasions and
Sabotage in different regions are unaffected.
Maps