Decamper
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- Jul 28, 2014
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The year is 2174, and once again the game begins.
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Power Play is a simple game, with a single resource, and a single goal. Power.
The World
Hemera was almost a perfect fit for humanity. The air was breathable, the soil arable, and water drinkable, and the flora and fauna edible. She wasn’t exactly like the old world though. Slightly smaller, meaning the horizon is just a bit too close, and the gravity just a bit too light. The flora and fauna likewise are similar to earth, but are just a bit bigger, and still undeniably alien. Over the past eight decades humanity spread across the entirety of Hemera thanks to its advanced technology, but the planet is still much less developed and populated than earth had been at the turn of the 20th century.
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. SP cannot be banked.
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
Spoiler :
Increase Province Power: PP can be raised by 1 once a turn by paying 4x the PP at the start of the turn. Ex. Increasing 1 to 2 requires 4SP, 2 to 3 requires 8SP, 3 to 4 requires 12, etc.
Invasion: A provinces defense is PP*20. 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 1 SP to raise your influence in an NPC by 1.
Coup: Roll a d20 to change the influence of the controlling state in a minor. The defense against 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+1 per controlled neighbouring minor (or your own state). The resulting value is subtracted from the controlling state’s influence, with any negative value being added to your own influence in the minor. If you are the controller, or their is no controller, a coup is not possible.
Purge: Purging is similiar to a coup, but is used by the controlling state to remove the influence of other states in a minor. The defense against a purge is equal to double the SP of the minor. You can dedicate as much SP as desired in a purge, with the effectiveness of a coup being a d20+SP. The resulting value is subtracted from the targeted state's influence. If you are not the controller, a purge is not possible.
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. Unlike an Invasion, any province may be sabotaged, regardless of distance. Every neighbouring controlled minor (or your own state) adds +1 to the roll.
Defense: You can devote SP to defend against Invasions or Sabotage in a specific province. Each SP is equal to 1d20 of defense.
Invasion: A provinces defense is PP*20. 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 1 SP to raise your influence in an NPC by 1.
Coup: Roll a d20 to change the influence of the controlling state in a minor. The defense against 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+1 per controlled neighbouring minor (or your own state). The resulting value is subtracted from the controlling state’s influence, with any negative value being added to your own influence in the minor. If you are the controller, or their is no controller, a coup is not possible.
Purge: Purging is similiar to a coup, but is used by the controlling state to remove the influence of other states in a minor. The defense against a purge is equal to double the SP of the minor. You can dedicate as much SP as desired in a purge, with the effectiveness of a coup being a d20+SP. The resulting value is subtracted from the targeted state's influence. If you are not the controller, a purge is not possible.
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. Unlike an Invasion, any province may be sabotaged, regardless of distance. Every neighbouring controlled minor (or your own state) adds +1 to the roll.
Defense: You can devote SP to defend against Invasions or Sabotage in a specific province. Each SP is equal to 1d20 of defense.
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. Defenders of Invasions and Sabotage from different regions have an extra d20 of defense.
Event Cards
At the start of the game each major state (mostly players) will be given 3 event cards, of which one must be played each turn. Once a player's hand is empty, they will be dealt 3 more cards. Event cards can be played 2 ways: Playing the event text, or using by the card's SP value. If you use the SP value, the event text is not acted on, and you may use the SP however you need for that turn. There are 2 copies of each 4 and 6 SP card, and 1 of each 8 and 10 SP card. Once all have been dealt, the discards will be reshuffled into the draw pile. Event cards are hidden, and updates will not reveal who played which event (though some will be fairly obvious).
The effects of a card action take place after all regular actions.
Event Card List
Spoiler :
4SP Mutual Prosperity - +1PP in your least developed province and +1PP in another neighbouring state's least developed province.
4SP International Trickle Down - All of your controlled minors gain 1PP in their capitals.
4SP Benevolent Overlord - +1 influence in all minors you control.
4SP Promised Land - take 1PP from 1 controlled minor, add 1PP to your least developed province.
4SP Border Incident - cause a state (major or minor) to invade a neighboring province (major or minor) with a strength of 4SP.
4SP False Flag - Cause a failed sabotage in any province, blaming any state.
4SP Changing Attitudes - switch influence levels with one state in a minor
4SP Nationalist Movement - remove all influence of all states from a minor.
4SP Coms Failure - the targeted state's played event card is disabled (if not played as SP)
4SP Defector - take a random event card from a player, if they have any in their hand.
4SP Peace Protests - All invasions cause -1 influence in all minors for the invading state.
4SP Intelligence Service - reveal all players' event cards
4SP Drain the Swamp - replace any unwanted event cards.
4SP Local Guides - actions outside of your home region have no penalties for 1 round.
4SP International Investments - gain +2SP for every controlled minor this turn.
4SP Together We Stand - cooperative invasions/sabotage/defense gain +1SP this turn.
6SP Diplomatic Blunder - one state loses all influence in 1 minor.
6SP Continental Paradise - Take 1PP from all controlled minors in the region, add them to your least developed provinces one at a time.
6SP Chaffing Under the Empire - remove 6 influence from minors the targeted state controllers (no more than 3 per minor).
6SP Regional Revolts - remove 2 influence of 1 state in all minors in 1 region.
6SP Regional Coms Failure - all played event cards in one region are disabled (if not played as SP)
6SP Brain Drain - Remove 1PP from another state's capital and add 1PP to your capital
6SP Independence Movement - The least developed province of a state secedes and forms own minor.
6SP Regional Peace Protests - All invasions cause -1 influence in all minors for the invading state. This applies to all states in 1 region.
6SP Union Referendum - 3PP worth of provinces of a neighboring and controlled minor joins your state.
6SP For the Motherland - all provinces receive +2PP worth of defense this round.
6SP For the Fatherland - all invasions receive +2SP worth of attack this round.
6SP Super Spies - All sabotage attacks receive +2SP worth of attack this round.
8SP Urban Relocation - you may relocate 3PP to your capital from other provinces.
8SP Global Revolts - remove 2 influence of the targeted state in all minors.
8SP Regional Popularity - improve your influence by 1 in all minors in 1 region
8SP Terror Attacks - halve PP in one province.
8SP Industrial Revolution - +1PP in your 3 least developed provinces
8SP Special Envoy - Gain enough influence in the targeted minor to gain control.
10SP Global Popularity - improve your influence by 1 in all minors.
10P Epidemic - Remove 2PP in a province, and remove 1PP in all neighboring provinces.
10SP Global Coms Failure - all played events this turn are disabled (if not played as SP).
10SP Global Peace Protests - All invasions cause -1 influence in all minors for the invading state. This applies to ALL states.
10SP Center of the World - Take 1PP from all controlled minors, add them to your least developed provinces.
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