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#173 - Full Steel Independence
#1
Full Steel Independence

There is Secret Victory (SVC) potential.  To state the spirit of this game, the idea is there will not be pre-conceived alliances or early gold funding.  Players should go into this game with the idea of being independent through the early game at least.  Please do not try to negotiate/collect non-aggression pacts (NAP's) lasting more than 6 turns before turn 6 at the earliest.  Some of this has to be player-enforced, it won't be coded.  If this is successful in that players feel it makes a more entertaining full diplomacy game regardless of diplomatic style of the player, we may code it later.  The idea is its something of an intermediate ground between full diplomacy and anonymous.


Here are the special rules for this game:

1.  No allies can be declared before Turn 6 and players should not exchange full turn results with non-allies, although intel can be shared;
2.  No trading between kingdoms before Turn 6;
3.  No Long term NAPS (longer than 6 turns) before Turn 6.  There should be no forum controversy about "having an understanding with that player" before turn 6 that goes past turn six.  You can agree to consider extending an agreement earlier, but no player is considered committed to that.  Throughout history, no two countries have been "allies forever", we should have that more realistic and tenuous diplomacy;
4.  No gifting to kingdoms throughout the game (no use of order #215);
5.  No trade between kingdoms at Turn 6 or later at greater than 6 to 1 with a cap of 60k per any single trade order (so 10k food for 60k gold is the highest allowed).


The 15 personas in this game are:

Airborne Ranger: GI
Lord Alz: WI
JumpingFist: DW
Cloud: GN
The Wise One: RD
DiamondCutter: RA
Madmardigan: WA
The Gray Mouser: DE
Sinestro: TR
VballMichael: UN
Thudargh: EL
Benedict: BL
Taltos: DA
Rogal: AN
Bash Grimtooth: SO

Good hunting and let's hear after turn 6 or so what you think of the diplomatic restrictions intended to slow early game-long deals and discourage vassals (supporting one player without a quid pro quo) without requiring a game to go full into Anonymous to accomplish that.

#2
I understand the rules to this game but I am not too sure on the intent of the added rules.  Would it be something to consider if lets say I get 3 kingdoms hitting me early on I can go to the forms and ask to have my attackers tone it down to just 2 of you keep attacking and one of you please back off?  Is this meant to be more of a "Game of Thrown s" game where alliances are only as good as long as its profitable?  I want to play this version to the intent of the rules not to the letter is all.  I say this since I know from when I run games, my players always perceive  things many different ways.

Rogal -AN
Billvr68@yahoo.com

#3
The Sorceror, Master of the Arcane Arts, can be reached at:

guy_freitag@yahoo.com

#4
Turn 0 files for game 173 were emailed out today at 5pm EST.

I had to set this game to be Anonymous since the code doesn't have a "partial" diplomacy setting yet and instead of delaying the game any further, I launched the program with this setting so everyone could get their turns.

#5
It is whispered in Un-Holy circles that the mouth of the dread Witchlord can be reached at jeffery.keith.fuller@gmail.com
Lord Alz - "Jeff"
Arch Mage of the Ancient Ones

#6
Red Dragon at reddragon173.alamaze@gmail.com

#7
Underworld can be reached by Dropbox, clandestine park benches, or coded newspaper ads. Or you could go the mundane route by emailing vballmichael@gmail.com.

#8
You can reach me at sshebest@gmail.com.

#9
callahangm@live.com for me

#10
The jolly and harmless, and often misunderstood Demon Princes are happy to entertain your personages through our non-threatening emissary, The Gray Mouser, available to arrange parties and other entertainment at topalchemist@yahoo.com. 



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