Coup: G54: Rebellion (Fenraiser Wins!)

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Coup: G54: Rebellion (Fenraiser Wins!)

Postby DJVoxel » Tue Nov 07, 2017 3:04 pm

It is the year 1954. The United States CIA has just toppled the Guatemalan government, and anyone, with the right influence, can become the new president.
From the citizens, a humble bartender, with strong ties to his clients, managed to overthrow the competition. However, some do not believe President dyaomaster is fit to lead, and have staged a rebellion. Today, the rebel group openly declared war on the presidency, having infiltrated the government. However, the same can be said for the rebellion, which has also been infiltrated by the government's spies. Not only that, but amidst this confusion, there is in-fighting between both the rebellion and the government, with everyone scrambling for the presidency. And a new chapter in Guatemala's ongoing struggles unfolds.

Coup: G54: Rebellion


Core Rules:
Spoiler: Setup:
3 copies of each card in the card list for the game is shuffled to form a deck. An extra copy of each card is added for 6-7 players, and 2 copies are added for 8-10 players. Each player is then dealt 2 cards from the deck and is given $2. These cards are your influence.

Goal:
Eliminate the other players from the game.

Lives and Influence:
Each player will have two influence cards at the beginning of the game, representing your lives, and the influence you have over the country through your contacts. Whenever you lose a life or lose influence, you must turn over one of your influence cards, revealing it. This card may no longer be used.
When both your cards have been revealed, you are eliminated from the game.

Gameplay:
The game will start with a random player and head down the signup list. Each player must take one action on their turn. A player may choose any action they want and can afford that is currently in the game, regardless of whether or not the player has the corresponding card.

The only time a player cannot choose their action is when they have $10+, in which case, that player must Coup.

Actions:
General Actions:
These actions can always be taken and cannot be challenged or blocked.

Income: Gain $1

Coup: Pay $7. Target player loses an influence.

Card-Specific Actions:
A player may perform an action of any of the possible cards in play, regardless of whether or not they have the card, however, all of these actions can be challenged, and some may also be blocked. The actions can be found on the cards themselves, which are listed in the Role Cards section.

Blocking:
When targeted by an action that can be blocked, a player may claim to have a card that can block the action and attempt to block it. If the action is successfully blocked, the cost to use the action is still paid, but the results are not carried out.

Challenges:
When a player takes a role specific action or blocks, another player may challenge their claim. If the player does not have the corresponding card, the challenge is successful and the challenged player loses an influence. If the player has the corresponding card, however, the challenging player loses an influence, the challenged card is revealed, shuffled into the deck, and a new card is drawn to replace it.

Challenge Condition List:
At the beginning of the game, as part of your confirmation, you are to send in a Challenge Condition List to the host in a PM. This is a list of conditions that would cause you to challenge the current player if met. If a condition is met, you will challenge the current player. This allows you to challenge even when not online.

These conditions can be as simple or complex as you would like and can be changed at any time by sending me an updated list. Please make sure the PMs contain the word Coup or it will be ignored.

If you do not plan on challenging anyone yet, for any reason, or are going to be active for every action, please send the host a list with the only condition listed as N/A, None, Nothing, or something else that gets the point across.

Code: Select all
[list][*]Condition 1

[*]Condition 2

[*]Condition 3

[*]etc.[/list]


Negotiations:
Anything may be discussed so long as nobody reveals any information about their influence cards.

Order of Play:
During a player's turn, they have 24 hours to declare an action in the thread. Failure to do so will result in a warning and another 24 hours will be given. Once the player declares their action a number of things may happen.
If the action is a General Action, the next player may immediately take their turn.
If the action is a card-specific action, play stops until the host gives the go ahead that there are no challenges from the lists, and any player may challenge until the next player performs their action.
If the ability targets one or more players, the game will pause until all targeted players have decided whether or not to block or challenge, any other players may challenge during this time.
If a block is made, play will once again pause until either each player states they will not challenge, or 24 hours have passed.
If a challenge is made, play pauses until the host posts the results of the challenge in the thread.
If either all players have declared they will not challenge or block, or 24 hours have passed, play passes immediately to the next person unless the action requires exchanging cards with the deck, in which case, the players will once again need to wait for the host to perform the necessary actions via PM with the player.


Rebellion Rules:
Spoiler: Setup:
There are two teams, usually the Government and the Rebels.

At the start of the game, the first player on the signup list is given one team, and each consecutive player is given the team the previous player did not have, until each player has been assigned a team.

Teams:
So long as there is greater than two players remaining, and at least one player on each team, players cannot Coup, Challenge, Block, or take Card-Specific Actions against their teammates.

Treasury Reserve:
The Treasury Reserve acts as a bank where money is deposited and withdrawn with the new actions.

Actions:
Three new General actions are added.

Betray: Put $1 in the Treasury Reserve, swap your team.

Deceive: Put $2 in the Treasury Reserve, swap another player's team.

Embezzle: Take all of the money in the Treasury Reserve. Taking this action claims that you do not have a Finance card. This action may be challenged. If the challenged player has a Finance card, they reveal an influence. Otherwise, they shuffle all their remaining cards into the deck and draw two new ones.


Influence Card List:
Guerilla
Capitalist
Reporter [Tax]
Missionary
Customs Officer


Signups:
  1. dyaomaster the President [Tax]
    Spoiler: Cards: Reporter, Missionary
    Claims: Reporter, Reporter, Reporter, Reporter, Customs Officer, Capitalist
    Money: $5
  2. Seththeking
    Spoiler: Cards: Capitalist, Customs Officer
    Claims: Capitalist, Customs Officer, Capitalist, Capitalist, Capitalist, Capitalist, Customs Officer
    Money: $6
  3. andilin1
    Spoiler: Cards: Missionary, Customs Officer
    Claims: Capitalist, Capitalist, Capitalist, Capitalist, Capitalist, Capitalist, Capitalist
    Money: $9
  4. timurtheking
    Spoiler: Cards: Capitalist, Capitalist
    Claims: Reporter, Capitalist, Capitalist, Missionary, Capitalist, Reporter, Capitalist, Capitalist, Capitalist
    Money: $8
  5. DumbStorm
    Spoiler: Cards: Guerilla, Guerilla
    Claims:
    Money: $4
  6. PokemonKidRyan
    Spoiler: Cards: Reporter, Missionary
    Claims: Reporter, Reporter, Capitalist, Capitalist, Capitalist
    Money: $3
  7. blacksmithkin
    Spoiler: Cards: Missionary, Guerilla
    Claims: Reporter, Reporter, Guerilla
    Money: $5
  8. Fenraiser
    Spoiler: Cards: Reporter, Reporter
    Claims: Capitalist, Reporter, Guerilla, Missionary, Missionary, Reporter, Reporter
    Money: $6
  9. Edeneric
    Spoiler: Cards: Capitalist, Guerilla
    Claims: Capitalist
    Money: $4
  10. sunfirejr
    Spoiler: Cards: Capitalist, Customs Officer
    Claims: Capitalist, Capitalist, Reporter, Capitalist, Capitalist, Capitalist, Capitalist, Capitalist, Capitalist
    Money: $8

Treasury Reserve: $0

Backups:

Influence Cards:
Spoiler: Force: (Focuses on making your opponents lose influence)
Spoiler:
Guerilla

Assassinate: Pay $4. Target player loses an influence.
Blocks Assassinate.

Crime Boss

Extortion: Declare a target. Target either pays you $2 or you pay $5 and target loses a life. You must have $5 to take this action.

General

Purge: Pay $5. Each player loses an influence.
Blocks Purge.

Mercenary

Disappear: Choose a target. The target gains a Disappear token. The target loses an influence at the end of their next turn.
Blocks Disappear when targeted, or at any time during your turn if you have a Disappear token.

Judge

Frame: Give $3 to a player. They lose an influence. They keep the $3 even when blocking or challenging.
Blocks Frame.
Finance: (Focuses on gaining money) Spoiler:
Speculator

Gamble: Gain money equal to your money. (Max $5)

Banker

Profit: Gain $3

Capitalist

Dividends: Gain money equal to one more than the total number of Capitalist cards in play. Then, give $1 to each player who also claims the Capitalist.

Farmer

Cooperation: Gain $3, then give $1 to another player.

Spy

Intel: Gain $1 and take an extra action. You cannot take Intel again this turn.
Communications: (Focuses on exchanging cards with the deck) Spoiler:
Producer

Propaganda: Choose a target. The target picks a card to give you and you take one from the deck. Change any of these cards with your own. Return a card to the target and a card to the bottom of the deck.
Blocks Propaganda.

Director

Propaganda: Draw two cards from the deck. Change any with your cards. Return 2 cards to the bottom of the deck.

Writer

Propaganda: Draw a card from the deck. Pay $1 to draw another. You may repeat this as many times as you like. Change any cards with your cards. Then return as many cards as you took to the bottom of the deck.

Reporter

Propaganda: Draw a card from the deck and gain $1. Change any cards with yours. Return 1 card to the bottom of the deck.

Newscaster

Propaganda: Pay $1. Draw 3 cards from the deck. Change any cards with your own. Return 3 cards to the bottom of the deck.
Special Interests: (Cards that each have their own unique mechanics and don't fit into the other categories) Spoiler:
Peacekeeper

Peacekeeping: Gain $1 and the Peacekeeping token. You cannot be targeted while you have this token. You lose the token when another player successfully takes this action.

Priest

Charity: All other players must give you $1.
Blocks Charity.

Politician

Bribery: Take $2 from a target.
Blocks Bribery.

Communist

Redistribution: Take $3 from the richest player and give it to the poorest player. If there is a tie, you decided which person is targeted.
Blocks Redistribution.

Protester

Riot: Pay $2 to start a riot against a target. After challenges, and player may pay $3 to join the riot. If a player joins the riot, the target loses an influence.
Blocks Riot if a player has joined.

Foreign Consular

Alliance: Gain a Treaty token and give one to another player. Players with Treaty tokens may not target each other unless they are the last two players. They may still challenge each other. The tokens are removed when another player uses this ability.

Missionary

Sacrifice: When you lose a life from anything but a Coup. You may claim to have the Missionary. The Missionary (or a card of your choice if you are bluffing) is removed from the game and replaced with a new card from the deck.

Customs Officer

Tax: Gain a tax token and place the other on a card in the card list. Before any player can use one of the role's abilities, they must first pay $1 to you. The tokens are removed when either another player uses this ability or you are eliminated.

Intellectual

Memoirs: When you lose a life, you may claim to have the Intellectual. The Intellectual (or a card of your choice if you are bluffing) is removed from the game. Gain $5.

Lawyer

Probate: Take all the money from an eliminated player. If one or more players also claim to have the Lawyer, split the money evenly. Any remainder is removed from the game.
Last edited by DJVoxel on Tue May 01, 2018 1:58 pm, edited 98 times in total.
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Re: Coup: G54: Rebellion (Signups! 4/10)

Postby DumbStorm » Tue Nov 07, 2017 3:10 pm

/join
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Re: Coup: G54: Rebellion (Signups! 4/10)

Postby PolikShadowbliss » Tue Nov 07, 2017 3:11 pm

/join
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Re: Coup: G54: Rebellion (Signups! 6/10)

Postby timurtheking » Tue Nov 07, 2017 3:25 pm

(post) so I don't forget
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Re: Coup: G54: Rebellion (Signups! 6/10)

Postby andilin1 » Tue Nov 07, 2017 3:36 pm

hwer
THE

FM

AUTIST

Really fucking bad at speaking English too :P
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Re: Coup: G54: Rebellion (Signups! 6/10)

Postby blacksmithkin » Tue Nov 07, 2017 4:07 pm

/join
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Re: Coup: G54: Rebellion (Signups! 7/10)

Postby Multiuniverse » Tue Nov 07, 2017 10:56 pm

/in bois

Thanks parker for the gif and SuperDuper for suggesting rotational sig
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Re: Coup: G54: Rebellion (Signups! 7/10)

Postby dyaomaster » Tue Nov 07, 2017 11:07 pm

Um
I didn't agree to this I just wanted a stable period of rule :(
It hasn't even been a year yet

(/confirm spot)
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Re: Coup: G54: Rebellion (Signups! 7/10)

Postby deathofrats0808 » Wed Nov 08, 2017 5:20 am

Never! You're a terrible president!
Dry lightning cracks across the skies
Those storm clouds gather in her eyes


Mutiny 9: The Storm
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Re: Coup: G54: Rebellion (Signups! 8/10)

Postby DJVoxel » Wed Nov 08, 2017 6:49 am

Just a note to everyone. There has been a slight change in the Core Rules compared to last game. Rathsr than having a 4-hour challenge window, after any card action or Embezzle, I must give an okay to the next player if there are no challenges in the lists, and the next player can go. The challenge window will therefore be the time in between the two players' turns.

This means you may want to consider sending in updated challenge lists often, such that you can challenge actions when you are not online.
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Re: Coup: G54: Rebellion (Signups! 8/10)

Postby Edeneric » Wed Nov 08, 2017 11:03 am

/Join
Ici, You owe me.

Go check out this https://thereallittledragon.deviantart.com deviant art ( not mine )
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Re: Coup: G54: Rebellion (Signups! 9/10)

Postby DJVoxel » Wed Nov 08, 2017 11:25 am

If you haven't already, please start sending in Challenge Lists or simply PMs saying you won't have one currently to confirm.
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Re: Coup: G54: Rebellion (Signups! 9/10)

Postby sunfirejr » Thu Nov 09, 2017 5:58 am

/join
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Re: Coup: G54: Rebellion (10/10) [Confirmation] Backups Need

Postby DJVoxel » Thu Nov 09, 2017 6:38 am

*facepalm*

I forgot that challenge list confirmation comes after
I send out cards.... Whoops.

Card List for the game will be up momentarily. I'm sending out cards now.
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Re: Coup: G54: Rebellion (10/10) [Confirmation] Backups Need

Postby DJVoxel » Thu Nov 09, 2017 6:53 am

List is up! We have the Missionary in this one. Easily the worst card to deal with from a behind-the-scenes standpoint.

All of you better be ready to challenge or those Missionaries are going to run down the deck real quick.

EDIT: If you use the Missionary ability, please send me a PM with the card you are sacrificing before performing the ability.
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Re: Coup: G54: Rebellion (10/10) [Confirmation] Backups Need

Postby DJVoxel » Thu Nov 09, 2017 8:00 pm

Cards have been sent. Send me beck your lists (or lack thereof).
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Re: Coup: G54: Rebellion (10/10) [Confirmation] Backups Need

Postby andilin1 » Thu Nov 09, 2017 8:31 pm

/confirm

saw the 2 carddss
THE

FM

AUTIST

Really fucking bad at speaking English too :P
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Re: Coup: G54: Rebellion (10/10) [Confirmation] Backups Need

Postby DJVoxel » Thu Nov 09, 2017 9:21 pm

andilin1 wrote:/confirm

saw the 2 carddss
DJVoxel wrote:Cards have been sent. Send me beck your lists (or lack thereof).
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Re: Coup: G54: Rebellion (10/10) [Confirmation] Backups Need

Postby PolikShadowbliss » Fri Nov 10, 2017 12:49 am

/confirm
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Spoiler: If I had a dollar for every gender, I'd only have 2 bucks and millions of illegal counterfeit dollar bills that only bring sadness and disappointment in the human race and are a scar on the face of earth, ruining and vandalising every-fucking-thing the human race has strived for - Schultz
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Re: Coup: G54: Rebellion (10/10) [Confirmation] Backups Need

Postby Multiuniverse » Fri Nov 10, 2017 12:49 am

/firmcon

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Re: Coup: G54: Rebellion (10/10) [Confirmation] Backups Need

Postby timurtheking » Fri Nov 10, 2017 1:45 am

:conurm/
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Re: Coup: G54: Rebellion (10/10) [Confirmation] Backups Need

Postby DJVoxel » Fri Nov 10, 2017 6:10 am

If you confirm in the thread, I will assume you are not sending in a challenge list.
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Re: Coup: G54: Rebellion (10/10) [Confirmation] Backups Need

Postby blacksmithkin » Fri Nov 10, 2017 7:20 am

Well, you have my challenge list, but for the sake of it /confirm

Who goes first?
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Re: Coup: G54: Rebellion (10/10) [Confirmation] Backups Need

Postby DJVoxel » Fri Nov 10, 2017 7:23 am

I'll roll it as soon as everyone confirms.
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Re: Coup: G54: Rebellion (10/10) [Confirmation] Backups Need

Postby DumbStorm » Fri Nov 10, 2017 8:32 am

Confirm
Level 100 Cancermancer, Toad the Chode.

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