Fascist Game 8
The rules are divided into several sections, which have been placed in
separate web pages to allow for quicker access to an individual section:
Rules Section 4: Geography, Exploration, and Colonization
(3) Ships and the Sea;
(4) Geography, Exploration, and Colonization;
(6) Trade and Wealth; and
(7) Foreign Politics. Rules are numbered consecutively
within each section. Rule 5 in this section would be referred to as "rule
Rules may be followed by a proposal number in parentheses indicating
that the given rule was created, amended, or applied at that
proposal. THS makes no guarantee that the listed values represent the
most recent time a rule came into play. Rules that are considered part
of the original ruleset are marked with (*). Rules that by their
nature are constantly used are marked (now).
The Rules of Section 4: Geography, Exploration, and
[See also rules 2.9 and 3.18.]
- It is the Imperial Cartographer's job to maintain an orderly
presentation of the lands in the area and their multiple attributes.
This could either be mailed to THS regularly, or could be a WWW page
whose link would be incorporated into the cover page for this game.
The IC performs all random determinations, etc. regarding new lands.
- A Land is a group of one or more Fiefs. An Island is a Land of one
Fief. "Continent" is a synonym for "Land". An Empire-sized land
shall consist of two adjacent Kingdoms, a Kingdom of two
Principalities, and a Principality of two Fiefs. (95)
- All players are at the beginning of the game in the Principality of
Atlantis, where TIE's grandiose Palace and his celebrated Municipality
of Atlantis are. The fiefdom of Makal can be reached overland (and so
fifth mates can get there, but their ship has to stay in Atlantis),
the fiefdoms of Takal and Sakal can only be reached by sailing to
As this is all the land currently in TIE's empire, any land added to
his empire in the future must be lands new to the empire. Therefore
any time a proposal, proposed after enactment of this rule, creates a
land which is immediately part of his empires, no Royal Marines are
available for 10 proposals, as they are currently fighting to claim
the new land.
- Every Fief in the Empire was initially guarded by 30 experienced
Marines, with the exception of Makal. As the Principality of Atlantis
is composed of two Fiefs, should any of the scurvy Pirates attack it,
they shall face a total of 60 Marines. Makal, as we all know, is the
training ground for the Imperial Marines, and contains more Marines
than can be easily counted. However, forces of more than 40
Marines are no more effective than 40 Marines, and the additional
soldiers get in one another's way.
- Each Land initially contains (#Marines/20) (rounded up) Forts of
basic strength 3, which engage in combat exactly as ships. They
have capacity 40 in the same units as Ships, and initially contain 10
Marines, 1 Cannon, and 1 Keg of Powder. Citizens may transfer
Marines, Powder, and Cannons up to a limit of 6 Cannons to any
Fort. The Imperial Cartographer tracks these contents. If a Fort is
defeated in Battle and contains more than 4/10 of a Keg of
Gunpowder, it explodes, killing all Marines therein.
- All Citizens of the Empire, when docked in Atlantis, may use any
money they have in obtaining harmless pleasure. To do this they
attend the Emperor's Arms Tavern in the Municipality of Atlantis,
and gamble at the tables. The gambling games available will be:
Roulette: Pick a number between 1 and 20 (it's a small wheel). A
player, called The Tavern Manager (a new Rule 45-type position),
rolls 1d20 or otherwise randomises. Odds paid are 18 to 1, bets made
in whole pieces of eight. Fantan: Same but odds paid are 2 to 1,
number chosen between 1 and 4 and The Tavern Manager rolls 1d4.
Note that the Tavern Manager delegates the running of the tavern to
commoners when he/she is on the high seas, but is still responsible
for the dice rolls. The Tavern Manager receives 10% of any bet
placed, regardless of the outcome, but can never gamble there him or
- Brazil is a land, quite far from Atlantis at distance 20. It
has not been
explored yet, so it is not known whether it is an island or part of a
continent. The natives are unfriendly, and have no central
government. There is plenty of wood there, so much that any player
can go there to get any amount of wood he can carry in his (or her)
ship. However, as it is necessary to go on land to get the wood, for
each ton of wood that is taken onto the ship there is a 1 in 6 chance
that a fight with the (unfriendly) natives starts. The number of natives
in this area is approximately 50.
- China (distance 30) produces opium and silk, and will buy kegs of
gunpowder for 250 Pieces of Eight.
- Any player having rank of Commander/Plunderer or higher may set sail
to an unknown land to discover it. If a player discovers a Land, s/he
gives the entire Land a name, as well as the Coastal Fief of that land
s/he has newly discovered. A thus discovered land may not have special
properties from the start, unless another rule says otherwise. If a
new land has been discovered this way, it may not be visited by
players of rank lower than Commander/Plunderer for the duration of 15
proposals. After this it is considered a known land. Any land created
in another way than according to this rule is directly considered a
known land, and not part of the Empire, unless specified otherwise.
- [Eliminated by rule 1.17. Formerly detailed the "merfolk".]
- Any player may submit a Rumor describing a Fabled Land to the
Imperial Cartographer at any time, although the Imperial
Cartographer is under no obligation to publish more than one
per player. TIE shall notify the THS which Rumors are True,
Partially True, or False. Any player with rank First Mate/Mate or
higher may Sail Aimlessly in the hopes of finding such fabled lands,
with a 2% cumulative chance of finding one true land for each
Proposal s/he spends sailing. Discovery of Lands from True or
Partially True Rumors may cause Rules to be Enacted from that
Rumor. Players may submit Proposals detailing Rules for Fabled
Lands even if those Fabled Lands subsequently prove nonexistant.
- When the fabled lands or creatures of Rumors are found, the
discoverer shall be notified via email by THS. THS will inform the
discoverer the current rumors and rules pertaining to the newly
discovered land and the discoverer may make a Special Report
about the land to TIE or TPK, whichever is appropriate. TIE or TPK
can decide if he believes this Special Report; if it is indeed true, then
the reporter will gain one level of Bravery and one level of Rank, and
the Report becomes part of the rules. If the Special Report is deemed
too outrageous to be believed, then the reporter gains nothing and
TIE or TPK can disclose the real truth about the discovery. TIC will
still maintain the original rumor in the list of rumors, noting and
crediting the fact that the Rumor had been validated.
- In the world there shall be a finite number of continents each of a
finite size (number of Fiefs), though the players shall not initially
know the sizes. Upon its discovery, the size of a continent will be
determined by the Imperial Cartographer rolling a fair six-sided die
and adding a constant depending on the rank of the player making the
voyage of discovery: 0 for a Commander/Plunderer, 2 for a
Captain/Pirate Captain, 4 for a Commodore/Notorious Pirate, and 6
for an Admiral/Dread Pirate. In addition, if the player has an Explorer
aboard his ship, an additional 2 is added to the die roll. If the continent
contains 5 or 6 Fiefs, then four of these will be coastal and the rest
inland; a smaller contintent is all coastal. A continent of size 7
consists of 2 inland and 5 coastal fiefs; additional fiefs beyond that
shall alternate between inland and coastal, e.g., a continent of 10 fiefs
would have 4 inland and 6 coastal fiefs.
- Any new fief that is discovered can be in one of 2 states: Occupied
or unoccupied. A colony can be established regardless of this status,
but see Rule 43. If occupied (for instance, the Near Azores), then the
occupants can be either friendly or unfriendly (eg the pirates). If the
occupants are unfriendly, then the discoverer of the fief may do battle
for the land. If the occupants are friendly, then the discoverer may:
(i) do battle, in which case the natives will then become unfriendly
(and will remain unfriendly for any future visits) or (ii) establish a
treaty. If the discoverer loses a battle, then he must return to a
known land (if any) for at least 5 proposals to recuperate. IC shall
randomly determine if a fief is occupied or unoccupied [1/3 chance of
unoccupied - THS] and if occupants are friendly [1/2 chance -
- All fiefs shall be divided into two categories: explored and
unexplored. Any discovered lands which have friendly occupants shall
be considered explored. Unexplored fiefs may not be settled.
An exploring ship that lands on a continent shall land on a random
piece of coast, and that Fief shall be considered "explored", if it
had not previously been so. From that coastal Fief a player may
explore the next piece of coast in either a clockwise or a counter-
clockwise direction by advising THS and IC, at a rate of 1 piece of
coast per 5 judged proposals. Newly Discovered Lands will be coastal
Fiefs on a new continent.
- A player may travel overland to any fief in the continent he is
currently on in 5 proposals. The player may bring any number of
people (Settlers, Marines, etc.) with him. To travel to a fief, a player
shall mail THS to inform him that he is doing so: `I am traveling to
Makal.' A Player may choose to travel to a random undiscovered fief
on a continent; upon arrival, he may give it a name. The nature of its
occupants is determined as usual.
Exploring a fief shall take 40 proposals. A player may use Settlers or
Marines/Buccaneers to reduce the time to explore a fief; each
Settler or Marine or Buccaneer reduces the time by one proposal. If
the player is an Explorer, or has one traveling with him the time is
halved (rounding up). The time to explore a fief shall never be less
than 10 proposals.
Exploration is a dangerous business. If Settlers undertake exploration
without Marines or Buccaneers for protection, THS shall throw two
fair six-sided dice to determine the number of Settlers lost. If
Marines or Buccaneers are present, THS shall throw throw two fair
six-sided dice and subtract the second result from the first to
determine the number of people lost. (If the number is negative, no
people are lost.) This number shall be evenly divided between
Marines and Settlers.
Fiefs with unfriendly occupants may not be explored.
- A load of at least 25 settlers must be present on a ship in order to
establish a colony.
- Once a player has established a colony, 200 Po8 are made available
in Atlantis, to be collected on that player's return to the home town.
Further, the colony may produce a single product, at the coloniser's
discretion, which can be sold for double the initial value on return to
Atlantis or Makal.
- Once a colony is established, it shall grow in the following manner.
Note that the term "colonist" refers to any type of personnel, settlers
or marines or whatever, but specifically not to Players.
(a) Each 10 proposals, a number of colonists equal to half the original
number of colonists (rounded up) shall be added to the total to
(b) Every 15 proposals, the colonists shall interact with the natives of
the continent on which they have landed. IC rolls a six-sided die and
interprets the result as follows: If the fief is unoccupied or has
friendly occupants, a 1 indicates a war in which half the colonists are
killed, a roll of 2-4 indicates a peaceful agreement, and a roll of 5 or 6
indicates conversion, where a number of natives equal to
one-quarter of the current number of colonists (rounded up) become
colonists. If the fief has unfriendly occupants, then 1,2 or 3 indicates a
war in which half of the colonists are killed, 4 or 5 indicates peaceful
agreement - no change, and on a 6, IC rolls again. This time 1-3
indicates peaceful agreement, 4-6 indicates conversion of natives in
number equal to 1/4 the number of colonists. If natives convert 3
times, they become friendly.
(c) The maximum number of colonists in one fief is 200. Any excess
colonists are ignored, until the player who owns the colony arrives to
lead an expedition to a neighbouring fief. This fief, if colonised, acts in
the same way as any other colony, except all increments are halved
for inland provinces (i.e. natural increase is 1/4 every 10, war kills
1/4, and conversion adds 1/8 of the appropriate figures). (149)
- Players may, with the use of non-combatant colonists (no
buccaneers or marines), attempt to convert natives to the player's
cause. A player gets +1 to their die roll for every 5 colonists being
used to convert. With friendly natives, a single 6-sided die is rolled,
and on a roll of 1, the natives become hostile for that player only, and
execute the colonists. On a 2 or 3, no natives are converted. For
every number above 3, that many natives are converted. If the
natives were already hostile, then the colonists are executed on a
1-3, no effect on a 4 or 5, and for every number above 5, a native is
converted, and the natives become non-hostile toward that player
- When a Citizen forms a colony, s/he is
declared governor of that colony.
Any Citizen may bring any number of Marines to a colony. These Marines
stay under control of that player. If at any time a Citizen has at
least 10 more marines in a colony than the governor of that colony,
then that player can take over that colony, although s/he will lose 10
marines in the ensuing fight.
The losing side loses three quarters of its Marines.
If a Citizen has at least 25 marines in a colony of which he is governor, he
can declare his colony Royal Land. 25 of the marines in the colony will
be given back to the king to protect the Royal Land. If a Citizen declares a
colony of which he is governor Royal Land, he stays governor. Royal Land can
never be taken over in the way described in this proposal. If a player who
governs Royal Land ever makes a hostile take-over as described in this
proposal, he loses governorship of all Royal Lands he governs, and these
become governorless Royal Lands.
- A player who has made an especially outstanding proposal can be
rewarded by TIE by giving him Governorship over any governorless Royal
Land. This player then can make his Governorship effective by sending
5 Royal Marines to the Fiefdom. A Governorship counts towards the
amount of land added to the Empire by a player, even if it was part of
the Empire from the beginning. No other way to claim Governorship or
any kind of possession of governorless Royal Lands is possible but
the one described in this rule. Atlantis will always fall directly
under the reign of TIE.
Pirates may not be Governors, so Governors who become Pirates lose
their Governor status.
Glen Whitney <email@example.com>
Last modified: Mon May 1 16:42:01 1995