Fascist Game 8
Rules Section 2: Players
The rules are divided into several sections, which have been placed in
separate web pages to allow for quicker access to an individual section:
(1) Government;
(2) Players;
(3) Ships and the Sea;
(4) Geography, Exploration, and Colonization;
(5) Battle;
(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
2.5" elsewhere.
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 2: Players
[See also Rule 6.6.]
- The game ends when a player both (i) has earned the title The
Exalted Winner, and (ii) is considered to have Won. (*)
- To be considered to have Won, a player must have at least 1000
Settlers in their lands, have Vanquished all Opponents of rank
Commander/Plunderer and above, and have built a Monument to
TIE (if a Citizen) or TPK (if a Pirate) with a suitable Inscription.
"Vanquishing" means either: (i) Capture and imprisonment; (ii)
Opponent's death; or (iii) Opponent deserting to the other
side. (74)
- Players may at any time elect to desert the Atlantean Empire for the
Pirate Kingdom and vice-versa. If they do elect to do this, then they
are relegated to the rank Fifth Mate/Galley Slave and lose 2 levels of
bravery (but cannot fall lower than Bold). If a Citizen is imprisoned
by a Pirate, then s/he is offered a choice of death or desertion to
the Pirate Kingdom.
- Each player has a rank whose name depends on his status as Citizen
or Pirate. The Citizen ranks are Fifth Mate, Fourth Mate, Third Mate,
Second Mate, First Mate, Commander, Captain, Commodore and
Admiral, in that order. The Pirate ranks, in corresponding order, are
Galley Slave, Cabin Boy, Deck Swabber, Deck Hand, Mate,
Plunderer, Pirate Captain, Notorious Pirate, and Dread Pirate. Each
player starts the game with rank Fifth Mate. Each time two
successive proposals of a player are accepted s/he climbs 1 in rank if
s/he is below the rank of Captain/Pirate Captain. Each time two
successive proposals of a player are rejected s/he degrades 1 in
rank, provided that demotion does not contradict Rule 2.6 below. (now)
- Every time a Citizen's proposal is rejected, TPK shall promote one
of the lowest-ranking Pirates, as long as some Pirate is below the
rank of Notorious Pirate. Every time a Pirate's proposal is rejected,
that Pirate shall be demoted, but this shall not cause an extra
demotion if the previous rule (2.4) applies. (basically now)
- Players who attain the rank of Commander/Plunderer may never be
demoted below the rank of Commander/Plunderer. (146)
- In order to become a Notorious Pirate, one must first have sunk 2
Atlantean Ships(either players or Imperial Galleons) and have a
personal fortune of 3000 Pieces of Eight (at the time of promotion); in
order to become a Dread Pirate, one must first be a Notorious Pirate,
and one must have delivered a total of 40 Hostages to the Near
Azores and Plundered a Royal Land.
- TIE may propose certain Acts of Valor that any danger-seeking Citizen
may decide to attend. TPK similarly proposes Acts of Infamy for
Pirates. The more Acts of Valor/Infamy a player successfully faces,
the more and more s/he becomes recognized for his bravery. A player's
bravery is one of the words from the following list, with each word
representing more bravery than the words before it: Bold, Intrepid,
Gallant, Courageous, Gutsy, Heroic, Brave. All players are originally
Bold, and may increase their bravery by any number of steps at once by
facing these Acts of Valor/Infamy.
Current possible Acts of Valor:
- For each Continent, the first player to explore an inland Fief
of that Continent shall be awarded a one step increase in bravery.
- The first player to clear out the pirates from the Near Azores
shall be awarded a two step increase in bravery.
- Any time a player sinks a Pirate ship or pirate ship, s/he is
awarded a one-step increase in bravery.
- Defeating Unfriendly natives in battle (one step increase).
- Sinking a ship of higher strength (one step +).
- Retrieving the Victor's Crown (three step +, see rule 7.2).
- Turning the captain of a pirate ship over to the guards (one
step +).
- Leading a squadron in battle against a larger squadron
without getting your own ship sunk (one step +).
- Taking on a titled job in the realm (one step +, see rule
4.1, 5.1, 6.1, et al.).
- Capturing a Prize Ship and sailing it to Atlantis (one
step +).
- Rescuing TIE from the Isle of the Dead (THREE step +).
- Dividing the Rules into sections (one step +).
Current possible Acts of Infamy:
- Plundering an Atlantean Land as per rule 6.9 (one step +).
- Looting a Cask of Greek Fire intact from an Atlantean ship (one
step +).
- Melting the Victor's Crown down for bullion (three step +).
- Defacing a monument with an Inscription honoring TIE (two step +).
- Bringing Atlantean Settlers or Royal Marines to the Near Azores
as Hostages (one step +). Imperial Personnel taken from now on must be
taken when the player is a Pirate to qualify for this Infamy.
- Becoming Entrepreneurial Pigeon Breeder or Historian
of Battles (one step +).
- Robbing 500 or more Pieces of Eight from a Bank or other Pirate
(one step +).
- Kidnapping (one step +).
- Doing in one of the Mayor's children (cf. Rule 1.6, one step +).
- Excluding the initial allotments, obtaining Gunpowder for
the first time (one step +).
- If a player is killed, they will be transported to The Isle
Of The Dead,
a faraway land(distance 25), ruled by the Judge of the Dead. They
lose all rank and bravery, but will retain as loyal to them any colonies,
etc. that they might have, plus they keep their citizen/pirate status.
Their proposals will be judged as normal. When they have had two
proposals accepted, The Judge Of The Dead will return their
physical body to them and send them on their way in a Life Raft.
- Any player who sails to the Edge of the World falls off and is lost
forever (out of the game), along with her/his ship, personnel, and
equipment. Any player may set sail toward the Edge of the World.
- All Pirates have a parrot on their left shoulder.
- Pirates may not recruit Personnel, trade Cargoes, receive weapons,
or perform any other transaction in any Land of the Empire.
- All Pirates captured by Citizens will be immediately killed.
- Every Proposal from a Pirate Player which is not accompanied by a
Pirate Oath, will be prepended with "Yo Ho! The wind she blows!"
Oaths which, in the opinion of The Pirate King, are particularly nasty
and insulting to the Empire, shall be rewarded. Oaths which are truly
passive and wimpy may be penalized.
- A new office, that of Speaker, is created. Initially, no one
is Speaker. A player automatically becomes the Speaker when he
submits a proposal; the previous Speaker loses the title. Any
player who holds the office of Speaker continuously for at
least a full day earns a salary of 20 Po8 per day the office is held.
Glen Whitney <gwhitney@umich.edu>
Last modified: Tue Jul 11 11:18:09 1995