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Fall Sick and Die
Nov 22, 2003
RULES

(Click for Full Size)


HUMANITY is a simple boardgame-type game for up to 9 players from ages 19-40. The goal of the game is to become the dominant species of hominid on Earth, populating slightly more than half the regions on Earth (60 regions). You will do this through aggression, cooperation and deceit.

PHASES

There are four phases to the game. Most of them will be done quickly, but they are divided into phases based on how actions will be parsed.

1. GM Posts Sea Level Change
2. Players Post Actions
3. Players Post Retreats (if necessary)
4. Players Spend Evolution Points (if necessary)

SEA LEVEL

When two regions are connected by a land bridge, they are considered to be neighboring.

Each turn I will roll a 1d3. 1 will lower the sea level. 2 means it is unchanged. 3 means it rises. Land bridges exist throughout the world in various places. At level 4 there are no land bridges, the highest sea level. At level 3 yellow bridges are added. At level 2 orange bridges are added. At level 1 red bridges are added, representing the lowest sea level. Sea level can not be higher than 4 or lower than 1.

ACTIONS
Players post actions publicly in the thread. When every player has posted their actions, the turn is processed. The only exception is the deceive actions, which are transmitted secretly to the GM through PMs, email, whatever.

Each hominid region you control may do a single action each turn from your action bank. Based on your stats, you will gain action points for the 7 actions at varying rates. You may store no more than 2 actions in the bank at a time for each stat, except for evolution points which are unlimited. You may gain no more than 1 type of each action per turn, no matter how high your stat is.

Migrate - You move one of your hominid populations to a neighboring, unpopulated region, depopulating the original region. Gain a migrate every (5 - Speed) turn(s).

Attack - You drive out a neighboring hominid from a region. Gain an attack every (5 - Strength) turn(s).

Populate - You attempt to expand your hominid into a neighboring, unpopulated region. Gain a populate every (5 - Fecundity) turn(s).

Assist - You can help another hominid species make an attack action so long as you also border the region being attacked. Gain an assist every (5 - Cooperation) turn(s).

Defend - You can defend one of your regions from any attack. Gain a defend every (5 - Robustness) turn(s).

Deceive - You can send in a secret turn different from the one posted, in effect tricking other hominids into thinking you are doing something that you aren't. Gain a deceive every (5 - Intellect) turn(s).

Evolve - You gain one point of EVOLUTION every turn. You gain one additional point if you do not neighbor another hominid species. Upgrading a stat costs twice what you want the new stat to be. (For example, upgrading from 1 to 2 costs 4. Upgrading from 4 to 5 costs 10)

Buy Actions - You may spend three evolution points to buy an action of any type.

RETREAT

If a hominid species is attacked and their previous position neighbors an empty region, they will move to that region. If multiple empty regions exist, they have the choice.

CONFLICTING ACTIONS

If two or more players perform conflicting actions, the player whose attribute related to that action is higher wins. For example, if two players attempt to migrate to the same region, the one with the higher speed wins. If the stats are equal, then neither action is successful and the action is effectively blocked.

SPECIES

(Click for Full Size Starting Stats)



Species: Gigantopithecus Blacki
Player: None
Action Bank
MIG: 1 ATT: 1 POP: 1 rear end: 1 DEF: 1 DEC: 1
EVOLUTION POINTS: 0


Species: Homo denisovensis
Player: None
Action Bank
MIG: 1 ATT: 1 POP: 1 rear end: 1 DEF: 1 DEC: 1
EVOLUTION POINTS: 0


Species: Homo erectus
Player: None
Action Bank
MIG: 1 ATT: 1 POP: 1 rear end: 1 DEF: 1 DEC: 1
EVOLUTION POINTS: 0


Species: Homo floriensis
Player: None
Action Bank
MIG: 1 ATT: 1 POP: 1 rear end: 1 DEF: 1 DEC: 1
EVOLUTION POINTS: 0


Species: Homo heidelbergensis
Player: None
Action Bank
MIG: 1 ATT: 1 POP: 1 rear end: 1 DEF: 1 DEC: 1
EVOLUTION POINTS: 0


Species: Homo inlaudatis
Player: None
(*Note, this is not a real species, just a made up species based on the real theory that there was a recent non-homo sapiens ancestor who interbred with us in Africa which presents genetic evidence in people of relatively recent African descent)
Action Bank
MIG: 1 ATT: 1 POP: 1 rear end: 1 DEF: 1 DEC: 1
EVOLUTION POINTS: 0


Species: Homo neanderthalensis
Player: None
Action Bank
MIG: 1 ATT: 1 POP: 1 rear end: 1 DEF: 1 DEC: 1
EVOLUTION POINTS: 0


Species: Homo rufocervensis
Player: None
(*Note, this is a made-up scientific name for the Red Deer Cave People)
Action Bank
MIG: 1 ATT: 1 POP: 1 rear end: 1 DEF: 1 DEC: 1
EVOLUTION POINTS: 0


Species: Homo sapiens
Player: None
Action Bank
MIG: 1 ATT: 1 POP: 1 rear end: 1 DEF: 1 DEC: 1
EVOLUTION POINTS: 0

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Fall Sick and Die
Nov 22, 2003
Feel free to claim a species. Once every species has been claimed we can begin. Also feel free to ask questions of course. This is a new game so it will probably have some kinks, be prepared for rule changes, or if you notice something that is mechanically stupid, please say so.

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