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gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
“Restraint? Why are you so concerned with saving their lives? The whole idea is to kill the bastards. At the end of the war, if there are two Americans and one Russian left alive, we win.” ~Gen. Thomas Power, U.S. Strategic Air Command 1957-1964

19XX: The unthinkable finally happens. The world is scoured clean in nuclear fire. The oceans are poisoned for generations to come. Only one last patch of habitable land remains: Antarctica. The remnants of humanity huddle together in a fragile patchwork of research stations and refugee ships. But even here, the Cold War survives. And your civilization may not.



MELTWATER (working title) is a two-player board game of tactical starvation and mutually assured destruction at the end of the earth, currently under development by Erin Newburn-Escobedo, aka me, Gutter Owl! The game is currently in closed beta for Rules Version 0.52.

This thread will be a playtest game for Mister Sinewave (US) vs Tricky (USSR). Both players are expected to have read and understood the rules as currently posted. I'd like this to be as blind a run as possible, so I'll try to refrain from commenting, other than updating the map and piece counts. But if you have a rules question, feel free to post in the thread, or PM me if you want to keep your super secret strategic advantage or the like. And while I'd like to keep the rules version consistent for this playtest, I reserve the right to drop in a hot fix if something is clearly Broke In Half.

REFERENCES
RULES * BLANK MAP AND CARDSHEETS

Turn Sequence posted:

STARVATION PHASE
Ignore on your first turn.
  • Flee to friendly
  • Defect to enemy/neutral
  • Starve to death

ACTION PHASE
Spend up to 4 Actions.
  • Move
  • Threaten*
  • Pressgang*
  • Raid*
  • Attack
  • Move Supply (2 actions)
  • Militarize (all 4 actions)
*blocked by enemy soldiers

DOOMSDAY PHASE
Resolve Doomsday card.
  • Add radiation
  • Add refugees
  • Reveal new card
Ignore if deck is empty.

Radiation and Support posted:

Dead: 0 pieces, no matter what
Dirty Snow: 1 piece
Dirty Ice: 2 pieces
Clean Snow: 2 pieces
Clean Ice: 3 pieces
Supply Depot: +1 adjacent friendly

Action Reference posted:

MOVE (1A)
Move any # friendly civs/soldiers from one hex to an adjacent hex. Can't move into enemy hex, civs can't enter radiation.

THREATEN (1A)
Move 1 or 2 enemy civilians. Must have more pieces and/or soldier. Blocked by enemy soldiers.

PRESSGANG (1A)
Move and/or convert 1 or 2 neutral civilians. Must have more pieces and/or soldier. Blocked by enemy soldiers.

RAID (1A)
Sacrifice soldier to destroy supply depot. Blocked by enemy soldiers.

ATTACK (1A)
Sacrifice soldier to kill enemy soldier. Spreads radiation to nearest dirty hex.

MOVE SUPPY (2A)
Move supply depot from friendly hex to adjacent friendly hex.

MILITARIZE (4A)
Upgrade 1 or 2 friendly civs to friendly soldiers. Cannot upgrade civs adjacent to enemies.

Important Reminders posted:

  • The current player decides any ties for starvation and doomsday placement. Letting your people starve into an enemy turn is a Bad Idea.
  • A Move must be from a single hex to a single hex. You cannot split up pieces. An enhanced Threaten or Pressgang CAN split up the the target pieces.
  • Soldiers block adjacent hexes from performing a Threaten/Pressgang/Raid. Soldiers do not necessarily defend adjacent hexes from being targeted by these actions.
  • Move Supply requires a friendly piece in both the origin space and the destination space.

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gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Reserved

gutterdaughter fucked around with this message at 08:35 on May 21, 2016

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Alright, let's start with setup. Pieces are placed matching the dots. Starting with the USSR player (Tricky), you'll take turns placing a single piece on the board, on or next to one of your starting points (the colored dots).



As a reminder:
--You don't need to worry about starvation on each player's first turn.
--You can't place a piece on a hex with an enemy piece. Neutrals are fine.
--You don't own a supply depot unless you have other pieces stacked with it.

TRICKY, what will you place first, and where?

gutterdaughter fucked around with this message at 21:47 on May 16, 2016

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
...dammit, yes you do. I thought I checked that map.

EDIT: Fixed.

gutterdaughter fucked around with this message at 21:47 on May 16, 2016

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl


SINEWAVE, your placement.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Mister Sinewave posted:

* Under THREATEN and PRESSGANG, you move one enemy civvie if you outnumber them, and you can move one more if at least one of your units is a soldier, correct? (As in, there is no additional effect for having more than one soldier doing the shoving and yelling, it's just an effect if you have at least one yeller & shover.)

Yes. One civie for outnumbering, one civie for having soldier(s), for a max of two.



TRICKY, your placement.

(Also, are the icons clear enough as to what is what?)

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl


(Ignore the green schmutz. It's an artifact of working in Roll20 that I've been editing out in GIMP, but it's faster to just ignore.)

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
So folks, heads up. We just got started, and some real life playtesting with a designer friend has given me a huge insight. So unless there's a major protest, I'd like to update the rules with a new fix. It's just one small rule change, but it has a huge impact on the swingiest part of the game: You can see the next two Doomsday Cards during your turn, rather than just one.

Shouldn't impact any moves made thusfar.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Tricky posted:

Civilian H4.

H4 is not a legal placement. Setup pieces must all be on or adjacent to the starting positions (colored circles).



Ignoring this. Once Tricky corrects his move, I'll confirm this placement.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Tricky posted:

Civilian H3.

Not legal, not next to a red circle.


(Updated as of Sine's last placement.)


Mister Sinewave posted:

Hey the green crap disappeared (don't edit it out on my account, I was kidding it's perfectly ignorable)

So the green crap is the corner of the default player avatar on Roll20. I couldn't figure out how to get a clean shot of the board without the avatar overlapping. So I had a "duh" moment and changed my avatar to a blue field to match the ocean, and voila.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl


Setup complete! I've hidden the starting dots for ease of reading the PBP map. They're not used for anything else.

Active Card (resolves this turn): Radiation C5 & K2
Next Card (resolves next turn): Radiation B4 & K7

Sinewave, it's your turn.

STARVATION: Ignored on each player's first turn.
ACTION: Sinewave, please take 4 actions!

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl


Active Card: B4 & K7
Next Card: H8 & L4, plus Refugee J1

USSR
STARVATION: Ignored on each player's first turn.
ACTION: Tricky, how will you answer this capitalist aggression?

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl


Active Card: H8 & L4, plus Refugee J1
Next Card: G1 & K4, plus Refugee J1

US STARVATION:
Red Civ G1 flees to G2.
White Civ K7 starves.
White Civ K2 defects to either J2 or K3.

Sinewave, what happens to the civ at K2, and what actions do you then take?

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl


Radiation advances, refugee shows up.
ACTIVE CARD: G1 & K4, plus Refugee J1
NEXT CARD: D7 & K3

STARVATION:
New refugee at J1 immediately starves.
Red civ L4 starves.

ACTION:
Tricky, your moves.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Tricky posted:

H5 -> Threaten G5, moving both civilians to G6. :commissar:

This play is not legal. You can only move two pieces if you have both a soldier AND numerical superiority, and you don't have numerical superiority. You have three pieces in H5 (soldier and 2 civs), Sine has three pieces in G5 (2 civs and the depot).

You can still move two of his pieces, of course, but it'll take two separate Threaten actions.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Supply depot in G5 is uncontrolled. Radiation and refugees appear.



ACTIVE CARD: D7 & K3
NEXT CARD: E6 & D3, refugee B3

STARVATION:
J1 one neutral civ dies.
G1 neutral civ dies.
C6 one neutral defects* to depot G5 (depot now neutral). One blue civ defects to depot G5, becomes neutral.

F2, G2, and K4 have multiple options.



Sinewave, how will you resolve the starvation at F2, G2, and K4? Then, what actions will you take?



*This is a weird corner case I've never seen before, but it's technically a defection under the current rules. An unclaimed depot is not friends with any piece, so the neutral cannot Flee here. But can defect, and pieces which defect to unclaimed depots become neutral.

Technically, two blue civs could defect here and become neutral, leaving a neutral and a blue behind in G6, but I figured I could assume Sine's decision here.

I'll have to remember to add this to the FAQ. Or maybe just change it in v0.6? I don't know how I feel about this interaction.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Still waiting on Sine.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
F2 can hold two pieces (dirty snow plus depot) and is holding three (soldier, civ, depot). Therefore it is starving.

E2 is fine. It is dirty snow, but can support one additional blue piece due to the adjacent blue depot. It is not starving. This may need clarification, thanks for pointing it out.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Yeah, I'm noticing a lot of people forget that rule. Might mean I need to change it in the next pass.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Fourth action, or just passing?

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Mister Sinewave posted:

Oops.

4) E1 PRESSGANG E2

Moving to where?

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
To be fair, I am actively considering turning Pressgang into basically that in the next revision.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Done! Fresh new civilian for the US.

DOOMSDAY
Radiation in D7 and K3



ACTIVE CARD: E6 & D3, refugee B3
NEXT CARD: H8 & K2


STARVATION
Two red civilians die in K3.


ACTION
Tricky, your four actions

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Tricky posted:

Soldier H5 -> Attack G4. G6 becomes dead.

Incorrect. The closest dirty hex to H5 (the performing hex) is J4.

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
DOOMSDAY
Radiation advances to E6 & D3, refugee appears B3.


ACTIVE CARD: H8 & K2
NEXT CARD: C6 E2 +refugee A2

STARVATION
US civ flees from B3 to A2, driven away by the tide of refugees.
Two US civs die at G6.



ACTION
Sinewave, how will you respond to this attack?

gutterdaughter fucked around with this message at 00:04 on May 26, 2016

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Radiation spreads!

H8 is already dead. Radiation spreads to an adjacent hex. H7 is empty, so the radiation spreads to H7.
K2 is already dead. Radiation spreads to an adjacent hex. No adjacent hexes are empty, so radiation can spread to an occupied hex.

Sinewave, you can spread radiation to J1 or J2. (J2 kills more pieces, J1 gets you a defector.) Which do you choose?

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl


ACTIVE CARD: C6 & E2, +refugee A2
NEXT CARD: C6 & K4

STARVATION
J2 - No flight. One red civ defects neutral to J3, claiming the supply depot. (This definitely feels wrong, needs fixed.) Remaining two starve.



ACTION
Tricky, you must answer this aggression for the Motherland!

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Radiation advances, and a refugee arrives at A2. (I forgot to put him on the map, but he's not long for this world anyway.)



ACTIVE CARD: C6 & K4
NEXT CARD: D3 & J1, refugee H1

STARVATION
--E2 neutral civ dies.
--A2 neutral civ dies. (Sinewave could opt to starve a US civ instead, but I'm just gonna assume he won't.)

ACTION
Sinewave, which is stronger: radiation or patriotism?

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Radiation spreads! C6 is occupied, radiation to D6. K4 is occupied, radiation in K5.



ACTIVE: D3 & J1, refugee H1
NEXT: D7 & F1

STARVATION
One red civ flees from H5 to J4.



ACTION
Tricky, drop the hammer (and the sickle)!

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Tricky posted:

J4 -> Attack H4. Assuming J4 dies by virtue of being 0-hex distant?

Correct! Radiation spreads to J4.

DOOMSDAY
Radiation appears in J1. Radiation spreads from D3.

Tricky, do you want the new radiation in C3, D4, or E3?

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl


Active: D7 & F1
Next: A2 & K3, + refugee F1

STARVATION
J1 - neutral civ dies
G4 - one blue civ dies
J4 - one red civ dies

ACTION
Sinewave, your moves!

gutterdaughter
Oct 21, 2010

keep yr head up, problem girl

Mister Sinewave posted:

I can't threaten CIV + DEPOT with 2x CIV because I need to outnumber the "pieces" and supply depots count as pieces, right?

Correct!

(...for the v0.53 rules, which y'all are playing with. I'm actually working on a later revision of the rules with some massive overhauls, based on watching this game and others, and wow it's really hard to actually keep track of rules when you've got two entirely different rulesets in your head.)

:negative:

gutterdaughter fucked around with this message at 17:40 on May 27, 2016

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gutterdaughter
Oct 21, 2010

keep yr head up, problem girl
Also, heads up, modding is gonna be shaky over the next handful of days. I'm getting gay married on Sunday, and things are getting a tad hectic.

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