Tuesday 4 January 2022

A Mauxican Rebellion

 Rules for the Campaign: A Mauxican Rebellion

Premise

Following the several disasters of the War of Maustrian Succheesion, the Demouscratic Republic of Crimsonia has found it necessary to raise taxes to pay Reparations. This includes new levies and tariffs on the various goods of the Crimsonian Colonies in Mauxica.

The leaders of Mauxica are frustrated - they did not start the war, nor were they consulted about the new taxes. The powerful families of the Island have sent delegates to a People's Assembly to determine what should be done.



Game Play

Players will act as delegates to the People's Assembly. Together they will vote and plan and lead Mauxica through a turbulent time - and potentially to Independence and glory! Delegates from the Assembly will be sent to take leadership of Armies in the field, and as such will have some control over any battles that are fought.

The Political and Economic rules of this game are based largely on "Republic of Rome" an excessively complicated ruleset. In the event that something occurs beyond the scope of these rules, I will be referring heavily to "Republic of Rome" and then making things up.

If any battles occur, they will be played out using "Live Free or Die!" a set of wargames rules from Little Wars TV. For our purposes, they will be referred to as "Live Bree or Die!".


Politics

Players will interact primarily through the People's Assembly. Each player has one vote (there will be NPC delegates that will vote in proportion to the Players).

Each turn there will be a vote to determine who is the President of the Assembly - a majority of votes is required to be President. Upon election, the President receives +5 Influence.

The President will make a series of proposals to the Assembly, appointing Commanders and Lieutenants, Raising Troops, Dispersing Funds, etc. Players will be able to vote on the various proposals, with a majority of votes cast to give approval. A defeated proposal may not be presented again without significant change.
For Example, the President Proposes raising new regiments in the Capital - 2 units of 10 bases each, for a total cost of 100 Cheese. The Proposal is defeated, five votes to three. The President may not make a proposal of 2 units of 7 bases and 1 of 6 bases to be raised in the Capital, as this is not significantly different. The GM will determine if any issue is different enough to be proposed. 

The President may declare the work of the Assembly complete for the turn after any existing proposal is defeated or approved. Other players may make a proposal to the assembly only if they have the necessary card, and declare they are using it before the President closes the session.

The Player Characters

PCs will have a name and some kind of back-story fluff. They will also have a Popularity score (+9 to -9) to show how they relate to the mouse on the street. A popular politician is more likely to keep the mob in check when serving as President.

PCs also have an "influence" score, which basically shows how well known they are amongst the political classes. 

PCs will also have a personal treasury. Each turn players will receive a small stipend of Cheese from their existing businesses and estates, as well as a politics card of some kind, which might allow making a proposal, or ending a proposal in defeat, or increasing business opportunities, or to gain funds through slightly corrupt means, or even assassination of another political figure. 

Actions:
Personal cheese can be used to increase influence by donating funds to the Assembly, or to increase Popularity by funding a Fiesta (which also reduces unrest in the nation).

When Donating Funds to the Assembly, 1 influence is gained for 10 cheese, 3 influence for 25 cheese, and 7 influence for 50 cheese.

When holding a Fiesta, 7 cheese = +1 popularity, -1 unrest. 13 cheese = +2 poularity, -2 unrest. 18 cheese = +3 popularity, -3 unrest.


PCs are also secretly assigned to one of four Factions: the Demouscrats, Breepublicans, Cheddaralists, and Colbyans.

If a PC dies or is killed, their "next of kin" will take their place in the Assembly on the following turn, but with 0 popularity and influence.

PCs also have secret military values which initially only the GM will know - this will influence how well they operate on the battlefield.


Unrest

At the start of each turn, an unrest roll is made to see if Mauxica descends into Anarchy. The roll is based on the population table from "Republic of Rome."

3d6 - Unrest Level + President's Popularity gives a result from <0 to 18+ on the table. The effects are then applied.

Regions / Treasury / Raising Units
There are five cities in Mauxica - if the Crimsonians Occupy FOUR cities, the War is Lost.

Each free City will provide 20 Cheese to the Mauxican Treasury each turn.

Units can be raised in any free city - it costs 5 Cheese to raise a "base" (about a Company) of Infantry, 10  Cheese for Cavalry or Light Artillery, and 15 for Field Artillery. Each Infantry base will cost 1 Cheese and all others 2 Cheese to maintain each turn. Bases that are not maintained will desert on a d6 roll of 5+.

Units will be grouped into Regiments / Units of multiple bases. Multiple units will be grouped into Brigades on the battlefield.


Units

In "Live Bree or Die" units have a level of skill based on Training.

4th Class: RAW
3rd Class: MILITIA
2nd Class: REGULAR
1st Class: ELITE

For RAW to become MILITIA will take 1 turn of training. MILITIA become REGULAR after 2 turns of training, and REGULAR become ELITE after 3 turns of training.

So from no unit to Elite takes a total of SIX turns of training. Units that are training cannot perform other tasks as well. A unit that is interrupted in training (by being attacked, for example) loses the benefit of that turn of training.

If two units are combined, they will take on the average level of training of both units, rounded to the nearest level. 

For Example:

1st Paw - 5 bases - 1st Class 
is merged with
12th Paw - 3 bases - 3rd Class

The resulting unit would be 8 bases - 2nd Class (5x1 + 3x3 = 14/8 = 1.75 (round to 2)

Artillery is equipped with either LIGHT or FIELD guns. An Artillery Unit must have at least MILITIA level of training before they can fire their weapons.


Armies and Commanders

An Army is all the units in the same square. Delegates may be placed in command of an Army by the Assembly. One or two Lieutenants may also be dispatched to assist the commander.

Each Commander is paid 2 Cheese per turn by the Assembly, and each Lieutenant 1 Cheese. Commanders gain 3 influence when appointed, and Lieutenants 1.

Armies with a Commander may either MOVE, TRAIN, or DEFEND.

Armies that MOVE may travel up to two squares on the map - including diagonally. Armies may not move into a square that is primarily mountains. Armies may not move from a square adjacent to an enemy to another square adjacent to an enemy (unless that square contains a friendly army) (old school Civ ZOC movement rules).

Armies that TRAIN improve the skill of all units towards the next level.

Armies that DEFEND will have advantages in battles like simple earthworks or redoubts. 


Victory

All players lose if the Rebellion fails. This occurs if:
1. The Crimsonians Occupy FOUR Cities, OR
2. The People's Assembly Treasury drops to or below 0 Cheese, OR
3. Unrest among the population causes a violent overthrow of the Assembly.

If the Rebellion survives until the Crimsonians are defeated, then:
1. The player with the Highest Level of Influence is the TOTAL VICTOR
2. All players in the faction with the highest average influence are MAJOR VICTORS
3. All players in the opposing faction to the highest average influence are MINOR VICTORS (Demouscrats vs. Breepublicans, Cheddaralists vs. Colbyans)
4. All other players are VICTORS (higher than Minor, lower than Major).


Other rules will be considered or added as required. Last updated: 2022 01 12

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