Junta Rules (Updated for Game 7)

Quick Links...


What is Junta?
How Long Does a Game of Junta Last?
That Seems Like a Long Time, What if I want to Go to the Bathroom or Sleep?
How Many Turns/Phases Are There?
How do I Turn in Orders?
How do I Post a Speech?
That's All Well And Good, But I Don't Even Know How To Play Yet!
Starting a New Game
Day 1: Cabinet Appointment Phase
-- Dead Players Return
-- All Players Draw Cards
-- Max Hand Limit
-- President Appoints a Cabinet
What Are the Different Cabinet Positions and Their Powers?
-- El Presidente
-- Minister of Internal Security
-- Generalissimo of the 1st Army Brigade
-- Generalissimo of the 2nd Army Brigade
-- Generalissimo of the 3rd Army Brigade
-- Admiral of the Navy
-- Air Force Commander
-- Minister of War
-- Foreign Minister
-- Farm & Labor Secretary
Day 2: Draw Budget / Assign New Weapons Phase
-- Minister of War Assigns New Weapons
-- Foreign Minister and Farm & Labor Secretary Decide How Many Bills to Draw
-- Budget Money is Collected and Passed to the President
-- The President Draws His Budget Money
Day 3: Budget Proposal Phase
-- President Proposes a Budget
Day 4: Budget Voting Phase
-- All Players May Vote On Budget
-- If the Budget Passes...
-- If the Budget Fails...
Day 5: Locations, Assassinations, Banking, and Rebel Only Phase
-- All Players Choose a Location
-- Exile Rules
-- Players With Assassins May Attempt to Assassinate Someone
-- Any Non-President Player May Initiate a Coup and Move Units
-- First Rebel is Declared
-- Living Players at the Bank May Deposit or Withdraw Money
Do We Start a New Turn Now or What?
The Coup: What Do I Need to Know?
-- Rebel or Loyalist?
-- Moving Troops
-- Transferring Units and Giving Orders
-- How Does Combat Work?
-- Retreating
-- What About Airstrikes?
-- What is My Goal? What Am I Trying to Accomplish During the Coup?
Day 6: Coup Phase 1
-- Police Response
Day 7: Coup Phase 2
Day 8: Coup Phase 3
Day 9: Coup Phase 4
Day 10: Coup Phase 5
Day 11: Coup Phase 6
-- Vote Pro-Junta or Pro-President
Day 12: Coup Aftermath Phase
-- If the President Won the Coup...
-- If the Rebels Won the Coup...
-- If the Bank Was Closed For Lunch...
The Coup is Over, What Now?
Ending the Game
-- Money Deck Runs Out
-- Tracking the Money Deck
-- Declaring the Winner
Presidential Resignation
What Happens if I Die?
I'm Having Trouble Wording My Orders...
How Many Cards Are in the Money Deck?
How Many Cards are in the Other Decks?
I'm Confused. Does Banking Happen Before or After Assassinations Resolve?
I'm Still Confused About Something...




"What is Junta?"


Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar Avatar

Junta is a game of strategy, diplomacy, manipulation, deception, and perhaps most importantly, role-playing.

Each player represents a powerful political dynasty which, together with the other nine ruling families, vies for control of the Foreign Aid Money flowing into the idyllic Republica de los Papayas.

The goal of the game is to be the player with the most money safely tucked away in the Bank before the Foreign Aid Money finally runs out.




"How Long Does a Game of Junta Last?"


A typical game of Junta lasts 2 to 3 months.




"That Seems Like a Long Time, What if I Want to Go to the Bathroom or Sleep?"


Junta is a simultaneous turn-based game that gives you 24 hours to think over every move. At minimum, you'll only need about 5-10 minutes per day to log in and submit your orders (though you will likely want to spend more time during the day negotiating with other players, making speeches and plotting your nefarious deeds.)




"How Many Turns/Phases Are There?"


Each Turn is divided into 5 Phases:

  1. Cabinet Appointment Phase
  2. Draw Budget / Assign New Weapons Phase
  3. Budget Proposal Phase
  4. Budget Voting Phase
  5. Locations, Assassinations, Banking and Rebel Only Coup Movement Phase

If the Rebels decide to attack on a given Turn, then there may be an additional 7 Coup Phases:

  1. Coup Phase 1
  2. Coup Phase 2
  3. Coup Phase 3
  4. Coup Phase 4
  5. Coup Phase 5
  6. Coup Phase 6
  7. Coup Aftermath Phase

The game lasts until all of the Money Cards have been drawn from the Money Deck, and since a variable amount can be drawn each turn (we'll explain this in more detail later) the game may last anywhere from 5-10 Turns (though it's quite possible to have even more Turns than.)




"How do I Turn in Orders?"


Simply log in and follow the instructions on your Status Page. Read carefully, since the instructions may change depending on what Phase it is or what Position you hold. The GM will adjudicate everyone's orders after the 10 PM Eastern daily deadline and update the website for the next Phase.




"How do I Post a Speech?"


Log in, go to the Events Page and click "Reply." Once you are happy with your speech you can preview or submit it for posting. It will appear immediately at the top of the Events Page.




"That's All Well And Good, But I Don't Even Know How To Play Yet!"


Don't worry...we just wanted to get some of the easy questions out of the way first.

The next several sections will explain how the game works. To make things easy on you, they have been divided up by Phases. You can read them straight through or just jump to the section you need help with!




Starting a New Game


City

The very first task in Junta is to elect a President. There is a one day period in which any player may nominate any other player for the Presidency, as well as second or otherwise support a nomination. Any nominated individual may also decline nomination, though the game cannot begin until a President has been elected.

Following the nominations, there is a two day election for the first Presidency, during which candidates may take any campaign actions they see fit.

Each player will be given ONE vote in the initial election, and in the case of a tie, a re-vote will be taken until a President is elected.

Newspaper




Day 1: Cabinet Appointment Phase


Dead Players Return
At the beginning of this phase, all dead players "respawn." Each dead player assumes a new role, and resumes play as a full member of the Cabinet.

Card Card Card Card All Players Draw Cards

  • If this is the first Turn of the game, all players receive 4 cards.

Otherwise...

  • Players returning from death receive 4 cards.
  • All other players receive 2 cards (even if this puts them over the Max Hand Limit - see below).

Card Card Card Card Card Card Max Hand Limit
No player can hold more than 6 cards at once. It is important to note that Influence Cards in play count towards the maximum hand limit. If a player ever has more than 6 cards they must immediately Pass, Play or Discard down to 6.

Note: You cannot pass cards to someone who is already at the Max Hand Limit.

President Appoints a Cabinet
Once cards have been drawn, the President must appoint a Cabinet. Each living, non-exiled player MUST be given at least one position. Thus, when all 10 players are alive and in-country, they will each have one position.

The President may not appoint any one player to more than 2 positions, nor may he give any player two General positions. The President may himself not be given any second position, except by use of the President's Brother in Law.




"What Are the Different Cabinet Positions and Their Powers?"


Card El Presidente
The President has the grave responsibility of leading the Papayan Republic.

  • Appoints each of the Cabinet positions.
  • Draws exactly 2 bills during the Draw Budget Phase.
  • Proposes the annual Budget.
  • Entitled to 1 vote in the Chamber of Deputies.
  • Controls 4 Palace Guards.




Card Minister of Internal Security
The Minister of Internal Security must protect the Republic from internal subversion and dissidents.

  • Controls 4 Policemen, who are stationed in 4 Precincts of the Papayan Republic.
  • Controls the Secret Police, which he may use to order one assassination attempt per turn. The Secret Police automatically hit, if the correct location in guessed by the Minister of Internal Security, though they may not be sent to the Bank two turns in a row.
  • Entitled to 1 vote in the Chamber of Deputies.
  • May also seize the Chamber of Deputies after a Budget has been defeated, and force the Budget to pass at gunpoint. This will also provide a coup excuse, and close the Bank until after any coup has resolved.
  • Has the power to execute any person attempting to return from Exile, except when that person is returning to an Embassy held by someone who will provide for their safe passage.




Card Generalissimo of the 1st Army Brigade
The Generals hold incredible military sway over the Papayan Republic.

  • Controls 5 Soldiers and 1 Tank, stationed at the 1st Army Brigade Barracks.
  • Entitled to 1 vote in the Chamber of Deputies.






Card Generalissimo of the 2nd Army Brigade
Each General can bring an entire Army Brigade to bear against the Republic's enemies.

  • Controls 5 Soldiers and 1 Tank, stationed at the 2nd Army Brigade Barracks.
  • Entitled to 1 vote in the Chamber of Deputies.






Card Generalissimo of the 3rd Army Brigade
The Generals maintain order in the Republic through threat of force.

  • Controls 5 Soldiers and 1 Tank, stationed at the 3rd Army Brigade Barracks.
  • Entitled to 1 vote in the Chamber of Deputies.






Card Admiral of the Navy
The Republic's Navy is commanded by the Admiral.

  • Controls 1 Marine, and the Gunboat. The Marine may be deployed to any River-bordering zone of the Republic, and the Gunboat may shell any stack of troops in the Republic, once per Coup Phase.
  • Entitled to 1 vote in the Chamber of Deputies.




Card Air Force Commander
The Republic's fearless Air Force is commanded, appropriately enough, by the Air Force Commander.

  • Controls 3 Airstrikes, which may be used on any stack of troops in the Republic, during time of coup. Only one Airstrike may be used per Coup Phase.
  • Also Controls a Paratrooper, which can be deployed to any zone in the Republic, during any Coup Phase.
  • Entitled to 1 vote in the Chamber of Deputies.




Card Minister of War
The Minister of War is in charge of the Weapons Development program in the Papayan Republic.

  • May assign New Weapons to 1 General, Admiral, or Air Force Commander. New Weapons allows all ground-based, position-derived forces of the assignee to hit on a 5 or a 6, instead of the normal 6. New Weapons will not work on Airstrikes or Gunboat-strikes, but will work on Marines, Paratroopers, Soldiers, and Tanks. New Weapons will also not extend to forces under the control of the assignee that are not derived from his position. Thus, a General with 5 Soldiers, a Tank, and 32 rioters, who is given New Weapons will then have 5 Soldiers and a Tank with New Weapons, and 32 rioters without.
  • Entitled to 1 vote in the Chamber of Deputies.
  • Controls the Bodyguard, who always rolls 2 dice in combat, and always has New Weapons. The starting location of the Bodyguard is dependent on the location chosen by the Minister of War during the Location phase:
    • Bank (8-Bank)
    • Headquarters (9-Cathedral)
    • Home (18-Wealthy Neighborhood)
    • Mistress (13-University City)
    • Nightclub (23-Market)
  • Also capable of controlling 2 stacks of troops during every Coup Phase, instead of the normal 1.




Card Foreign Minister
The Foreign Minister represents the interests of the Papayan Republic abroad and negotiates for foreign aid with the pig-dog imperialist forces of any and all foreign powers.

  • Draws between 1-6 bills during the Draw Budget Phase. He is informed of the makeup of the draw, which is immediately passed to the President for Budget allocation.
  • Entitled to 1 vote in the Chamber of Deputies.
  • Controls Foreign Intervention Forces in case of a coup. The Foreign Minister does not possess any Foreign Intervention Forces until after a coup has been initiated. After the Rebel-Only Coup movement phase, the GameMaster will roll one die, the result of which will determine the choices available to the Foreign Minister:
    • Roll of 1-2 results in: No Foreign Intervention Forces available
    • Roll of 3 results in: 1 Foreign Intervention Force available
    • Roll of 4 results in: 2 Foreign Intervention Forces available
    • Roll of 5 results in: 3 Foreign Intervention Forces available
    • Roll of 6 results in: 4 Foreign Intervention Forces available
  • The Foreign Minister may choose each of the following Forces once, and once only during any coup. Thus, if he is given 4 Intervention Forces, he must choose each of these:
    • Air Strikes (4)
    • Helicopter (1) (With New Weapons)
    • Paratroopers (1) (With New Weapons)
    • Commandos(Marines) (3) (With New Weapons)




Card Farm & Labor Secretary
The Farm and Labor Secretary is in charge of coordinating the domestic agricultural and industrial efforts of the Republic.

  • Draws between 1-6 bills during the Budget Draw Phase. He is informed of the makeup of the draw, which is immediately passed to the President for Budget allocation.
  • Entitled to 5 votes in the Chamber of Deputies.
  • For the purposes of Events Cards, and the Socialist Influence Voting Bonus, Farm and Labor Secretary is always considered to have both Labor Union and Peasant Influence in play.
  • Controls 1 Labor Rioter.




Day 2: Draw Budget / Assign New Weapons Phase


Minister of War Assigns New Weapons
The Minister of War may assign New Weapons to a General, the Admiral, the Air Force Commander, or no one. The New Weapons assignment will be made public knowledge when this Phase is complete.

Foreign Minister and Farm & Labor Sec. Decide How Many Bills to Draw
The Foreign Minister and the Farm & Labor Secretary must each secretly decide how many budget bills to draw from the Money Deck (between 1 and 6 bills each). If they do not submit orders in time, then a random amount of bills will be selected for them.

Money Money Money

Budget Money is Collected and Passed to the President
Once the Phase is resolved, both the Foreign Minister and the Farm & Labor Secretary are privately shown the denominations of ONLY the bills that they drew and then the bills are passed to the President.

The number of bills drawn by each player becomes public knowledge, though the contents of the draw remain private, known only to the President, the Foreign Minister and the Farm & Labor Secretary. They may choose to disclose the contents of their draw to any player they wish, though there will be absolutely no independent verification of such allegations by the GameMaster.

The President Draws His Budget Money
The President draws exactly 2 bills himself and adds it to the money already collected. Only the President knows the denominations of these two bills.




Day 3: Budget Proposal Phase


President Proposes a Budget
The President is given one day to propose a budget, using the money drawn by herself, the Foreign Minister and the Farm & Labor Secretary.

A proposed budget must include the total amount (in Millions of Pesos, or MP's) being earmarked for each player. A player not included in a proposed budget will be assumed to be allocated 0 MP. Any money drawn in the budget not allocated in the proposed budget is pocketed by the President. Any such "skimming" is not public knowledge. The President may also include his own money-in-hand in a proposed budget, thus making the proposed budget greater than the sum of the money drawn.

The President's proposal to the GameMaster may also include secret information. For instance, if there is more than one way in which the budget could be allocated, the President may choose to specify which denominations of bills to give to which players, as long as the totals are met.

Should the President decline to specify an allocation scheme, the GameMaster will distribute according to the totals only by his own whim. A budget must follow these rules, and these rules ONLY:

  • The budget must include total MP's to be given to each player.
  • The budget must be possible. If the money allocated cannot be given out with the current combination of bills in the President's pocket, then if there is time, the President will be given the opportunity to correct the mistake, and if not, the Budget will be determined by GameMaster fiat.




Day 4: Budget Voting Phase


Newspaper

All Players May Vote On Budget
There will be one day in which to debate the merits of the proposed budget, and cast your vote. Voting orders may be as specific as desired. An order of "I vote pro-budget (or anti-budget) will be assumed to use all available (non-vote card votes).

Influence Card votes and multiple positions may cast votes contrary to the vote of the primary position, at the discretion of the player. In other words, your votes can be used to both support and oppose a motion.

Any vote cards to be counted must be specifically ordered to the GameMaster. Cards that call for a revote must be accompanied by an order specifying what conditions under which they should be played. For instance, if I am anti-budget, I might make my orders, "Vote against the budget with all available votes, and if the budget passes, play Summer Recess." The conditions may be as specific as the player desires. An order of, "If the budget fails by 5 votes or less, play Power Failure" is perfectly acceptable.

If the Budget Passes...
Should the budget pass, the money is immediately distributed to the players according to the President's proposal.

Newspaper

If the Budget Fails...
If the budget fails, there is immediately a Coup Excuse, and the Minister of Internal Security has 1 extra day to decide between two possible courses of action:
  1. She may choose to seize the Chamber of Deputies and force the Budget's passage at gunpoint in which case the Budget is distributed as proposed, and the turn continues. The Bank becomes "Closed for Lunch," which means that no banking may occur until AFTER there has been an opportunity for a coup to resolve.


or...

  1. She may allow the Budget to remain defeated in which case the money is pocketed by the President, and the Bank is closed for THE REST of the turn.




Day 5: Locations, Assassinations, Banking, and Rebel Only Phase


Location Location Location Location Location

All Players Choose a Location
All players must choose one location from a possible five:
  • Home (You cannot be Burgled if you are at Home)
  • HQ (Allows you to move troops without a Coup Excuse)
  • Bank (Allows you to deposit or withdraw money from the Bank, safe from Bank Robber)
  • Club (Maybe you like to get drunk or go dancing?)
  • Mistress (Vulnerable to Character Assassin)

Exile Rules
During the Location Phase a player may choose to go into Exile instead of to one of the usual Locations. A player may also flee the country during a Coup, but only if he can move one of his active units into an Embassy.

A player in Exile keeps all cards in his possession and all money in hand and in the Bank, but may not trade or interact with any other players. His position is open to the President's Brother-in-Law, until the beginning of the next turn, in which it must be given out normally. An Exiled player is essentially out of the game until he returns.

An Exiled player may choose to return from Exile at any time, provided the Minister of Internal Security agrees to grant him safe passage. The Minister of Internal Security may also choose to execute the returning player, in which case the returning player's pocket money is given to the Minister of Internal Security, his cards are discarded, and he functions as if he were normally assassinated. The Minister of Internal Security's execution of returning players cannot be prevented in any way. A player who is granted safe passage returns immediately, and is able to interact with the other players normally. If an Exile returns in the middle of the Turn, however, he will remain positionless until the next Cabinet Appointment Phase.

A player may also return from Exile during a Coup, but only if either:

  1. He controls a unit in an embassy


or...

  1. Another player who controls a unit in an embassy grants the exile safe passage

Avatar Players With Assassins May Attempt to Assassinate Someone
Players wishing to attempt an assassination must specify the assassin to be used, the player to be targeted, and the location at which to target them. Assassination attempts CAN be conditional, but only upon effects that would resolve chronologically prior to assassination declaration. Assassination orders cannot depend on the outcome of any other assassination, Banking decision, or Coup Movement.

Any Assassination attempt that went to the correct location of its target (and passes any necessary dice rolls) is a successful assassination, and barring any intervention through cards, will kill the target. All cards in hand and in play are immediately lost, and any money in hand is given to the Player who assassinated the target. The assassinated player is now dead, and cannot take any actions until the beginning of the next turn. The position occupied by the assassinated player is given to the President ('s Brother-in-Law). If more than one player is dead, the President may only give one of the positions to his Brother-in-Law, and he may choose which position to retain.

Any Non-President Player May Initiate a Coup and Move Units
Players wishing to initiate a Coup must order a movement of troops, or a bombardment of some kind during this phase. Such action cannot be taken unless:

  1. There is a Coup Excuse


or...

  1. That player chose HQ as their location.

A Coup Excuse can be provided by:

  • A card that grants a Coup Excuse
  • A successful assassination of any player
  • The defeat of a Budget

Orders to move troops can be conditional upon any action which resolves prior to the troop movement. Thus it could be dependent upon a player choosing a specific location, playing a specific card, a player being killed, or even a player Banking. A troop movement CANNOT be conditional upon any other player's taking Coup action, as all troop movements are considered simultaneously. Any player taking military action in this phase immediately becomes a REBEL. The President therefore, cannot take action in this phase.

First Rebel is Declared
The first player to submit Rebel Only Movement Orders is considered the First Rebel. If the Rebels win the Coup, the First Rebel has the tie-breaking vote in the resulting Junta.

Living Players at the Bank May Deposit or Withdraw Money
If the Budget was defeated in the last Phase and the Minister did not seize the Chamber of Deputies, then the Bank remains closed until the next Turn and no Banking may be done. If no Coup results in this phase, the Bank reopens (if it was Closed for Lunch). Players wishing to deposit or withdraw money from the Bank must have chosen the Bank as their location and may now do so.




"Do We Start a New Turn Now or What?"


If there was no Coup initiated during this Phase then the Turn ends and the next Turn begins. If any Coup actions were taken, the game moves into a Coup Turn...




"The Coup: What Do I Need to Know?"


Avatar Rebel or Loyalist?
During the Rebel-Only phase, any non-President player may make any troop movements or bombardments, but must be aware that such action will set their status to "Rebel." Once a player is a Rebel, he cannot become a Loyalist again.

Players that are Rebels make up a Junta, in the case that the coup succeeds, and are each given one vote to decide the next President.

After the coup, a newly elected President may execute any one player, taking their pocket money and having the effects be otherwise the same as an assassination. A sitting President, who has stayed in power through a coup may also send one player to the Firing Squad, with the same effects as a newly elected President, but the choice is limited to players who are Rebels. Loyalist players are immune from execution by a sitting President.

Moving Troops
Each player may move one "stack," or grouping, of troops per coup phase. The Minister of War may move two stacks per coup phase, and any player with more than one position may move one stack (or two if one position is the Minister of War) per position per coup phase. The President may move two stacks per phase, should his Brother-in-Law be in control of a position.

Transferring Units and Giving Orders
In addition to moving one stack, each player may issue combat orders for ANY or ALL of his units, and may also transfer control of any of his units to any other player. Transfer of a unit that has already moved does not grant it any additional movement for the phase, though transfer of an unmoved unit transfers that unit's movement to the new controller for the phase.

How Does Combat Work?
Combat is conducted in the following way. For each armed unit, one die is rolled. For each unarmed unit, 1/2 die is rolled (round down). For each Tank, Bodyguard, and Palace Guard (when in the palace) two dice are rolled. For each 6 that is rolled, one casualty is inflicted upon the enemy. Each unit with New Weapons inflicts one casualty for each 5 OR 6 that is rolled. Each combat is divided into 3 volleys. Each unit may fire once per volley, and casualties are removed at the end of each volley. Any unit which was in an area before a unit upon which it is firing is said to have "First Fire." Any units killed in the first volley by units with First Fire are removed before they can return fire. It is possible to have First Fire on some opponents, and not on others.

Retreating
At the end of the three volleys, the player who has taken the least casualties remains in the area. If more than one player is tied for the fewest casualties, none of them retreat. Any other player must retreat from the area, into an adjacent area. If all adjacent areas are occupied and none will allow the retreating units entry, the retreating units are destroyed. Unless otherwise specified, retreating units will attempt to retreat to their area of origin. Unless otherwise specified, Rebels will deny permission to retreat to Loyalists and vice versa. Orders concerning retreats may be as specific as the player wishes.

What About Airstrikes?
Players in control of Airstrikes may order their use as frequently as once per coup phase. Airstrikes will roll 6 dice, and Gunboat shelling will roll 3 dice. The orders for such an action must include the area to be struck, as well as the player whose units are to be attacked.

What is My Goal? What Am I Trying to Accomplish During the Coup?
Basically, if you don't have units in any of the Control Points (the 5 pink territories) you won't have a say in who wins the Coup....so take over those spots and don't share them with anyone you don't trust!




Day 6: Coup Phase 1


Coup

This is the first normal Phase of the Coup when anyone may make troop movements, launch bombardments, play cards, etc. The Admiral of the Navy can fire his Gunboat once per day, so if he wishes to get the most out of it he should start firing immediately (assuming he knows who his enemies are...)

Police Response
If during the Rebel-Only move, any Mob, Striker, or Rioter units are deployed, the Minister of Internal Security may respond in the First Coup Phase by moving any or all Police units to an area in which these units were deployed. This movement does not count as the Minister's move for the First Coup Phase, and he may move one stack of units (including the Police) in addition to this response. The Police Response is not available to any Mob units deployed later in the coup, and may only be used on those deployed in the Rebel-Only phase.




Day 7: Coup Phase 2


Coup

The Coup continues as players jockey for position on the board. Ground units should generally be advancing by this point. The longer they wait, the more territories on the map become unreachable within the remaining time.




Day 8: Coup Phase 3


Coup

This is the last day the Generals can leave their Barracks and still reach the farthest 2 pink Control Points or the Palace from their position before the Coup ends.




Day 9: Coup Phase 4


Coup

This is the last day the Generals can leave their Barracks and still reach the 2 closest pink Control Points. The Air Force Commander must get off the fence this Phase if she wants to use all 3 of her Airstrikes before the end of the Coup (she can only launch 1 per Coup Phase).




Day 10: Coup Phase 5


Coup

Any Army Brigade that is still in its Barracks when Coup Phase 5 starts can no longer reach any of the pink Control Points before the end of the Coup. The Air Force Commander only has 2 opportunities to use Airstrikes remaining.




Day 11: Coup Phase 6


Coup

This is the last day that players may make any combat moves. Remember, the goal is to take control of at least 3 pink territories for either the President or the Rebels. This is your last chance to drop Paratroopers, clean enemy units out of Control Points or take control of them yourself.

Vote Pro-Junta or Pro-President
Players must submit as an order a vote of either Pro-Junta or Pro-President. The President cannot vote Pro-Junta. Any player failing to vote will be assumed to abstain, as in all votes.

The faction (Pro-President or Pro-Junta) which controls 3/5 or better of the pink Control Points at the end of the 6th Coup Phase will win the Coup. If this 3/5 is met by Pro-President players, the current President maintains his rule. If the 3/5 is met by Pro-Junta players, a Junta is immediately formed from all Rebel players.

Control of a sector is understood as meaning either sole control, or mutually agreed upon joint control. Any territory shared by players supporting both Pro-Junta and Pro-President defaults to Pro-President control, as do any unoccupied territories.




Day 12: Coup Aftermath Phase


Coup

If the President Won the Coup...
The President may send any one Rebel player to the Firing Squad. The President will have one day to make her decision. If she does not specify an execution order as part of her Coup Aftermath orders she will be assumed to benevolently execute no one.

Newspaper

If the Rebels Won the Coup...
The Junta will have one day to elect a President. Any live player may be elected by the Junta, including the sitting President.

A newly elected President may execute ANY one player. This also applies to a newly elected President who was also the President before the coup. ALL players should submit as part of their Coup Aftermath orders, a conditional execution order should they be elected President. A newly elected President who does not specify an execution order as part of his Coup Aftermath orders will be assumed to benevolently execute no one.

If the Bank Was Closed For Lunch...
Should the Bank have been "Closed for Lunch" because of a forced Budget, it reopens during the Coup Aftermath (with resolution occurring after the Presidential execution.) Anyone who wishes to Bank must have chosen Bank as their location during the location phase, and must submit orders for banking during the Coup Aftermath phase. Any players who do so and are not executed will have their orders carried out upon phase resolution.




"The Coup is Over, What Now?"


Following the resolution of the Coup Aftermath phase, the game returns to the beginning of a new Turn. Hooray!




Ending the Game


Money Deck Runs Out
The game ends as soon as the President, Foreign Minister and Farm & Labor Secretary are unable to draw their Budget bills. So, if there are 3 bills left in the Money Deck, the Foreign Minister and Farm & Labor Secretary will be unable to draw a budget, even if they both choose to draw only 1 bill each (plus the President's automatic 2 bills), and the game will end.

Tracking the Money Deck
The number of bills drawn and the number remaining in the Money Deck are displayed at the top of the Status Page in the form of a progress bar. In addition to these known amounts there is an unknown number of additional bills in the Money Deck ranging from 0 to 14. This means that the game may end unexpectedly as players start drawing past the known amount.

Declaring the Winner
As soon as the budget cannot be drawn, the game has ended. The player with the most Banked money is declared the winner. Other awards may be given out based on interesting statistics or player-polls.




Presidential Resignation


At any time, except during a Coup, the President may announce his resignation. A Presidential Election must then be held immediately before continuing with the Turn. The resigning President is able to use his Presidential Vote as well as any Influence in the election, and he may himself be reelected, if he is willing to serve.

All money in the resigning President's Pocket is given immediately to the new President upon resolution of the election. The resigning President may not transfer his Pocket money in any way during the course of the Election.

Newspaper




"What Happens if I Die?"


After you are killed, you should start thinking about who your next character will be. You will have until the next Turn starts to create a new account, think of a name, find an appropriate Avatar and write up a quick bio. Typically the GameMaster will let you start posting speeches before the next Turn, though you won't be able to take any in-game actions until that time.




"I'm Having Trouble Wording My Orders..."


Orders may be as specific as the player wishes. If they wish to nominate someone for the Presidency during an election, the words, "I nominate x" or something to the same effect will suffice. All orders should be sent by the form provided. Any legal game action can be taken simply by submitting it to the GameMaster via the form with words to the effect of, "I do x." This includes playing cards, paying players, trading with players (Which requires the same order from two players), giving cards or money away, moving troops, bombarding an area, or anything else. Orders may be given conditionally, as long as the condition for the order precedes the action to be undertaken in adjudication. In other words, an order to "Move 3rd Army Brigade to N. Suburb if Bill is assassinated," is valid, because assassinations are adjudicated before troop movements. An order to "Vote no on the budget if Bill votes yes," is invalid because all votes are counted simultaneously.




"How Many Cards Are in the Money Deck?"


There are 51 one MP notes, 30 two MP notes, and 15 three MP notes, for a total of 96 bills (plus 0-14 extra random bills). There are also an additional and unknown number of bills from a possible range of 0 to 14 extra bills. These extra bills may be of any denomination.




"How Many Cards are in the Other Decks?"


There are 88 Political Cards, consisting of 12 Vote Cards, 18 Influence Cards, 5 Secret Political Donations, 8 Bribe Cards, 10 Assassin Cards, 7 Intelligence Cards, and 35 Event Cards.




"I'm Confused. Does Banking Happen Before or After Assassinations Resolve?"


This is the official order in which all moves are adjudicated:

Cabinet Appointment Phase:

  1. Players (re)spawn
  2. Players draw Cards
  3. Cabinet is Appointed


New Weapon Allocation/Budget Draws:

  1. New Weapons are Allocated and Budget is drawn by the President, Foreign Minister and Farm & Labor Secretary


Budget Proposal

  1. Budget is Proposed


Budget Voting

  1. Budget is Voted upon


Locations, Assassinations, Banking, Rebel-Only Moves

  1. Locations are designated and Assassins are dispatched
  2. Banking Occurs (if Bank is open)
  3. Coup Excuse adjudicated
  4. Rebel-Only Moves are adjudicated


Coup Phases 1-5

  1. Incoming Fire (Airstrikes, Gunboat shelling) is adjudicated
  2. All troop movement is adjudicated
  3. All inter-troop combat is adjudicated


Coup Phases 6

  1. Incoming Fire (Airstrikes, Gunboat shelling) is adjudicated
  2. All troop movement is adjudicated
  3. All inter-troop combat is adjudicated
  4. Votes for Pro-Rebel, Pro-President are tallied


Coup Aftermath

  1. If Rebels win, Votes for new President are tallied
  2. Presidential Post-coup execution




"I'm Still Confused About Something..."


Ask Kirk or Tim about it. I bet one of them can explain it in a way that will leave you with more questions than you started with.

Zombies

"Happy Junta-ing!"

Flourish


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