Mappa Mundorum: Agendas and Points

So, the game ends when anyone has scored more than 50 points, and the player with the most points wins. (Ties can happen.)  How do you score points?

Fist, I’m slightly changing the ‘agent alone’ rule mentioned earlier.  The new rule is that anyone who has one or more Agents on a Planet who is carrying one or more of the Trump Resource for that Planet scores one point each turn.  (The older version seemed like it would allow stalemates with paired agents pinning each other down and the rest constantly in flight, which I didn’t want.  Now, ithere’s a pair of agents scoring points, it’s probably worthwhile for a third player to disrupt that even if he loses the Incident that follows.)

The other way to score points is by the Outcomes of Incidents.  To go for the win, a player may reveal his Agenda, and score five points for every Outcome that supports it minus two points for every Outcome directly opposed.  (At this point all other players reveal their Agendas and check to see if they actually have a higher score.)

There are six Agendas, distributed randomly and privately at the beginning of the game.  (The quick-and-dirty means of doing this for the Blogfeed version of the game that I’ve come up with has the trivial disadvantage of not being random and the somewhat more serious one of making the identity of the unused Agenda public information.  I may try to do better, there.)  They are:

  • Fleur-de-Lis Ascendant: Your Power has a secret alliance with France.  Outcomes which enhance France’s fortunes gain points, Outcomes which harm France lose points.
  • Fleur-de-Lis Descendant: Your Power is an enemy of France.  Outcomes which harm France gain points. Outcomes which help France lose points.
  • Ares Ascendant: Your Power has a secret alliance with the Undying Empire of Baal.  Outcomes which enhance their fortunes gain points. Outcomes which harm them lose points.
  • Ares Descdendant: Your Power is an enemy of the Undying Empire of Baal.  Outcomes which harm them gain points.  Outcomes which help them lose points.
  • Sword and Cannon: Your Power stands to profit from any war or conflict.  Outcomes which start or extend wars gain points.  Outcomes which prevent or end wars lose points.
  • Coin and Plowshare: You Power stands to profit from peaceful trade.  Outcomes which prevent or end wars gain points.  Outcomes which start or extend wars lose points.

(Obviously, the setting’s two Superpowers of France and the Undying Empire are not available as Player Powers.  In writing Outcomes, Players should clearly advance one, two, or three Agendas.  I’m not completely sure what I’ll do when two Outcomes have identical Agenda-sets.)

Any form of feedback still hugely welcome.

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