Colonels & Commanders Newfoundland Edition Final Draft
Colonels & Commanders Newfoundland Edition Final Draft
Playtesting went good there were two important changes I added to get it working:
How to stop an atrocity crime on page 1
After 2 or more rounds excluding this one you can commit your state crime however if your opponent uncovers it beforehand ex via espionage, they can stop your crime unless it is a crime against humanity in your territory. The maximum amount of proceeds from a state crime is 1 unit of currency (UC) and the maximum loss from a state crime is 2 UCs. You can have multiple and or ongoing crimes but unless your opponent consented to it a crime in their territory is stopped after you commit it. If a crime is gruesome, evil, and does not help you win but it is ideologically motivated you can try to keep it hidden indefinitely.
Changed to:
After 2 or more rounds excluding this one you can commit your state crime however if your opponent uncovers it beforehand ex via espionage, they can stop your crime unless it is an atrocity crime in your territory or country. To force you to stop an atrocity crime you are committing in your territory or country your opponent must liberate those spaces. The maximum amount of proceeds from a state crime is 1 unit of currency (UC) and the maximum loss from a state crime is 2 UCs, you can have multiple and or ongoing crimes but unless your opponent agreed to it crime in their territory stops after you committed it.
Probability of stopping a coup (in a non-playable country) page 2
Coup- Take control of a non-playable country without a factory. When you take control of a non-playable country you also take control of any units mobilized there, the units of non-playable countries are separate from the national militaries of playable countries. Use proxy control markers to distinguish between them.
Coup- Flip a coin to try and take control of a non-playable country without a factory, heads it succeeds tails the coup fails. When you take control of a non-playable country you also take control of any units mobilized there use proxy control markers to distinguish between them and units of playable countries.
I also took out a lot of the complex charts and replaced that with a streamlined dice based battle mechanic that uses a much simpler custom die to achieve what the charts were going for. Money was added with countries having their own currencies instead of a generic currency. And I also added a game of thrones style system for new players to join the game and people in charge to possibly lose power if they are not careful.
You can check out the rules here: https://aaronbouman.wixsite.com/cornerslicegaming/colonels-commanders