Ravience Gazette: saturday september 29 headlines
Ravience City is a game played by megalomaniacal opportunists who wish to take power over Ravience City, a enormous citiy state that
seemingly sprung up out of dust recently. At present the city exists in semi-peaceful lawless Anarchy, but not for long, Each player
desires sole authority over the city, and thus s/he must eliminate all opposing players from the streets of Ravience City.
The Ravience City game board, made up of 26 circles, can be divided in several ways. The central circle of the City is the metropolis, with high rise buildings and a constant flow of people and is a meeting place for the player's characters to recruit for new characters into their clique. Another way to identify the center circle is by its green colour. The circle ring is the circle that engulfs the central circle and connects the central circle to all of the eight middle circles. This is the highway, mass transit center and ferry terminal of the city, it takes you everywhere you want to go. Next come the eight middle circles, and they connect the inner circle to eight out of the 16 outer circles. These are the rivers, underground trains, and stretches of highway, nothing is going on here, but you need to cross this in order to got to the 16 outer circles. These are a ring around the city that boarder with other cities, and each circle is in contact with a separate region and even different cities. The outer circle can be divided into two categories, the 8 connective circles and the devotion circles. The connective circles connect the middle circles to the 8 devotion circles, and they are the side streats, train stops, and ferry terminals of the outer circle. The connective circles connect to two devotion circles, one on each side. The eight devotion circles are the ports of trade with neighboring cities, and rural areas. These places offers exposeur to new ideas and characters travel to these devotion circles to find wisdom and discover new things.
The eight devotion circles can be divided into four categories: Jump, Escape, Steal, and Run.
Red-Jump:
Yellow-Escape:
Blue-Run:
Violet-Stealing:
When you start the game your character is located on your staring devotion and this starting devotion determines the order in which players can take their turn, if more than one character shares the same starting devotion then a method of randomly choosing who goes first should be applied.
The order you begin play with goes as follows: first Steal, then Escape, followed by Jump, and finally anyone starting with a Run devotion goes last....
A player with multiple characters under his control who doesn’t have cliques permitting his characters to run together must choose
which character s/he will play as, so her other characters are left helpless. Cliques can be formed automatically as a free action (in
other words you can Run, Jump, or Steal). All you need to do to create a clique is to have all of the characters you desire to have in
your clique all in the same circle. You can choose to exclude any character in the circle from your clique. You can choose to disband
your clique at any point also as a free action. Cliques run together and their devotions are all combined together as if they are a
single character. Cliques combine the total score of any two devotees of the same type. When a clique is successfully jumped, meaning
that their total combined levels in Escape is less than their attacker’s total combined level in Jump, all of the members of the clique
die. A Clique can disband itself automatically and any characters that the player wishes to keep in the clique can stay while any
characters that need to be removed from the clique can also be removed as a free action. Many players disband cliques prior to being
jumped by a superior opponent. When an opponent decides to steal from a clique he, if hir level in steal is greater then the defending
cliques total escape levels then s/he recieved the difference between those two numbers in levels stolen. If a clique lands on a circle
with a devotion the player who controls the clique decides which character in the clique receives the level in a devotion. Cliques
combine their total levels in a devotion, so if four characters are in a clique and one has a 3 in jump, another one has a 1 in jump, the
third character in the clique has a 0 in jump and the fourth character has a 9 in jump, the clique has a total score of 13 in jump and their
opponent has to have a score of 13 to defend hirself.
Jump all of your opponents characters and take over the city. Not all games can be won, and since you cannot defeat your opponent you have no choice but to share power over the city.
Copyright September 9 2007