The Cold War II
Rules
Rules
V 1.01
1. General
"Cold War II" is a turn-based game with two turns per year (Early and Late). The game starts in Early 1950 and ends in late 1985 (maybe sooner according to the active player base).
2. Players
The game is for 5 players (USA, Soviet Union, PRC, UK, France). Each player receives a budget per year (= every 2 turns) with which he can perform actions or take part in events.
3. Budget
Each of the five major countries have a basic budget (USA/Soviets = 10; China = 8, UK/France =5), which increases by 1 for each NPC-country in its sphere of influence. Budget points are used to perform actions / influence events.
4. Actions
The five players may perform a specific amount of actions per year (US/Soviets = 3, China/UK/France = 2), but not all activities count versus this limit.
5. Turns
Each year consists of two turns, Early and Late.
The “Early” turn is to determine the players` decisions concerning historical events and to invest in ongoing conflicts.
During the “Late” turn, the outcome and effects of the players ` reactions to historical events are published. Additionally players may issue orders and invest in ongoing conflicts / elections.
6. NPC-countries
All NPC-countries have a government with a specific ideology. These are from left to right:
Socialist – Social Democratic – Centrist – Conservative – Junta
Most Countries start with a Centrist Government. Centrist Governments can be influenced, but are rather unwilling to enter any Sphere of Influence. Social Democratic and Conservative Governments are still democratically elected and more willing to enter the SoI of a left respectively right Superpower. Socialist / Junta Governments are Dictatorships and can be brought into a Sphere of Influence more easily.
The ideology of a Government can be influenced by the following actions / events:
Elections – In non-dictatorships every five years elections are held. The electorate will favour the current ideology, but there is a small chance for a change, that can be increased by the players via investments.
Rebellions – Should a rebellion succeed, the ideology of the Government will more or less dramatically change.
Coup d`Etat – A successful coup can also dramatically change the governmental ideology. A successful Coup is less likely than to establish a rebellion, but the effects are immediate and guaranteed, while a Rebellion takes a decent amount of time and is not necessarily successful.
War – NPC countries may find themselves at war with other countries due to historical events. If a country loses a war, it may have an impact on the ideology.
7. Colonies
Several countries are still colonies at game start. These may not be influenced by any player until an appropriate message in a Turn Update.
Decolonization comes in two versions:
Independence War – An armed rebellion versus the colonial power has already begun. It will take two years (4 turns) and the state of the war at the end of this term decides, what will happen afterward. This means, an Independence War is always "lost" in terms of the Colonial Power having to pull out, but its performance during the war may lead to the establishment of a friendly government.
Independence Movement – A peaceful movement for independence addresses the Colonial Power. The Colonial Power may either decide to agree to a transition to independence. This will take two years (4 turns) and is handled like a long election campaign. All players may invest in it and the sum of investments decides about the Governmental Ideology. The Colonial Power may also decide to reject independence. The country remains a colony but is now object to possible rebellions.
After all, decolonization is a force in this game, so all colonies, that are not independent by then, will experience an Independence War in late 1965.
8. Sphere of Influence
A country may be brought into the own Sphere of Influence, if it is at least centrist or leaning toward the ideology of the appropriate player (the Soviet Union cannot align a Conservative country). A country may leave a Sphere of Influence as a result of Elections, Rebellions, Coups or Wars).
9. War / Rebellion
As soon as a War / Rebellion begins, a die is rolled in each turn to determine the progress of the conflict. This roll may be modified by the players` investments. All conflicts in this game last 6 turns.
10. Orders
Orders are sent via PM. Please write the turn and country into the title (e.g. "Early 1950 USA"). Then specify your actions and the amount of budget points you want to allocate to each of it.
11. Winning the game
During the game, all players earn points in order to win the game. Points are awarded for:
- The size of the Budget (difference between Start and End of the game)
- The rank in the Space Race
- The rank in Nuclear Research
- The amount of Nuclear Weapons
- The efficiency during Historical Events (supporting the "winning" option)
Besides the individual victory, there will be a "Ideology Score" depending on the amount of left / right NPC governments in the world.
12. List of actions (that count versus the action limit)
- Invest in Nuclear Research (any amount of budget points)
- Invest in Space Race (any amount of budget points - not possible before late 1955)
- Build Nuclear Weapons (any amount of budget points)
- Bring country into Sphere of Influence (either 2 or 4 budget points)
- Start Rebellion (either 2 or 4 budget points)
- Coup d`Etat (either 2 or 4 budget points)
- Influence historical event (any amount of budget points)
13. List of "free" actions (do not count versus action limit)
- Influence Election (any amount of budget points)
- Influence War / Rebellion (any amount of budget points - please state, which side you are supporting)
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