TBD
Designer(s): uriquack | Match Type: MM (for 11 players) |
Featured in: The Genius: House of Larks, Squeaky Genius: Legends Untold |
Goose’s Court
In Goose’s Court, players take on the identities of the people of the kingdom and assassinate one another to fulfill their personal agendas.
General
This game will take place over an Auction phase, an Interim Round, and 8 rounds.
As soon as the 24h pregame ends, there will be an Auction period. The roles for auction will be revealed at the beginning of the Auction period.
Gold is the currency for this game. Each player will begin with 20 gold, initially for use in the Role Auction.
Before the end of the game, players must lock into one of the two Aspects for their roles. Each role has two Aspects that decide the player’s win conditions. These win conditions depend on the survival or death of other roles. Locking into an Aspect early provides additional resources according to the Aspect’s unique traits. If a player dies before locking into a Aspect, they will be not be eligible for a Token of Life.
Across the course of the game, players hire Assassins and Guards. Assassins are used to target other players (not roles) and deplete their lives. Guards are used to shield oneself from assassination.
When a player is killed, they may not interact or converse with any living players; however, dead players may interact and converse with other dead players as well as disturb the living by haunting locations.
At the end of each round, players move to a new location. Newly killed players are announced.
Order of operations:
Within each round,
a. The location effects resolve (along with any blessings or curses).
b. Guards are hired.
c. Assassins are hired.
d. Players move to their new locations.
Role Abilities and Aspect effects trigger at the beginning or end of a round, depending on the ability or effect (this will be detailed under each individual Role Ability and Aspect).
Role Auction
Each player will submit a numbered priority list of preferred roles and a bid. The bids will determine the roles players receive.
This Auction will be held using gold and garnets; each player begins with 20 gold with which they use to participate in the Auction. Players will keep all leftover gold into the game. A garnet purchase during the Auction accounts for 5 additional gold toward any one role. No gold bid during the Auction period will be refunded.
The player with the highest bid will receive their first priority role. The player with the next highest bid will receive their highest priority role that has not yet been delegated to a player.
Ties in this auction will be broken by moving down this list:
For example,
If hedger and uriquack have tied bids, hedger’s list is 1. A 2. B 3. C 4. D and uri’s list is 1. A. 2. C 3. B 4. D, and A and C have already been dealt to other players, hedger will first receive B as it is his second priority role while uriquack’s highest available priority role is third; then, uriquack’s priority list will be evaluated and her role dealt.
During the Auction period, all pair channels and alliance resource channels will be locked. #player-lounge, spec channels and private resource channels will remain open. Players are not allowed to use codes to transfer messages in #player-lounge. As soon as the 24h Auction period ends and the Interim Round begins, players may freely discuss among themselves once more.
Interim Round
The Interim Round signals the end of the role auction; all pair and alliance channels are unlocked, and players' roles are privately announced. In the Interim Round, players make a single submission: their starting location for Round 1. Players may also lock into an Aspect during the Interim Round if they so wish. (If you do so, the Aspect’s effect will trigger as if you locked into it on Round 1.)
Locations
Once you visit a location, you may not visit the same location until you have visited all other locations. At the beginning of each round, all players’ locations are announced. You may only converse with players in your location. You may not speak in alliance chats or public channels with players that are not in your location.
Market: Gain 10 gold at the start of the round.
Palace: Gain 5 gold at the start of the round. If you are a noble, gain 1 guard’s worth of protection from commoners in this round only.
River: Gain 5 gold at the start of the round. If you are a commoner, gain 1 guard’s worth of protection from nobles in this round only.
Hiring Assassins and Guards
You may only hire Guards and Assassins for players, not roles. You may assassinate or guard players not in your location.
Guards price: 18 gold - give 1 protection each
Assassins price: 12 gold - deal 1 damage each
Guards are always hired before Assassins, meaning players will always gain protection before dealing damage.
At the end of each round, all players’ deaths will be announced. (The roles of the dead will not be announced.)
When a player is attacked, they will be told the number of Assassins that attacked them. Players may (privately) ask for health checks at any time.
Haunting
When a player is dead they may no longer hire assassins and guards nor converse with the living, but they may select and haunt locations. All dead players may converse with each other both publicly and privately (there will be a public channel made for the dead).
Each round, select a living player, select a location, and choose to bless or curse. In the next round, if your selected player goes to the selected location, they will receive the effect of your blessing or curse. When a player is blessed or cursed, they will be informed that they are blessed or cursed.
Blessings and curses do not stack. If a living player is successfully both blessed and cursed in the same round by any number of ghosts, both effects are negated.
Curse Effects
Market: Your selected player’s gold gain is reduced from 10 to 7.
Palace: Your selected player’s Aspect is suppressed for this round only.
River: Your selected player’s role ability is suppressed for this round only.
Blessing Effects
Market: Your selected player’s gold gain is increased from 10 to 13.
Palace: Your selected player’s gold gain is increased from 5 to 7.
River: Your selected player’s gold gain is increased from 5 to 7.
Endgame
At the end of the game, all players’ roles will be revealed.
Players who have fulfilled their Aspect’s win conditions will become winners and each receive a Token of Life.
All surviving players earn one garnet each. All winning players earn one garnet each (in addition to survival if they survived).
Winning players will then vote for the Elimination Candidate among the dead. If there are no dead, winning players may choose the Elimination Candidate among all players without a Token a Life. If the vote is tied, the tiebreaker will be the least gold spent (the player who spent the least gold during the Main Match including the Auction Phase will become EC).
Clarification:
Players are not allowed to use codes to transfer messages in #player-lounge.
This means, "Do not make an attempt to use language, images, or methods of any kind to intentionally convey hidden messages to specific individuals."
If you're not certain what may or may not be considered a hidden message, feel free to ping me and check.
Clarification:
To win, you must fulfill all conditions of your locked Aspect. These conditions are checked at the end of the Main Match.
Clarification: The Merchant’s 3 conditions must be selected when you lock into your Aspect.
Clarification: No abilities with "trigger next round" statements can be used in the Interim Phase.
Update:
A garnet purchase during the Auction accounts for 5 additional gold toward any one role.
This has archaic wording; a garnet purchase counts toward your entire list, not a singular role.
Clarification: You can hire for all players (both in your location and not in your location).
Clarification: The order of operations for roles’ and aspects’ abilities proceeds as follows:
Abilities that specify timing (for example, start/end of round) fall (for start of the round) before a. location effects resolving and (for end of the round) before d. players move to their new locations. Generally, material gains are processed first, then informational scans. However, there are exceptions; please feel free to ping me and clarify specific cases.
Clarification:
Palace: Gain 5 gold at the start of the round. If you are a noble, gain 1 guard’s worth of protection from commoners in this round only.
River: Gain 5 gold at the start of the round. If you are a commoner, gain 1 guard’s worth of protection from nobles in this round only.
These guards are gained and used up in the round you visit the location that gives them.
used up for yourself and yourself only
Aspects
Each role has multiple win conditions (except for the Teahouse). Each win condition has a unique Aspect. Starting from the Interim Round, you may LOCK IN your win condition, granting you a secondary economy or skill through its Aspect.
Empire
The empire flourishes. Gain 5 gold at the end of each round.
Restoration
The empire must reform itself for the sake of the people. Gain 1 gold for each player in your location at the start of each round.
Revolution
The empire must be torn down and rebuilt from the ashes. Every time you enter the Palace, gain one additional assassin at the start of the round.
Feudal
The empire must be sustained by its aristocracy. Every other round starting from the round you lock in your Aspect, name a player and an Aspect. At the start of the next round, you will be told whether the player has locked into the Aspect.
Turbulence
The empire enters a state of turbulence. At the end of each round, you will be told the number of players who have chosen the Turbulence Aspect. For each player who has chosen the Turbulence Aspect, gain 1 gold.
Roles
Royals begin with 65 gold in addition to their remaining Auction gold. (Royals are functionally considered nobility and are only distinguished here due to starting gold counts).
Nobility, with the exception of Royals, begin with 50 gold in addition to their remaining Auction gold.
Commoners begin with 40 gold in addition to their remaining Auction gold.
All roles (except the Teahouse) begin with three lives.
The roles are as follows:
Royals
The Crown Prince
The Emperor
Nobility
The General
The Minister
The Scholar
The Lord
Commoners
The Teahouse
The Storyteller
The Daughter
The Merchant
The Wayward Lady
The General
The General is an expert in military strategies and wartime tactics.
Role Ability: On odd-numbered rounds, choose a player and a number. If the absolute difference between guards and assassins hired by that player is the same as your chosen number, you will be told so and gain 10 gold. else, you will be told that the absolute difference between guards and assassins hired is not the same as your chosen number.
{EMPIRE ASPECT}
The Minister’s death
The Storyteller’s death
The Emperor’s survival
or
{RESTORATION ASPECT}
The Merchant’s death
The Teahouse’s ruin
The Lord’s death
The Minister
The Minister’s all-seeing eye grants him superior economic insight; from his lofty office, he crushes his opposition.
Role Ability: Learn the gold count of one player of your choice at the start of the next round. You may not use this ability during the first two rounds. (This can be used two times.) Earn 3 gold each time you enter the Palace.
{STATIC WIN CONDITION} (To win, you must fulfill this win condition regardless of your chosen Aspect.)
The Daughter’s death
{EMPIRE ASPECT}
The General’s death
The Teahouse’s ruin
The Minister’s survival
or
{FEUDAL ASPECT}
The Scholar’s death
The Minister’s survival
The Crown Prince’s survival
The Teahouse Beneath the Zelkova Tree
The Teahouse is a deep-rooted tree and sturdy machine in the Empire’s operations.
Role Ability: The Teahouse dies after the fifth strike (as opposed to the third) by assassins. the fifth successful strike will dismantle the Teahouse.
Automatically, you receive the
{RESTORATION ASPECT}
The Teahouse’s survival
The Scholar
The Scholar is a visionary who seeks to root out the corruption in a festering empire.
Role Ability: Twice per game, you may check the role of a deceased player.
{REVOLUTION ASPECT}
The Emperor’s death
The Minister’s death
The Lord’s death
or
{RESTORATION ASPECT}
The Crown Prince’s death
The Minister’s death
The Lord’s death
The Storyteller
The Storyteller is a skillful swordsman and hero of the people who disguises himself as a marketplace entertainer.
Role Ability: Hire a free assassin OR guard on Rounds 2, 4 and 7.
{STATIC WIN CONDITION} (To win, you must fulfill this win condition regardless of your chosen Aspect.)
More commoners than nobility remain.
{TURBULENCE ASPECT}
The Daughter’s survival
The Lord’s death
The General’s death
or
{REVOLUTION ASPECT}
The Teahouse’s ruin
The Emperor’s death
The Lord’s death
The Daughter
The Daughter is a representative of the people who seeks a world where commoners are not oppressed by the nobility.
Role Ability: For each player’s death, receive one fourth their remaining sum of gold, rounded down.
{REVOLUTION ASPECT}
The Emperor’s death
The Minister’s death
The Lord’s death
The Scholar’s survival
or
{TURBULENCE ASPECT}
The Emperor’s death
The Minister’s death
The Crown Prince’s death
The General’s survival
The Crown Prince
The Crown Prince is an emperor aspirant who covets the throne.
Role Ability: During hiring, immediately gain +1 assassin for this round only. Can be used three times per game.
{EMPIRE ASPECT}
The Emperor’s death
The Scholar’s death
The Daughter’s death
The Crown Prince’s survival
or
{REVOLUTION ASPECT}
The Emperor’s death
The Minister’s death
The Lord’s death
The Crown Prince’s survival
The Emperor
The Emperor is the supreme ruler of the land.
Role Ability: Gain +2 guards (for yourself) for the following round only. This may only be used twice per game.
{FEUDAL ASPECT}
The Emperor’s survival
The General's survival
The Minister’s survival
or
{EMPIRE ASPECT}
The Storyteller’s death
The Teahouse’s ruin
The Daughter’s death
The Scholar’s survival
The Merchant
Role Ability: Earn 4 gold at the beginning of each round.
Choose 3:
The Daughter’s death
The Storyteller’s death
The General's death
The Scholar's death
The Merchant’s survival
with The Crown Prince’s death: {TURBULENCE ASPECT}
without The Crown Prince’s death: {FEUDAL ASPECT}
The Wayward Lady
The Wayward Lady smiles faintly, seeing into the hearts of villains and heroes alike.
Role Ability: During the Interim Phase, choose two players. You will be told their roles.
{TURBULENCE ASPECT}
The Merchant does not fulfill his Aspect.
The Daughter does not fulfill her Aspect.
The General does not fulfill his Aspect.
The Emperor does not fulfill his Aspect.
{RESTORATION ASPECT}
The Merchant does not fulfill his Aspect.
The Crown Prince does not fulfill his Aspect.
The Scholar does not fulfill his Aspect.
The Storyteller does not fulfill his Aspect.
The Lord
The lord is an aristocrat who seeks to maintain his wealth and further his gains.
Role Ability: Declare a location. Next round, every player (other than you) loses 1 gold if they visit the location. You gain half the gold taxed (rounded down).
{EMPIRE ASPECT}
The Emperor’s survival
The Crown Prince’s survival
The Teahouse’s ruin
or
{FEUDAL ASPECT}
The Storyteller’s Death
The Crown Prince’s survival
More nobility than commoners remain at the end of the game.
List of All Roles
(1) The General
(2) The Minister
(3) The Teahouse Beneath the Zelkova Tree
(4) The Scholar
(5) The Storyteller
(6) The Daughter
(7) The Crown Prince
(8) The Emperor
(9) The Merchant
(10) The Wayward Lady
(11) The Lord