Attacks made Simple

By Steve Hatherley

This approach to simplifying attacks is based on Martin Laerkes excellent Fixing INWO article.

I’ve taken that approach and made it even more structured. I’ve created a chart with an “attack track” to keep track of the attack number that I’ve found very useful.

Variant

#1 Declare Attack

Once an attack is declared nobody can do anything until the Power of the Attack has been calculated.

If Privilege is going to be invoked, now is the time to invoke it.

It the attack is an attack to control, the attacking group must have an open control arrow.

#2 Calculate Strength of Attack

Strength of the attack is equal to the Power of the Attack minus the Defense.

Attacks to Control

The Power of the Attack is the power of the attacking group plus:

  • +4 for each matching alignment (except Fanatic)
  • -4 for each opposite alignment
  • Any direct attack bonus
  • Any “any attempt” bonuses
  • Any +10 card played to boost the attacker’s power
  • + 5 if the group is in a rival’s Power Structure and that rival is the same Illuminati you are
  • Any other plots played with an attack
  • Any other bonuses

The Defense is the defending group’s Resistance plus:

  • Any bonus for being close to the Illuminati (+5 or +10)
  • +4 for each alignment the group shares with its master.
  • +5 if the group is Secret
  • Special abilities

Attacks to Destroy

The Power of the Attack is the power of the attacking group plus:

  • +4 for each opposite alignment
  • -4 for each matching alignment (except Fanatic)
  • Any direct attack bonus
  • Any “any attempt” bonuses
  • Any +10 card played to boost the attacker’s power
  • + 5 if the group is in a rival’s Power Structure and that rival is the same Illuminati you are
  • Any other plots played with an attack (eg Eat the Rich)
  • Any other bonuses

The Defense is the defending group’s Resistance plus:

  • Any bonus for being close to the Illuminati (+5 or +10) - ignore this bonus if you are destroying one of your own groups
  • +5 if the group is Secret
  • Special abilities

Once this number is determined, add a counter on the attack strength track.

#3 Cancelling

The attack may now be cancelled (even if privileged). If it is cancelled, the attacking action token is discarded, along with any +10s.

#4 Aid and interference

Starting with the defender, everyone may do one move:

  • Play “any time” plot cards or those that say they can be used during an attack (but not NWOs or instant attacks - or the cards listed below)
  • Aid the attack or the defense, which can only be done by Groups:
    • that have Global power
    • that are the target’s puppet or master
    • Aiding the defence: groups that share an alignment with the target (except Fanatic)
    • Aiding the attack:
      • Attack to control: groups that share an alignment with the target (except Fanatic)
      • Attack to destroy: groups that have an opposed alignment with the target (including Fanatic)
  • Play an agents card for the attack (+10) or defense (-10)

Whenever the strength of the attack changes, move the counter on the attack strength track.

The defender’s power is doubled. Note that if the defender has more than one action token, it may use all of them in the attack.
+10 cards must either be used when the action token is spent. If it is being used to boost the defence, then it may be played as a move. (The resistance bonus then lasts until the end of the turn.)

If a player does not want to make a move, they may knock. If everyone knocks consecutively, then move to the next phase. (You can knock and then make a move later - unless everyone knocks in which case you’ve missed your chance.)

Reacting to a move (cancelling or another reactive ability) takes place before the next player’s move.

#5 Roll dice

#6 Results of Attack

If the attack is unsuccessful, there is no effect.

If the attack is successful, then:

  • Attack to Control: the target group and any puppets moves to a free control arrow of the attacking group.
  • Attack to Destroy: the group is destroyed and placed in the attacker’s “destroyed pile”. Any puppets are discarded.

Cards

Below is some commentary on the cards - the list is not exhaustive as I’ve not been through every single card in INWO. I’ll add to the list as I come across cards.

Cards that can’t be played during an attack (that, according to their current wording suggest that they might be able to):

  • Upheaval
  • Zaps
  • NWOs
  • Deasil Engine
  • Any kind of other attack (Disasters, Assassinations, whatever)
  • Anything with the potential to be confusing - that’s what we’re trying to avoid, so that’s what we ban!

Cards that can be used as written, but need a bit of explanation:

  • Center for Weird Studies: The Center for Weird Studies’ power may be used during an attack (which is implied by the current wording, but let’s make it explicit).
  • Good Polls: If you play Good Polls during an attack, then only those groups aiding the defense after you’ve played it have their power tripled. (Best to play it before the attack is declared!)
  • KKK: The only Violent groups whose power is doubled are those that aid or interfere in the attack after the KKK gets involved. It doesn’t affect Violent groups who have already spent their action token. [A sensible errata would be to delete the words "or aids" which simplifies everything.]
  • OMCLs: If the OMCLs use their power to change the target’s alignment, that only affects who can aid or interfere after that. It has no effect on anything that has happened in the attack before that point.
  • Punk Rockers: Weird and Liberal groups are prevented from aiding only after the Punk Rockers spend their action to become involved. It doesn’t affect Weird/Liberal groups who have already spent their action token.

Cards that need a little bit of modification:

  • Eat the Rich: Delete “or aids that attack” as privilege is invoked when the attack is declared and aiding happens later.

Cards that need completely rewriting

  • EFF: Doesn’t really work with this variant - don’t use it. Or if you must, change the second sentence to “If the EFF helps to defend a Computer group against an attack, add 10 to its power or global power” which is a similar effect.

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