$10.00
The Virtual Wars - A game via BGG - Sign up list
Tony Ackroyd
United Kingdom
Brighton
E Sussex
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The Virtual wars is an abstract "space empires" game. With the onset of 'warp' technology distances have become irrelevant and vast fleets of ships can be moved to attack your enemies instantly. This scenario puts all players in that position, in a competitive universe.

I used to run some multiple small play-by-mail games and this was one of them. This is my first try running it on BGG.

The game will last a maximum of 15 turns, or until all but one empire remains.
I will aim to run 2 turns per week. There will be a maximum of 24 players.

How to sign up?
1. Sign up by adding a geeklist item to this list with the name of your empire.
For flavour please describe your empire: your race, technology, philosophy, type/number of planets you own, location in the galaxy/universe, etc.
2. Then send me a geekmail with your start-up moves (how you are spending your 10 power points).

Prizes
1st 20
2nd 10
3rd 5
4th 3

Cost to enter: nothing, nada, zilch, nowt.
Small Print: If less than 10 players sign up I won't bother running it.
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1. Board Game: Master of Rules [Average Rating:5.97 Overall Rank:4024]
Tony Ackroyd
United Kingdom
Brighton
E Sussex
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There are four components to the Virtual Wars game: Power (the power base), Garrison (defending forces), Fleet (attacking forces) and Insurance (to keep you in the game).

Power

Each player has a Power base. Each turn this generates points which can be spent on building up each of four components: Fleet (cost 1 point each), Garrison (cost 1 point each), Insurance (cost 1 point each), or be reinvested in Power (each 2 points spent increase your Power base by 1).

For example, a player has 60 Power, 20 Fleet, 10 Garrison and 0 insurance.
The 60 power will generate 60 points to spend, and it is spent as follows:
• 10 points on Fleet, 30 on Garrison and 20 on Power (gives 20/2 = 10).
This gives a final result of:
• 70 Power, 30 Fleet, 40 Garrison, and (if not raided) there will be 70 points to spend next turn. No points generated by power can be carried over between turns - if not spent it will be lost.

Raids
Each player can use all or part of their Fleet to raid another player. Raids will result in a reduction in the defender's Garrison and the attacker's Fleet, but in addition the attacker will steal part of the defender's Power base. Also, the destruction caused will cause an extra equivalent loss of the defender's power.

For example, 40 fleet attack a player with 30 garrison and 60 Power.
• The result is: 16 Fleet and 21 Garrison are destroyed and 12 power is stolen, with 12 more destroyed.
• The defender is now at 36 Power and 9 garrison, the attacker has 24 Fleet and 12 extra Power base.

The more Fleet sent the more Power will be gained and destruction caused. The more Garrison, the greater the damage to the attackers. Note that in the example above the Fleet outnumbered the Garrison.

Builds
All builds take place before raids. If the defender has no Power the attack hits the Garrison, if there's no Power or Garrison, Fleet will fight Fleet.

Insurance
Insurance is like a reserve of Power points - you can put some of the points generated by your Power into Insurance.
These points cannot be used until your Power and Fleet have been reduced to zero. The turn immediately following the zeroing of your Power and Fleet you can spend your insurance on Power, Fleet or Garrison the same way you would points generated by Power.

For example, a player has 30 Power, 20 Garrison, 40 Fleet and 120 Insurance.
A couple of big attacks in a turn reduce him to zero Power and Fleet. The attacks cannot hit the Insurance.
The next turn he has 120 points available and allocates them as 50 on Power, 50 on Garrison and 20 on Fleet. This leaves him with 25 Power, 50 Garrison and 20 Fleet. Note that the Insurance cannot be spent on Insurance, and all the Insurance must be allocated, else it will be lost.

Each turn a geeklist will detail the following:
1) The amount of Power held by all empires (this determines the position in the league table).
2) The Fleet attacks that have taken place.
3) The current empire stats (Power, Fleet, Garrison and Insurance).

How Do I Win?
The winner of Virtual Wars is the player with the highest Power level at the end of the game. To be killed in Virtual Wars, Power, Fleet and Insurance must all be zero.

Start-up
Each empire starts with 10 Power, 0 Fleet, 0 Garrison, 0 Insurance.
The start-up turn is deciding how to spend the 10 points that your Power generates for you.

Q&A
Q: Are there raids on the start-up turn?
A: No raids on the start turn, this is just setting up your empire.

Q: What happens if there are multiple raids on the same opponent? Random order? Who gets to (has to?) raid first?
A: Yes, random order if there are multiple raids on one empire.

Q: Are we limited to one raid per round?
A: Yes, one outgoing raid per round per empire

Q: Are raids guaranteed to steal at least some power? It says "will steal".
A: Not guaranteed, but nearly all raids will get power, unless you are badly outnumbered by garrison, or if all their power was already taken/destroyed.
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2. Board Game: Robot Race [Average Rating:7.00 Unranked]
Tyler Martin
United Kingdom
London
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The Robobo-Bobobot Empire

A race of AI beings that, despite being highly technologically advanced, are not an outwardly warfaring nation. They are pragmatic and rational but also have a spiritual streak - Worshipping the Ghost of Bofus (a mouse that chewed through cables of an experiment causing the power feedback loop that accidently sparked their race into life) as the originator of their race.

Their empire consists of two neighbouring planets and three moons that orbit them. Only one of these planets can sustain organic life but special bio domes have been established so that visitors/ inhabitants can arrive and live at ease. They live in harmony with other races/creatures that exist on these planets and govern with an even hand.
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3. Board Game: Jack of all Trades [Average Rating:3.00 Unranked]
Mike Haverty
United States
Owasso
Oklahoma
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StarJacks

Descended from the ancient Havites, this race of humanoid spacefarers has managed to settle in over 30 star systems across the outer Milky Way. Unfortunately, they are a fickle people and so their plans for galactic domination change on a regular basis, often leaving their colonies isolated as the direction of expansion changes with each generation. This can be seen in their technological development as well, with some areas far surpassing others in research and advancement.

The StarJacks are generally peaceful but, much like a nest of greater scarlet flying brain worms, can be savage and unrelenting once disturbed.
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4. Board Game: Remote Possibilities [Average Rating:6.04 Overall Rank:8150]
Flying Arrow
United States
Pennsylvania
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Arrowninan Empire

In a remote galaxy, the Arrownians have flourished for millions of years. Their origin is lost to time, but they have spread out across their galaxy, inhabiting millions of planets, with quintillions of beings. If there were ever any other sentient species in the galaxy, they are extinct now.

Until recently, transport between planets relied on FTL travel, where travel across the galaxy still took several months. For most planets, even travel to its nearest inhabited neighbor took a day or two. Travel to another galaxy was never even considered. Despite the distance, communication across the galaxy was instantaneous, so the central galactic government functioned well.

Recently, visitors from another galaxy arrived. The visitors landed on a relatively remote planet in the galaxy and the meeting was friendly enough. The Arrownians on the planet did pick up on two important facts, though:

* The visitors may have been benign, but others in their species would certainly return and not be so benign. Defense, which had been ignored for millennia, became a galactic priority.
* A scan of the alien vessel revealed the secrets of warp technology. Warp-equipped spacecraft went into production within the month.

The Arrownians are vast in number and technologically capable, but they haven't studied war for ages - spoiled by millennia of galactic peace. Their historians study ancient wisdom while their engineers turn to military endeavours, aware of the extra-galactic gathering storm.
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5. Board Game: World in Flames [Average Rating:7.45 Overall Rank:612]
Wendell
United States
Twin Cities
Minnesota
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The Empire of Worlds In Flames - an interplanetary civilization of flame-based* beings on planets that orbit very close to their suns, centered relatively close to the galactic core (where things are closer together - and hotter). Our empire has specialized in leasing close-to-the-star planets in other orbital systems which less hardy beings deem to be uninhabitable and commercially non-viable. EWIF directly rules over three dozen planets and leases dozens more from others.

Naturally, our sophisticated technology includes weapons that recreate the energy of suns, with devastating effects to our enemies. This is also nifty for liquifying asteroids for mining operations; we sort out the various valuable metals in liquid form, much easier than hammering. Because we don't much like cold temperatures (below 400F/200C) we tend to use robot emissaries in our diplomatic and commercial dealings with other beings. We are a generally peace-loving civilization; our fiercest competition is usually commercial. But EWIF is not afraid to defend itself against unfair trade practices, or against those foolhardy enough to attack our star systems.

*water is so over-rated
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6. Board Game: Mystery of the Abbey [Average Rating:6.55 Overall Rank:847]
Dan Shirley
United Kingdom
hemel hempstead
Herts
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Brothers Emmanuel. A fanatical monastic order.

Erm, now I've staked my place, I'll go have a think... (edits to follow)

A long time ago, a monk named Emmanuel received a vision from God to retire from the 'World' (spritually, rather than any particular world). He and a few followers (hermits have to eat you know) withdrew to a small dark planet in an unfashionable arm of the galaxy.

Generations later the followers of Emmanuel have distorted his teachings into 'go out and convert the galaxy by force'.

Theologians blame the auto-spell-correct on Emmanuel's mobile phone.
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7. Board Game: When Darkness Comes: The Nameless Mist [Average Rating:6.53 Unranked] [Average Rating:6.53 Unranked]
Emanon
United States
Lancaster
Pennsylvania
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The Emanon Empire

Originating on the dark, outer edges of the universe we are The Emanon.
Our advanced technological state has been born of necessity. With our original home planet of (unpronouceable in your language) slowly drifting away from the closest star, we were facing eventual extinction. Working as a united world, without the hindrance of war and conflict, we made remarkable strides in technology in a relatively short period of time. While racing to develop 'warp' technologies that would allow us to escape our dying planet, we also eliminated sickness and disease and made many great advances in all areas.

After our initial planet relocation, it did not take long to realize that our population would outgrow our new home. Over the millenia, we have continued to expand when necessary, focusing on uninhabited planets that we could make flourish. Eventually we found and have had contact with other races capable of interplanetary travel. The universe is a crowded place. We currently have 333 planets in our Empire and our population continues to grow at almost exponential rates. We normally live many thousands of your human years and our scientists continue to lengthen our life expectancies.

Although we consider ourselves a peaceful race, we will do what we need to do to continue our way of life.
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8. Board Game: Founding Fathers [Average Rating:7.03 Overall Rank:688]
MK
United States
Albany
New York
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Empire of the Founding Fathers

The history of the galaxy starts here, with the Empire of the Founding Fathers. It is from a tiny planet near the center of Founding Father space that civilization began, and from which all other galactic civilizations spawned. The first Imperial period began with just twelve colonized planets forging an agreement of mutual cooperation and protection, with a thirteenth initially refusing to join. As time went on the empire grew to its current state of fifty civilized worlds, with military bases in numerous territories outside "official" Founding Fathers space. The empire is now in what is called its Third Imperial period, having survived two devastating intergalactic conflicts that ended each of the prior imperial eras.
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9. Board Game: Fear and Loathing: The Board Game [Average Rating:6.00 Unranked]
Peter
United States
Carol Stream
Illinois
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October 23-25, 2015
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You'll get over it.
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Kingdom of Loathing

An small empire consisting of one planet and two moons, (Ronald & Grimace).

The populace of Loathing have decided to expand from their little planet and bring their off brand of humor to the rest of the galaxy. That is if they can convince their "intelligent" masses to stop farming meat all day and board their galactic battle-cruisers.

Kingdom of Loathing has the advantage of everything existing in only 2 dimensions. (They're stick figures after all.) So they hope to slip through the cracks in their opponents' defenses.

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10. Board Game: Shadow Wars [Average Rating:7.50 Unranked]
D a v i d B u r k e y
United States
Fort Smith
Arkansas
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602,200,000,000,000,000,000,000
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Oh now Billie, Billie don't you lose my number...
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Shadowy Men on a Shadowy Planet

Little was known about this nebulous empire long rumored to exist at the farthest reaches of the galaxy. That is, until they began to expand their reach beyond their shadowy home world of shadows, Dave. Somewhat confusingly, every male shadowy man is also named Dave. All of the female shadowy men are named Helen, and are half human, half chicken. They specialize in a rare martial arts combat technique that involves crushing your head using only their fingers. They don't seem all that serious in their efforts to conquer the galaxy, but that just might make them a more dangerous foe...
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11. Board Game: The Simpsons: Go for it, dude [Average Rating:3.00 Unranked]
Georg von Lemberg
Canada
Toronto
Ontario
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Doh!minion of Doh!nuts

We are a race of underachieving couch potatoes quite content to sit around watching CFL playoffs while the other empires conquer everything with their fancy spaceships that shoot swarms of bees out of their gunports. Luckily we developed a genetic mutation whereby we all are born with horseshoes up our asses and we end up beating the other guys almost 50% of the time (take that, Shelbyvillian Federation). The rest of the time our neighbours the Churchy Flanders end up getting collateral damage or something along those lines, oh look, a shiny inanimate carbon rod....

Oh sorry, got distracted there. Our home planet is 742 Eta Tau in the Springfield galaxy. We maintain a presence in the Szyslak system, the Kwik-E-Mart nebula, and the Burns Nukular anomaly among other colonies. We once tried to conquer the fabled New York City, but were undone by the nefarious Khlav-kalash and crab juice that the inhabitants mercilessly unleashed on us.

Anyway, due to a terminal case of laziness, I have abdicated in favour of my son, The August and Behaviourally Challenged Emperor Bart I. I assume the war will proceed without a hitch in his capable, if unscrupulous hands.

Yours Truly
Emperor Homer (Max Power) Simpson (Retd.)

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12. Board Game: King's Breakfast [Average Rating:6.21 Overall Rank:1913]
Daniel B
Sweden
Kungsbacka
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128
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22
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The Followers of Deebs

The Followers of Deebs are not a specific race, but rather an assimilation of everyone and everything that follows the highly charismatic leader Deebs the Brilliant. The followers more or less worship Deebs as a deity despite the fact that he came from a humble upbringing.

Deebs was born in the year 7452 of the local calendar on the planet Benthia. At the age of 31 he invented a salt & vinegar flavoured breakfast cereal that quickly made him the wealthiest person of his home planet. Using his newly acquired wealth, Deebs bought himself into power and soon became Supreme President of Benthia. The following week he also crowned himself king and proclaimed himself to be a prophet, prophecying that he would in fact bring tasty food to the whole universe.

The Followers of Deebs' fleets have no firepower but are equipped with free giveaways of all of Deebs' latest food creations, such as salt & vinegar cookies and salt & vinegar soft drinks along with the original salt & vinegar breakfast cereals. So far, no planets have been able to resist but all have become followers receiving free food items from Deebs for the tiny fee of 50% of their income.

Deebs is confident that all known planets will soon become part of his empire.
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13. Board Game: Metropolitan's Group Insurance game [Average Rating:0.00 Unranked]
Paul M
United States
Elkhart
Indiana
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The Insurance Consortium

Our civilization was once productive, industrious, and inventive. We were peaceful, our farms were bucolic and bountiful, our cities teemed with myriad examples of social progress and cultural significance. The air was clean, our waters blue, and our populace happy.

Now that we have discovered WARP power, we have abandoned that to sell insurance. We shuffle paperwork, engage in financial shenanigans, produce nothing of substance, and mooch off the productivity of other civilizations with our promises to protect your assets. Well, at least as long as not too many of your expensive assets need protecting at once, because then you're SOL.

The Insurance Consortium shall win this contest and demonstrate once and for all the power of policy.

(edit 1: to make the title bigger and bolder)
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14. Board Game: Dragonlance [Average Rating:5.33 Overall Rank:10303]
Agent J
United States
Coldwater
Michigan
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He's looking real sharp in his 1940's fedora. He's got nerves of steel, an iron will, and several other metal-themed attributes. His fur is water tight and he's always up for a fight.
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He's a semi-aquatic egg-laying mammal of action. He's a furry little flat-foot who'll never flinch from a fray. He's got more than just mad skills, he's got a beaver tail and a bill.
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The Kender

Famous for coming up with things that you may have dropped, the kender did not invent space travel - they simply found some ships lying around somewhere that nobody seemed to want, and quite literally took off with them. This happened many times and as such, a fleet of ships with kender helmsman now exists. Completely unorganized, yet strangely effective, the kender are now exploring the galaxy and finding new planets that you won't mind missing, or that perhaps you've forgotten about or dropped somewhere.

Their leader, Jythier Locksnatcher, is more of a figurehead than anything else, with no real central power. However, he is best at not being destroyed by the other empire's lasers, which is very important.
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