This is a TWEWY-themed game (of course) inspired in part by the board game Risk. For those unfamiliar with it, Risk is a strategy game in which the players compete for control of the world’s countries with the ultimate goal of world domination. Similarly, the players in this game take on the role of Harrier Reapers fighting over control of Shibuya’s separate Districts in an effort to Jack Shibuya and attain the rank of Composer. At your disposal are the multitudes of different Noise, which you will summon and direct throughout Shibuya to eliminate your adversaries.
Game Progression
Each turn, or Day, of the game, players PM the GM (that would be me) with the actions they wish to take during that day. There are three separate actions, and players may perform one of each:
Dispatch: Summon a Noise or Support Reaper
Move: Instruct one of your Noise to Move to an adjacent District
Pin: Use a Pin you own to activate its Psyche
Districts
Controlling all the Districts of Shibuya is the ultimate goal of every player. Districts under your control are the only places you may summon Noise, and you are eliminated from the game if you no longer control any Districts. Some districts even bestow special privileges upon whoever control them. Each player begins the game with three Districts.
Soul
Soul is the resource that allows you to perform particular actions in the game, such as summoning Noise, deploying Support Reapers, or using Pins. Each District has a set Soul value assigned to it, and at the end of each Day a player’s Soul reserves are increased by the total value of all the Districts they control. Each Players starts the game with five Soul.
Noise
A player may use their Dispatch action for the Day to summon a Noise to one of the Districts they control. In order to summon a Noise, you must have enough Soul to cover its Cost. Noise have different Power rankings and Abilities that effect their performance in combat with other Noise (more on this later)
Boss Noise
Boss Noise are special, powerful Noise. They may only be summoned in areas whose Perk allows it. Each Player may have only one Boss Noise in play at a time, and a player may not summon the same Boss Noise twice in one game.
Support Reapers
Support Reapers prevent the district they are in from being entered or taken over by another player’s Noise. Summoning a Support Reaper costs 4 Soul, and an additional 4 Soul is spent for every day they remain active. Support Reapers may be dismissed without using up an Action for the day or any amount of Soul. If you cannot pay the cost at the start of a day, then the support Reaper is automatically dismissed. A Player may only use three Support Reapers per game.
Movement
Your Movement action for a Day is used to move a Noise you control from one District to another adjacent to it (Support Reapers cannot be moved). If the District is unoccupied, it becomes yours. If it is occupied by another of your own Noise, then that Noise moves to where to approaching Noise previously was. One of your own Noise may freely be in a District with one of your own Support Reapers.
Engagement
When two or more Noise attempt to occupy the same District, they enter an Engagement. Whichever has the higher Power Ranking is the victor, and the loser(s) suffer(s) Erasure. In the event of a draw, no Noise is Erased and they all remain in their original areas.
Pins
Pins may be attained as a result of certain areas’ perks, and cost Soul use; their effects vary. During the game, your opponents may see how many Pins you own, but not which Pins those are.
Alliances
Anything goes. You may form whatever sorts of agreements you want with the other players, and may discuss them in-thread or via PM. Keep in mind that alliances are not enforced by the rules.
Winning and Scorekeeping
If at any time the number of Districts you control is zero, you are eliminated from the game. You win by being the Reaper standing. Points are award by the following:
Last one standing: 5
Last one eliminated: 3
Erased: 1
If only two players remain in the game, they may agree to Stalemate, and each receive 4 points. If three or more players remain, a player may choose to Retreat, and receive 2 points. Currently, points are only for keeping track of rankings (i.e., bragging rights).
Signing Up
This is a game for four to six players. When signing up, pick a color from one of Neo’s default color tags to represent you in the game. Also list five Districts you would like to control, in order of priority. If two people request the same District, then it will go to whoever listed it higher. If priority is equal, then first come, first served. You will only be given three Districts; I’m asking for five so you have some alternatives in place should some your first three get taken.
[color=#666666]This message was edited by ViperSean on Nov 11 2009.
Scramble Crossing Description: Shibuya’s scramble crossing, the most famous of its kind in the world. The giant TV screens gracing the buildings are a sight to behold. Adjacent: 4 Soul: 4 Perk: None
Statue of Hachiko, Loyal Dog Description: A symbol of Shibuya located right by the station. Japanese know it as a popular meet-up spot. Adjacent: 2 Soul: 3 Perk: Loyalty – If you control this district, any Noise of yours in this District increase their Power by one while Engaging.
104 Building Description: A hub for cutting-edge pop culture throughout Japan. TV soaps are often shot here, giving the place huge name recognition. Adjacent: 3 Soul: 3 Perk: None
Shibu Department Store Description: An upscale department store just a skip away from the Shibuya Station. Famous brand names dominate its floor space. Adjacent: 2 Soul: 2 Perk: Boss Noise (Elephant) – Whoever controls this District may Dispatch a “Woolly AOR” Boss Noise in it (Normal Dispatch restrictions apply).
Cadoi City Description: One of Japan's department store chains. While the focus is on fashion, they also sell furniture and jewelry. Adjacent: 3 Soul: 2 Perk: None
Towa Records Description: A record store born in the US of A. Currently, the store's collaboration with the artist "CAT" is creating a buzz. Adjacent: 2 Soul: 2 Perk: None
Miyashita Park Underpass Description: A tunnel beneath the Yamanote train line that circles central Tokyo. The graffiti inside never stays the same for long. Adjacent: 2 Soul: 1 Perk: Tin-Pin Underground – Whoever controls this District has a 1/4 chance of receiving a Tin-Pin on odd-numbered days.
Miyashita Park Description: A swath of precious green maintained by Shibuya's government. While a place of repose, the park is also beginning to show a slummier side. Adjacent: 2 Soul: 1 Perk: Boss Noise (Fox) – Whoever controls this District may Dispatch a “Progfox” Boss Noise in it (Normal Dispatch restrictions apply).
Cat Street Description: A street lined with cafés, import furniture stores, and other classy establishments. Neighboring Harajuku Station might get you there quicker. Adjacent: 1 Soul: 2 Perk: Espresso – Whoever controls this District may execute two actions of the same type in one day, but may not perform any other actions on that day.
Dogenzaka Description: A sloping street flanked by shops tending towards the eccentric. Once, this hill was a popular setting for novels. Adjacent: 3 Soul: 2 Perk: Boss Noise (Drake) – Whoever controls this District may Dispatch a “Goth Metal Drake” Boss Noise in it (Normal Dispatch restrictions apply).
Pork City Description: A mysterious and austere building of pure white. No one is ever seen entering or leaving. Adjacent: 1 Soul: 0 Perk: Seat of Power – Earn an extra three Soul per day if you control both Trail of the Sinner and Pork City.
A-East Description: One of Shibuya’s shadier neighborhoods. The street winds past “live houses” (concert spaces) and gothic-lolita boutiques. Adjacent: 3 Soul: 1 Perk: None
Concert Stage Description: A popular spot for concerts in Shibuya, especially amongst the indie circuit. Adjacent: 1 Soul: 0 Perk: Boss Noise (Pteropus) – Whoever controls this District may Dispatch a “Pteropus Canor” Boss Noise in it (Normal Dispatch restrictions apply).
Shibukyu Main Store Description: A department store that targets the family demographic. The secret of its popularity is a wide range of tenants. Adjacent: 2 Soul: 2 Perk: Boss Noise (Pig) – Whoever controls this District may Dispatch a “Pig Mazurka” Boss Noise in it (Normal Dispatch restrictions apply).
Center Street Entrance Description: A stomping ground for Shibuya youth. In the 80s, it gave birth to the "Shibu-Kaji" (Shibuya Casuals) fashion movement. Adjacent: 2 Soul: 2 Perk: None
AMX Description: A major Japanese CD store on Center Street. Nearby you can find show stores, lingerie shops, and other clothing boutiques. Adjacent: 2 Soul: 2 Perk: Boss Noise (Mink) – Whoever controls this District may Dispatch a “Grindcore Minks” Boss Noise in it (Normal Dispatch restrictions apply).
Tipsy Tose Hall Description: A popular corner whose arcade and karaoke boxes draw crowds. There's even a store specializing in American comics. Adjacent: 3 Soul: 1 Perk: Tin-Pin Session – Whoever controls this District receives a Tin-Pin on every fourth-numbered day.
Shibu-Q Heads Description: A chain store that sells pretty much anything, including seasonal and party goods as well as collector items. They even have a drugstore. Adjacent: 2 Soul: 2 Perk: None
Udagawa Back Streets Description: Adjacent: 1 Soul: 1 Perk: Inspiration – The cost of summoning a Noise in this District is reduced by one.
Molco Description: A series of department store buildings centered around teen and twenty-something fashion. Don't miss the exhibition space for a dose of pop culture. Adjacent: 2 Soul: 2 Perk: Tin-Pin Tournament – Whoever controls this District has a 1/2 chance of receiving a Tin-Pin on even-numbered days.
Spain Hill Description: A narrow, Mediterranean street lined with eateries, bookshops, and more. As you climb the stone-paved steps, you'll want to veer off and explore. Adjacent: 2 Soul: 2 Perk: Boss Noise (Noisemon) – Whoever controls this District may Dispatch a “Batlion” Boss Noise in it (Normal Dispatch restrictions apply).
West Exit Bus Terminal Description: A terminal served by most Tokyo bus lines. Normally, this is your ticket all over the city. Adjacent: 2 Soul: 2 Perk: Boss Noise (Cornix) – Whoever controls this District may Dispatch a “Cornix Canor” Boss Noise in it (Normal Dispatch restrictions apply).
Highway Description: One of the major entrances and exits to Shibuya, especially to those who travel by car. Adjacent: 1 Soul: 0 Perk: Traffic – Earn one extra Soul per day for each player remaining on the game, excluding yourself.
Station Underpass Description: A tunnel beneath the train tracks. The eerie graffiti and gloomy atmosphere keep people away despite its proximity to the station. Adjacent: 2 Soul: 1 Perk: None
Trail of the Sinner Description: The strange trail in the Shibuya river, filled with piles of hubcaps and including a waterfall and actual river flowing through it. Parts of it include CAT's graffiti, one section identical to the tag in Udagawa. Adjacent: 1 Soul: 0 Perk: Seat of Power – Earn an extra three Soul per day if you control both Trail of the Sinner and Pork City.
Spoiler: Noise Data
Mook Noise
Frog Cost: 3 Power: 1 Ability: Sprogs – Any Noise that enters Engagement with a Frog cannot move on the next Day.
Wolf Cost: 4 Power: 5 Ability: None.
Grizzly Cost: 7 Power: 6 Ability: None
Bat Cost: 3 Power: 1 Ability: Swarm – Multiple Bats may occupy the same district, and may be moved and treated as one Noise until moved to separate districts. Power increases by one for each additional Bat in the group. Power may not exceed ten.
Shrew Cost: 3 Power: 2 Ability: Burrow & Bomb – 1/3 chance of automatically winning an Engagement while Defending.
Popguin Cost: 4 Power: 2 Ability: Flock – Multiple Popguins may occupy the same district, and may be moved and treated as one Noise until moved to separate districts. Power increases by two for each additional Popguin in the group; Power cannot exceed ten.
Jelly Cost: 5 Power: 1 Ability: Spawn – Power increases by one on each day this Noise does not Engage; Power decreases by one after every Engagement. Power cannot exceed eight.
Corehog Cost: 5 Power: 0 Ability: Spine Shower – Power increases by a random amount from one to six while Engaging.
Boomer Cost: 7 Power: 4 Ability: High-Jump – Power increases by three while Attacking.
Rhino Cost: 7 Power: 5 Ability: Reckless Charge – 2/3 chance of automatically winning an Engagement while Attacking; automatically loses Engagement if Ability fails.
Crab Cost: 6 Power: 4 Ability: Shell Shield – Power increases by three while Defending.
Raven Cost: 5 Power: 4 Ability: Aerial Support – Friendly Noise adjacent to a Raven increase their Power by one while Engaging.
Shark Cost: 8 Power: 6 Ability: Predation – Power increases by one for each Noise destroyed by this Noise; Power cannot exceed ten.
Boss Noise
Grindcore Minks Cost: 14 Power: 7 Ability: Synchrony – Grindcore Minks may occupy two adjacent Districts at the same time.
Progfox Cost: 9 Power: 1 Ability: Power increases by one each Day; Power cannot exceed nine.
Goth Metal Drake Cost: 12 Power: 7 Ability: Aerial Assault – Drake may Engage enemy Noise that are not adjacent to it.
Woolly AOR Cost: 14 Power: 8 Ability: Shatterstomp – This Noise automatically Erases any Support Reapers that may obstruct its progress.
Pig Mazurka Cost: 10 Power: 0 Ability: Royal Ransom – Power is increased by one for each District you control.
Pteropus Canor Cost: 10 Power: 6 Ability: Swarm – Multiple Bats may occupy the same district as Pteropus, and they may be moved and treated as one Noise until moved to separate districts. Power increases by one for each Bat in the group. Power may not exceed ten.
Cornix Canor Cost: 10 Power: 7 Ability: Aerial Support+ – Friendly Noise adjacent to a Cornix Canor increase their Power by two while Engaging.
Batlion Cost: 8 Power: 8 Ability: Endless Eight – All other players lose eight Soul from their District Revenue on the Day Batlion is summoned due to epic trolling.
Spoiler: Pin Data
Common
Uncommon
Rare
[color=#666666]This message was edited by ViperSean on Nov 11 2009.
If the District is occupied by one of your opponents’ Noise
Leaving subordinate clauses on their own without a dependent clause is a bad thing to do. Finish the sentence.
Ah, that's still left there from when Movement and Engagement were the same section.
*snip*
Y'know, despite me being something of a Grammar Nazi, I actually have next to no idea how English grammar works, I just BS (with some assist from my Wiki-Fu) whenever I think a sentence sounds off.