an idea for turfs during campaigns

Judge Xombe

Mongoose
Has anyone thought of making only ONE set of turfs available in a campaign ?

Everyone gets a City Block.

Then one copy of each other turf is placed in a pool.

After each battle, you either:
* get one random turf from the pool (while supplies last).
OR
* challenge an opponent for one of his turfs.

Once all the turfs have been dished out, you can only get new ones by challenging opponents for their turfs.

When you win, you get the turf. If you lose, you must give up a random turf from your existing turfs.*

Any thoughts? Anyone tried this? Is there a flaw to the logic here? My thought was the "hot" turfs would act as hot potatoes, constantly being challenged.

* or perhaps you must ante up a specific choice of turf for the challenge...or perhaps if you lose, the opponent gets to CHOOSE one of yours to take.
 
Xombe,

Good call! You are not the only one to think of this, but I am now looking at something more radically different still, with a very different turf list available and a more interesting campaign structure entirely.

Each player would get to attack once per turn, so it is possible to lose out big time in a single turn if the other gangs all combine to try and take you out (how I will determine the effects of multiple attackers I have not yet decided).

I hope to write an article in S&P (or string of articles if I really get into it) about an alternative campaign structure within the next few months (the campaign ending scenario I was writing has been just about finished, barring some minor details, and should make an appearance in March's S&P, all things being equal).

The idea is similar in that there will be a finite number of turfs, with the angs fighting to control a single block and its immediate surroundings (with 70,000 cits in some blocks this is easily doable). The number of different gangs will determine the size of the block - although a multi-block complex could be a possibility with very large multi-player campaigns.

Having finite turfs should prove a benefit, I plan on having some fun with new turf types in any case with different kinds of benefits altogether.

However this will take some time to think it all through as there are a lot of variables I want to examine. (eg: controlling the block's main food court as part of your turf would allow you to hire a fatty at a reduced cost for your gang, and similar benefits). Hopefully I will write this up a lot quicker than the scenario - I was running that baby as a demo at shows since September 2005!

((Mind you if I slack this time around I feel Rob is likely to prod me to get 'er done!))
 
ekwatts said:
Sounds good. Do you mean that the actual eventual number of turfs that can be owned by the gangs involved in the campaign would be finite? The campaign can become slightly imbalanced anyway, so I'd love to know if this causes further balance problems, or alleviates them.

That was the idea, but I felt that if one gang got the "good turf" that the others would want to challenge him specifically to get it for themselves.
 
Sounds like the kind of thing we need to add life to campaigning GOMC1.
There's obviously more that needs to be added to GOMC1 (e.g. extra gangs) but I hope to write up a lot of new rules when our club starts playing again.
 
That's exactly why I want to buy this game! I'm planning a campaign with 6 to 8 players, a pre-determined number of turfs splitted between players and a couple left alone in the middle of the map. Each turn, every player can make an attack or pay a bribe for the help of the judge to protect their turf this turn(I'm not currently aware of how it works in the comic book so I'm sorry if I offend any purist with this idea). Since it will be on a map where you can see the turfs, two players will be able to attack one turf together or as ennemies. Of course, only one can keep it at the end of the fight so, here come the diplomacy between each turn! :twisted:

I really like the idea of weapon factory or the likes for some turfs! it would really spice some fight and diplomacy turn!... *help me defend this turn in every fight and in turn, I will give you the weapon factory sector!*

Then again... I have not buy it yet nor read the rules so... I have no idea if it will work! :lol:
 
Judge bribes are only successful on a roll of six, and when successful, a further roll must be made, and on a 4-6, the bribed Judge is later found out, and no more bribes are possible for a further two challenges.

That's a very good idea. 16.7% is good enough, plus the 50% that he's found by the SJS. I'll just have to figure how much a bribe will cost and then a patrol system for the good judges. I can't wait to get that game!
 
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