The Thirty-Second Dynasty of Kevan
28 April 2024 - 22 May 2024
Contents
Ascension Address
Cheap tallow candles in a high garret room. A few handfuls of small gold and silver coins are scattered across the wooden table, meagre spoils from a long night’s work through the city’s winding streets and unsecured doors. With lowered but insistent voices, a group are pushing the coins around the table, occasionally gesturing to marks and crosses on a map of the city, and dividing up their takings.
The group look up as the door bangs open, one of them instinctively snatching up and folding away the map, but it is only the last of their number returning.
The newcomer strides up to the table and throws a few more coins down, before holding a dark gemstone up against the candlelight. When the map holder gestures for this to also be added to the table, the new arrival holds out his other arm, the sleeve of which is ragged and bloody with the marks of a guard dog’s teeth. As the group tilt their heads and glance at each other, the holder of the stone closes his fist around it.
The term “Seeker” becomes “Thief” and “Observer” becomes “City”. The Public Tracking page becomes “The Garret”. The Building Block “Mantle Limiations” is activated.
Declared Imperial Style is Gardener/Protective/Powerhouse/Scam-Neutral/Guarded/Methodical.
Players
The following players were active at the beginning of this Dynasty: 4st, Desertfrog, JonathanDark, Josh, Juniper.ohyegods, Kevan, NadNavillus, Xebec
The following players were active at the end of this Dynasty: 4st, Clucky, JonathanDark, Juniper.ohyegods, Kevan, NadNavillus
Gameplay summary
A random stash of loot is generated (some coins, some valuable items, some tools) and players have to agree on how to split it up among the group, with a majority being sufficient to resolve the situation. This repeats. Players can secretly chose what role to take during a burglary, determining the loot which will be generated. Players also have secret side-hustles that bring in money or apply other effects in between each burglary.
The victory condition is when all Thieves have either fled to the Countryside or been put in Gaol, and the Thief in the Countryside with the most Florins at this moment wins.
Final Ruleset
Gamestate
Posts of Interest
- The Burlap Sack outlined the rules for Haul creation.
- Papoose added Pouches as opaque containers for Florins
No Speed Roundsby Clucky attempted to stop alliances from completing Hauls quickly, but failed.- We Skipped Step 1 added Plans as a way to alter the contents of Hauls
- No Honour Among Thieves added Attitudes (later named Hustles) as a way to alter Thieves' behaviors between Hauls
- An Even More Notorious Proposal outlined rules for Notoriety.
- Kick the Can added a way to Punt a Haul if the Thieves could not come to an agreement
- Risky Business outlined rules for Injuries.
- No Discounts in the Black Market resolved an ambiguity around purchasing and selling items.
- Synchronise Watches allowed daily actions to instead be performed once per Haul.
- Go Directly added the Gaol, where a Thief put there could not take dynastic actions
- Countryside Villa added the win condition for a Thief who fled and never participated in Hauls again, and a Crackdown which established a push-your-luck mechanism for the dynasty to end
Core
Emperor Recruitmentattempted to allow any player to declare themselves Emperor at any time if they thought the dynasty was boring.
Hauls
- The Clockmaker
- The Milliner
- The Scrivener
- The Blacksmith
- The Merchant (achieving a record 54 comments for a haul)
- The Carpenter
- The Fisherman
- The Candlemaker
- The Haberdasher
- The Jeweller
- The Entomologist
- The Inn
- The Gemwright
- The Chophouse
- The Coffeehouse
- The Tailor
- The Tinsmith
- The Pewtersmith
- The Needleworker
- The Dressmaker
- The Alleyway
- The Street
- The Cell
Ascension
Once Countryside Villa was enacted, a countdown began of Police Presence, triggering a Crackdown check that would have an increasing random chance of throwing all Thieves in Gaol who hadn't fled to the Countryside, and causing the game to be over. This "game over" chance started increasing roughly after 3 Hauls and would have continued into a guaranteed game over after 10 Hauls. During this time, it was a press-your-luck strategy for all Thieves to decide whether to stay in the game and keep collecting Florins from Hauls and Hustles, or flee to the Countryside and not be able to collect anything else. NadNavillus was the first to flee, doing so before the threat of Police Presence would manifest into a game over condition. Clucky was next, opting to flee before selling all of his possessions rather than risk a Notoriety check failing or being put in Gaol by the other Thieves. JonathanDark was the last to successfully flee, and managed to be the Thief with the highest Florins once the Crackdown check hit the game over condition. 4st nearly won instead, having a Florin count higher than JonathanDark, but was unlucky when the ending of the final Haul caused the Crackdown check to hit the game over condition on the first chance that it could have possibly triggered (roughly a 1-in-6 chance), just before 4st was set to flee to the Countryside.
Commentary
Reflecting Upon A Life Of Crime