by Octobriana Oberwoman
A game in the SubGenius Mythos
1. INTRODUCTION
"Countdown to X-Day" is a game based on the historical End Times as postulated by
the Church of the Subgenius and J.R. "Bob" Dobbs (and which happened but werr
suppressed by the Con). Players attempt to survive from a starting point in 1994,
and prosper until X-Day in 1998, when extraterrestrials will invade and consume the
earth and all true subgenii will be saved by "Bob". The conspiracy attempts to
thwart the plans of "Bob" and his followers, and keep the general unawares and
steal their slack.
2. PREGAME PREPARATION
This is a board game. You will need to construct a board and counters
the following instructions. This is part of the fun! You can obtain paper copies
of both the map and counters from the author. If you want to send Octobriana something outrageous
in the mail, she'll send you copies of the map and counters. Email her for a postal address to send to. The following is
given as a guide for those who want to make their own sets.
Otherwise, unformatted text versions are given here as text files. Print these out
(with courier, or some other monospaced font) and reconstruct the map, counters and
tables.
2.1 The Map
The Map text file is a schematic representation of the game map. Each "+"
represents a space. The original map is superimposed on a high contrast stylisation of
a Bobshead (it is suggested you colour this in to make the game more
colourful) and a version of this at 300 dpi can be downloaded. If a "|" or "---" is shown between two spaces, then it is a "hard
border", otherwise it is an "easy border".
2.2 The Counters
The Counter List text file lists the types of counters in play in
this game.
Counters should be pasted on cardboard that is plain on the other side, and
coloured in as follows: SubG - any colour; CON - Grey; DOC - Pink; Aliens -
Green; Events - white; and Markers - Yellow. When you have finished colouring
the counters, they should be cut apart with a knife or scissors (this should
be done under SubGenius supervision, or an adult if none is handy). When not
in use, keep in a ziplock bag.
2.3 Tables
The Tables text file shows all the tables used in this game.
2.4 Other materials
You will also require:
- one or more six-sided dice;
- paper and pencils for each player;
- plenty of time;
- Slack and/or a sense of humour.
2.5 Download
The map, tables and counters can also be downloaded in graphics format. These are stored in compressed format in ctxday.zip (899k) as follows:
- xdaymap.gif The map.
- xdayset1.gif Counters 1-27.
- xdayset2.gif Counters 28-63.
- xdayset3.gif Counters 64-99.
- xdayset4.gif Counters 100-135.
Honestly though, you'd be better off making up your own!
3. PREPARE FOR PLAY
Place the board on a convenient flat space. Place the counters numbered
1-6 in a bag or hat. Each player draws one counter from this, and that counter
represents them in the game. Each player also uses the marker that has the
same number as their counter. These markers are placed on the Player Order
List in numerical order. This is the initial setup for play.
Place the "CON" and "Turn" markers next to the Player Order List. Place the
"Year" marker on the START square of the Year Track.
All other counters (including unused player counters) are placed face down and
shuffled. Then, each player (in the order determined by the Player Order List)
places one counter face down on any unoccupied space on the map. This is
repeated until all face down counters are placed. The players then place their
own counters face-up in the remaining unoccupied spaces.
You are now ready for the first turn.
4. THE GENERAL RULE
In the following rules, where any two rules contradict one another, the
highest numbered rule applies (e.g. Rule 4.3 applies over rule 4.1).
Anything not mentioned explicitly in the rules below is not allowed. players
are free to cheat as they please, on the proviso they don't get caught.
5. CONCEPTS
5.1 Record Keeping
Each player is required to keep track of certain scores and ratings on a
piece of paper. You need to record:
- Your current turns Plot Order,
- your current slack rating,
- the number of Frop or Pils (tm) you have stashed,
- the number of time controls you have available,
- a list of counters you have influence over, and
- the number of conversions made.
5.2 Slack Points
Each player has a "Slack" rating or zero or more. In this game, having
slack allows you to do extra things. having no Slack is bad. Each player starts
the game with three plus one die roll of Slack points.
5.3 Active/Inactive Status
A counter is active if it is face-up on the play area. A counter is
inactive if it is face-down. When a player moves to a space that contains
an inactive counter, it is said to be "discovered" and turned face up (and the
results of this are checked immediately). At the start of the game, only the
players are active.
5.4 Eliminations
A counter may be said to be "eliminated", as a result of chance, attacks,
conversions or other causes. When this happens, the counter is placed in a
discard pile, away from the playing area. It may return at a later time.
Players cannot be eliminated until Post X-Day.
5.5 Influence over Counters
A player may, due to the result of an attack, have influence over several
counters. This means that the player will nominally control that counter.
This needs to be recorded on the player's sheet of paper. Influence over a
counter only lasts while it is active. If for any reason it becomes inactive
you lose your influence over it. If another player gains influence over a
counter, you lose your influence over it. A counter that a player has
influence over is said to be "friendly" to that player. At the start of the
game players have influence over no other counters.
5.6 Bobbies
A "Bobbie" counter is an active DOC counter that the player has influence
over.
5.7 Stacking and Adjacency
A counter is said to be "stacked" with another counter if it is in the
same space. Each space is adjacent to the space above and below it, and to the
spaces either side. There are no diagonal connections.
5.8 Random Direction
When a counter is required to move in a random direction, roll one die
and consult the Random Direction Indicator on the map. A roll of 1 moves the
counter to the left; a roll of 2 moves it up; a roll of 3 moves it right; a
roll of 4 moves it down; a roll of 5 or 6 means the counter stays in the same
space. If a counter tries to move in a direction where there is no space, roll
again.
5.9 X-Day
This is the date when certain aliens and space gods come to wreak havoc
and destruction on the Earth. It is fixed at July 5th, 1998. The game is
divided into "Pre X-Day" and "Post X-Day". At the start of the game conditions
are Pre X-day. When X-Day happens, the game goes into Post X-Day mode and
special rules apply.
6. TURN SEQUENCE
Each turn takes place in the following order:
6.1 Plot Phase
All players secretly write an order for the current turn.
(e.g. Move Left-South)
6.2 Order Phase
Place all player's markers plus the CON marker in a bag or hat. The
markers are then drawn blindly from the container one at a time. They are
placed on the Player Order List in 1st, 2nd, 3rd positions and so on, until
all markers are drawn. This is the order of play for this turn. One die is
rolled to see which player controls the ON for that turn. This player is
called the "controlling player".
6.3 Player Phase
In the order determined above, each player performs the action written in
the Plot Phase. They check for the results of that action.
6.4 Check Phase
Random and special events are checked for in this phase, and the results
applied immediately. Players check to see whether the game ends. If not,
continue with a new turn starting with another plot phase.
7. PLOT ORDERS
7.1 Slack Off
This is an order to do nothing. Players can gain Slack by this. Roll one
die and consult table 2. This is the number of Slack pts gained by the player.
A negative point you lose Slack (this is false Slack).
7.2 SlackFest
This is a celebration of Slack, weirdness and the SubGenius way. This can
only take place if the player is on a space with a friendly Clench. Roll a die
and add this to you Slack rating. Any other players on the same space roll one
die subtract one, to equal the number of Slack points gained. Once a SlackFest
is held by a Clench, it can not hold another until another friendly Clench
holds a SlackFest.
7.3 Move
This is a move to another space. Move orders are written by listing the
direction(s) moved in. e.g. Move Left-Down-Left. It costs movement points
(MPs) to move about. It costs 1 MP to move to an adjacent space via an easy
border, and 2 MPs to move to an adjacent space via a hard border. The number
of MPs a player has depends on how many Slack points they spend. See table 3
(e.g. it costs 1 Slack pt to use 3 MPs). If a player has zero Slack points,
they may only use 1 MP to move a turn, and cannot cross hard borders.
If a player moves to a space that contains an inactive counter, that counter
is turned face up. This is called `discovering' the counter. See the section
"Counters" for further details.
7.4 Use Frop/Pils
If the player has possession of a Frop, they roll one die for each they
wish to smoke. This is the number of Slack points gained. The Frop is then
discarded. Pils counts as two Frop.
7.5 Attack counter ##
This is an attack on counter number ##. A player can attack another
player, a Clench (initially counters 11-16), "Bob" (counter 7), the CON or
DOC. An attack represents a moral, media, monetary, political or physical
attack on the counter.
A player can attack an active counter in the same space or an adjacent space.
If a counter has moved out of range before the attack, it fails automatically.
If the attacked counter is still within range, then the attack is resolved. To
determine the results of an attack, see rule 9 -- Attacks.
7.6 Convert counter ##
This allows the player to convert one Bobbie counter. This cannot be
done if DobbsTown (counter 30) is inactive. The converted counter must
be in the same space as Dobbstown. If Dobbstown and the converted counter
are still active next turn, the converted counter is eliminated and the
player is credited with one conversion. If there are any eliminated Clench
counters available when the Bobbie is converted, then one Clench counter is
placed face down on any vacant space, converting player's choice, and that
player gains one extra conversion point.
If either counter is made inactive, the conversion fails and the Bobbie
counter is eliminated anyway.
7.7 Order Minions
This allows the player to move any counters they have influence over.
This costs one Slack point. Roll one die. This is the number of MPs you can
use to move any counter or counters you have influence over. You can spend
extra Slack points for extra MPs. For each Slack point spent, add one MP. You
cannot order minions if you have no Slack.
7.8 Lay low/Hide/Go underground.
This costs one Slack point. It allows the player to defend against
attacks. Its effectiveness varies depending upon what you are hiding with
(i.e. what other counters are in the space). See rule 9 -- Attacks for
details.
8. THE CONSPIRACY
Each turn the Conspiracy has its own Player Phase.
In the pre X-Day period, the controlling player controls the Conspiracy. They
roll one die, if the Anti-"Bob" (counter 31) is active they add four to the
result. This is the number of MPs they may use to move Conspiracy counters.
The controlling player may move any active Conspiracy counter. Once all moves
have been made, attacks are resolved. An active Conspiracy counter will attack
any active player, "Bob", Clench, or DOC counter in the same space. Each
Conspiracy counter may attack once and the controlling player decides on which
counter is attacked.
In the post X-Day period, the controlling player controls both the Conspiracy
and the Aliens. The number of MPs available to move Conspiracy counters is
exactly 4. Each active alien counter may be moved one space, regardless of MP
cost. However, see special rules regarding the various aliens in rule 12 --
Post X-Day.
9. ATTACKS
An attack occurs when a player orders an attack on another counter, or when a
Conspiracy counter attacks another counter. The player's objective of an
attack is to gain influence over a Clench or DOC counter, or to make inactive
or eliminate a conspiracy counter. The objective of a conspiracy attack to
make inactive or eliminate a Subgenius counter, or to make inactive a DOC
counter. Attacks on "Bob", the Anti-"Bob", Media and Reich are special cases.
The player ordering the attack or conspiracy counter making the attack is
called the "attacker". The player or counter attacked is called the
"defender".
9.1 Resolving attacks
Each counter in an attack rolls one or more dice and adds a number to
equal a score. The number of dice and numbers added (if any) are listed in
Table 4 (e.g. A MIB rolls one die and adds one to the result).
The score of the attacker is compared with the score of the defender to get a
simple ratio (e.g. an attackers score of 2 to a defenders score of 3 is a 1:1
ratio, whereas a score of 10 to 3 is a ratio of 3:1). Ratios less than 1:3 are
considered to be 1:3 and ratios greater than 3:1 are considered to be 3:1.
This ratio is checked on Table 5 to give a result. The results depend upon who
attacked what and are given below.
- Total defeat:
- If the attacker is a CON counter, it is eliminated. If the attacker is a Player and it is post X-Day, they are eliminated (out of the game), otherwise they are merely defeated (see below).
- Defeat:
- The attacking counter becomes is turned face down and becomes inactive.
- Draw:
- This means no result for either attacker or defender.
- Win:
- If the attacker is a CON counter, the defending counter becomes inactive. If the attacker is a player then: if the defender is a DOC counter it becomes a Bobbie under the attacker's influence; if the defender is a CON counter or other player it becomes inactive; if the defender is "Bob" it has no effect.
- Total Victory:
- If the attacker is a CON counter then: if the defender is a DOC counter it becomes inactive, if it is a SubG counter it is eliminated (however Players can only be eliminated post X-Day). If the attacker is a player then: if the defender is a CON counter it is eliminated; if the defender is a DOC counter or other player, the same effects as per Win apply; if the defender is "Bob", then he is eliminated.
-
Player counters remain inactive for one turn only, during which the player can
do nothing. The turn after this they are made active. All other counters
remain inactive until `discovered' again by a player.
9.2 Slack points
When a player is an attacker or defender, they may spend Slack points on
attack or defence. Each Slack point spent adds one to their score. When one
player is an attacker and another the defender, they write down in advance how
many Slack points they are going to spend in the conflict. The amount of Slack
points spent must be declared before any dice are rolled.
9.3 "Bob"
To determine the number of dice that "Bob" rolls in defence, roll one die
and subtract one (a result of zero dice means that "Bob" has a score of zero).
If "Bob" is eliminated, he is placed in the HELL space and not the discard
pile.
9.4 The Anti-"Bob"
The Anti-"Bob" counter can not be used to attack directly. Its score in
defence is equal to 1 Die + the number of active Conspiracy counters currently
in play (including himself). The Anti-"Bob" cannot be eliminated until post
X-Day (he becomes inactive instead).
9.5 Media
When a player attacks a media counter a different procedure is followed.
Roll one die and add one for each media counter the player has influence over.
If the result is six or more, the player gains influence over the counter.
To make a media counter inactive, the Conspiracy needs to move one or more MIB
or Secret Agency counters to the same space and check for a successful
cover-up. Roll one die, if the result is equal to or less than the number of
MIBS/Secret Agencies in that space, the media counter becomes inactive. Media
counters cannot be eliminated until post X-Day.
9.6 The Reich Counter
Reich has a defence score of one. If eliminated the counter goes to the
HELL space instead. This is a joke (ha ha).
9.7 Modifiers
The following situations modify scores in an attack:
Player:
----------------------------------------------
influences media score + 2 per media
hiding with Clench score + 4
hiding with Bobbie score + 1
is stacked with "Bob" 2 x score
Conspiracy counter stacked with/adjacent to:
--------------------------------------------
Anti-"Bob" score + 4
Illuminati score + 2
Inner Circle score + 1
All modifiers are accumulative. Make all additions to a score before
multiplying for "Bob"s presence.
10. SPECIAL RULES FOR COUNTERS
The following is both a glossary and list of special rules for counters.
Entries marked with a "*" have special rules post X-Day. See rule 12 -- Post
X-Day for details.
10.1 Player counters
Each player represents a "leading" figure in the SubG church. By
definition a player forms their own sect of the cult. A player cannot
be eliminated until post X-Day. Instead, they are made inactive for one turn.
Discovered player counters of players not in the game (e.g. Player counter 5
when only 4 are playing) are considered to be Clenches instead.
10.2 "Bob" *
The "Bob" counter represents J.R. "Bob" Dobbs, the indestructible head
of the SubGenius Church. "Bob" is both the luckiest and randiest person
alive. On X-Day, "Bob" has promised to lead SubG followers off Earth via the
X-ists. The first player to discover "Bob" gains ten Slack points. While
"Bob" is active, he aids the attack/defence scores of players stacked with
him. "Bob" cannot be eliminated, he is placed in the HELL space instead. If
"Bob" is in the HELL space during the check phase, roll one die. If the
result is a six, "Bob" escapes from HELL and is placed face down by the
controlling player for that turn, on any empty space on the playing area.
Players can attack "Bob", but thereafter he does not double their
attack/defence score. The first player to eliminate "Bob" gains no slack
points, but gains 5 conversions.
10.3 Connie *
Connie is "Bob"s wife and is just as randy. The first player to discover
Connie misses a turn while she "entertains" them. Connie cannot be attacked.
10.4 The Stark Fists *
The Stark Fist of Removal is an instrument of destruction, the Stark
Fist of Retrieval is an instrument of salvation. Neither has any effect until
post X-Day.
10.5 Clenches
A Clench is an organised group of SubG followers, doing "Bob"s (and
other church leaders) will.
10.6 Time Control
Whenever a player discovers a time control counter, it is immediately
eliminated and the player adds one to the number of Time Controls available to
them. A Time Control can be played at any time during a turn.
When a player uses a Time Control in another players phase, they may exchange
their player marker with any other marker on the Player Order List. What
counts is the position of the Turn Marker on this list. If you swap your
marker with that of a player or the Conspiracy that is currently having their
player phase, they lose their player phase and you have yours instead. If you
were later in the list, they get to have their phase then unless another time
control is used before then to move them.
A player cannot play a time control in the same player phase that one has
already been used.
10.7 Frop and Pils
Frop (full name Habafropzipulops) is a herb grown from the graves of
holy men in Tibet. Pils is an artificial and concentrated equivilant of Frop.
Whenever a player discovers a Frop or Pils counter, it is immediately
eliminated and the player adds one to the stash of Frop or Pils available to
them. A player cannot order the use of Frop or Pils unless they have some in
their stash.
10.8 DobbsTown *
Dobbstown is the induction and training centre for the Church and is
also an armed camp. In it Bobbies have their brains washed and new pure
thoughts inserted. When Dobbstown is active, a player can order any friendly
Bobbie stacked with it to be converted. Dobbstown cannot be permanently
eliminated. If a Conspiracy attack on it results in an elimination, it is
removed for the following turn. In the check phase of the subsequent turn, it
is placed face down on any vacant space by the controlling player.
10.9 The Anti-"Bob"
The Anti-"Bob" is the supreme commander of the Conspiracy and cannot be
eliminated until post X-Day. The first player to discover the Anti-"Bob" loses
10 Slack points. When the Anti-"Bob" is active, the Conspiracy gains an extra
4 MP to move counters.
10.10 The Bavarian Illuminati
This is a branch of the Conspiracy that has received a lot of publicity.
It has many powerful connections.
10.11 One World Government, World Bank
Obvious parts of the conspiracy, they are only mildly effective, as
people don't cooperate with them anyway.
10.12 The Inner Circle
The Anti-"Bob"s personal staff of advisors and organizers. If there is a
CON revival and any of the inner circle have been eliminated, then these
counters are revived before any other CON counters are.
10.13 Dealey Plaza
This is the plot by the conspiracy to assassinate a U.S. President. When
a player discovers Dealey Plaza, they are required to give an explanation
about the assassination of John F. Kennedy. The other players then vote
whether the theory is original or not (in case of ties, it is considered
original). If the theory is considered original, the player gains Slack based
on the following formula:
(2 x number of media minus number of previous
counters influenced) original theories
made this game.
Note that you can lose Slack by this formula! One this is done, the
discovering player replaces the counter face down on any vacant space in the
playing area.
10.14 Men-in-Black
Men-in-Black (MIBs) are agents of the Conspiracy, who make mysterious
appearances and tell people not to talk about UFOs and other phenomena. MIBs
are slightly more effective than Secret Agencies or Rival Cults, because
people don't believe they exist. If a player discovers a MIB they may tell
other players that they have done so, but were told not to tell them.
10.15 Secret Agencies
These represent the official secret agencies of various governments,
that have been infiltrated by Conspiracy forces.
10.16 Rival Cults
All rival cults are defined as forces of the Conspiracy, by SubGenius
followers. In this game, they are Conspiracy counters whether they like it or
not!
10.17 The Trilateral Commission
There have been several Trilateral Commissions over the years. One
thing's for certain, they have to be part of the Conspiracy!
10.18 Normals
Everybody who thinks they're a normal, average, everyday person. Normals
have been sold an idea by the Conspiracy that what they work for is what they
want. Normals have false Slack.
10.19 Pinks
Pinks (or "Pink boys" or YUPPIES) are normals who think that if you have
enough money and enough power you don't need Slack. They are successful
normals.
10.20 Androids
Androids are prosperous pinks who all dress alike and who can be swapped
with one another without appreciable difference. Androids may, or may not know
about the conspiracy, but they exploit the system to the fullest and so
maintain it.
10.21 Dupes
Dupes (or Witless Dupes to give the full name) represent extreme cases
of people who have been duped. Not only do they believe there is no
Conspiracy, but they actually believe in the system they have been taught
since birth.
10.22 Far Left/Right & Middles
These represent the extreme adherents, opponents or users of the
political systems imposed by the Conspiracy.
10.23 The media
These represent various parts of the "Media Beast". They tend to be
conservative and obey anyone in power, or anyone who has influence over them.
While an effective outlet for SubG media barrage, the media can be easily
muzzled by Conspiracy forces.
10.24 New Age Saps
These represent people who think that because anything is "alternate",
it must be better than what they start with. These are suckers for false
claims and their opinion is easily changed.
10.25 Greenies
These are a step up from New Age Saps. They know that something is
wrong, but try to change it from "within the system". As the system is
Conspiracy controlled, this ain't gonna work!
10.26 Reich
Reich represents the followers of Wilhelm Reich. It has a defence score
of one. When Reich is eliminated it goes to the HELL space (refer to Robert
Anton Wilson's play) and cannot be returned to play. If Reich is converted by
a player, that player gains 5 conversion points and the counter is returned to
play as a converted Clench.
10.27 X-ists *
These are the "good" aliens who have promised to rescue "Bob" and his
followers on X-Day. X-ists are part of the "good" Space Gods Team.
10.28 Y-ists *
These are the "evil" aliens that will rape the Earth on X-Day. They are
mean, vile, and utterly destructive. Y-ists are part of the "evil" Space Gods
team.
10.29 Z-ists *
These are the inhabitants of the backwards- time universe. This universe
is due to intersect with ours on X-Day and is the source of all nightmares.
10.30 Space Gods *
There are two groups of Space Gods represented in this game. The "good"
Space Gods consist of JHVH-1, MWOWM and G'BROAGFRAN (with X-ists). The "evil"
Space Gods are ERIS, HORUS and NHGH (with Y-ists). The "good" team battles the
"evil" team for possession of the Earth.
10.31 Nazi Hell Creatures *
Nazi Hell Creatures (NHC) come from within the Earth to terrorise the
population and mutilate cattle! In this game they also represent evil UFOs and
the Great White Brotherhood from Venus. They have no effect unless there is a
UFO Flap or Crisis.
10.32 Heliopters *
A heliopter is a giant flying beast that resembles a sneaker with teeth
and helicopter blades! Any heliopter discovered pre X-day remains inactive
until X- Day.
10.33 1995, 1996, 1997, 1998
Whenever one of the above counters is discovered, it is placed on the
year track in a space matching that year. The year marker is initially placed
in the "Start" space on this track. If a Year counter has been placed in a
space to right of the Year marker, it is automatically advanced to that space.
The Year marker may also advance one space to the right due to a random event.
10.34 X-Day
If this counter is discovered and the current year is 1998, the game is
immediately in post X- day mode. If it is not 1998, the counter is placed face
down on another vacant space by the discovering player. X- day may also happen
due to a random event.
10.35 Mottos and Slogans
When a Motto or Slogan is discovered by a player, they read the
inscription aloud, eliminate the counter and gain one Slack point. A player
may also get a slogan to read via a random event.
11. RANDOM EVENTS
At the start of the Check Phase, roll the die twice to get a two digit number
(e.g. rolling a 2 and then a 1 gives a number of 21) and consult Table 6.
Where instructions refer to a players position or ratings, and there is a tie,
one of the tied players is picked at random. If the correct conditions apply,
the following events occur:
11.1 SubG revival (#)
This event requires eliminated SubG counters. A number of SubG counters
(as per number in brackets) are picked at random from the discard pile and
placed face down on any vacant space by the player with the smallest Slack
rating.
11.2 "Bob" moves
This event requires an active "Bob" counter. The player most distant
from "Bob", may move him to any space in the playing area, except to one that
contains either the Anti-"Bob" or Dobbstown.
11.3 Connie moves
This event requires an active Connie counter. The player nearest to
Connie, may move her to an adjacent space.
11.4 "Bob" Assassinated
This event requires an active "Bob" counter. "Bob" has been assassinated
by a third party. The "Bob" counter is immediately moved to the HELL space. If
"Bob is already in HELL, he escapes and is placed face down on a vacant space.
If "Bob" has been made World Leader, he loses this title instead of going to
HELL.
11.5 Motto/Slogan
Roll one die. The player in this position on the Player Order List reads
aloud a slogan with the same number from the table below. They gain one Slack
point for reading the slogan. If there is no player in this position the
slogan is read aloud anyway, but no player gains any Slack.
Die Slogan
--- -------------
1 Too much is always better than not enough
2 If you act like a dumbshit they'll
treat you as an equal
3 Relax in the safety of your own delusions
4 Give me Slack, or give me food, or kill me!
5 Science does not remove the terror of the gods
6 Repent! Quit your job! Slack off!
11.6 CON revival (#)
This event requires eliminated CON counters. The controlling player for
that turn places that number of eliminated Conspiracy counters face down on
vacant spaces.
11.7 Successful Cover-up
The controlling player may turn face down any one active DOC counter.
11.8 Dobbstown exposed
If Dobbstown is active and it is pre X-Day, it is immediately made
inactive and placed face down on another vacant space by the controlling
player. If Dobbstown is not active, treat this as a coverup instead.
11.9 Anti-"Bob" made World Leader
If the Anti-"Bob" is active and it is pre X- Day, then he doubles the
score of any other CON counter stacked with him after this event. While the
Anti-"Bob is World leader, he may also actively attack other counters. The
Anti-"Bob" remains World Leader until he is either assassinated or made
inactive via attack.
11.10 Anti-"Bob" Assassinated
This cancels the Anti-"Bob" being made World leader.
11.11 DOC revival (#)
This event requires eliminated DOC counters. The DOC counters are placed
face down and the revived number picked at random and placed on vacant
spaces. Any player can do this, but no arguments!
11.12 New Year
The Turn marker is moved one space to the right on the Year Track,
unless it is already on 1998, in which case it stays on 1998.
11.13 Discovery of Twins
The Twins With The Scissors of Sight have been found. This can only
happen once per game. After the first time, it counts as a New Year instead
(see above). What does it do? We don't know and neither do other Church
leaders.
11.14 Econocataclysm worsens
Every time this event happens roll one die, and multiply the roll by
ten. This is the percentage that the Econocataclysm worsens by (it starts at
zero percent). When the pecentage reaches one hundred per cent or more, the
economy totally breaks down and all active or later discovered Androids are
permantly eliminated. They cannot be revived.
11.15 UFO Flap
During pre X-Day, all inactive counters adjacent to active NHCs become
active. During post X-Day, this is the same as the UFO Crisis (see below).
11.16 UFO Crisis
The Great White Brotherhood invade Earth from Venus. After great
struggle they are repelled. All active NHC counters and counters adjacent to
them are eliminated. Note that "Bob", the Anti-"Bob", Connie, and the Stark
Fists are immune from elimination in the crisis. If "Bob" is active, SubG
counters are immune. If the Anti-"Bob" is active, CON counters are immune.
11.17 World War IV
War erupts with SubG forces fighting the Normals. For the following
turn, a SubG attack on DOC counters that results in a Win or Total Victory,
eliminates the DOC counter. The successful player gains 2 conversion points
for the elimination.
11.18 SubCathlolicism
SubGenius becomes unofficial World Religion. All SubG counters add one
to their scores in attack and defence.
The following events only occur if it is the year listed in the event.
11.19 1995: Plague of Mutant Insects
Nasty eh? No other effects however.
11.20 1996: New Ice age
If both the "Bob" and Anti-"Bob" counters are active, then "Bob" exposes
the Anti- "Bob" as the perpetrator of the New Ice Age and exposes the bowels
of the conspiracy. Thereafter, any active DOC counter cannot be made inactive
by a CON attack.
11.21 1996: World War V
This is the war between the "Bob" crusaders and the minions of the
Anti-"Bob". The three turns following this turn constitute "the War". During
these turns, when a CON counter attacks a SubG counter or vice versa, a result
of a Defeat is considered a Total Defeat and a result of a Win is considered a
Total Win. At the end of the war, count up the number of counters eliminated
during these turns. The side with the most causalities loses, and the other
wins.
11.22 1997: World/Space/Hollow Earth War I
The forces of Earth as led by "Bob" fight the Nazi Hell Creatures from
within the Earth. This has the same effects as a UFO Crisis.
11.23 1997: "Bob" installed as World Leader
Bob triples the score of any SubG counter stacked with him while he is
World Leader. Note that this can only happen if the Anti-"Bob" is not World
Leader. If this is the case, then World War V breaks out (see above).
11.24 1998: X-Day
If it is 1998, X-Day has happened and the game is in post X-day status.
12. POST X-DAY
Once the game is in Post X-Day mode, the following counters and rules become
active. Counters move in the order listed below:
12.1 Z-ists
Z-ists move randomly during the Check Phase. Any counter in the space
moved to, also moves randomly (including Dobbstown). Players may not move to
or through a space with the Z-ist in it.
12.2 "Bob"
"Bob", if not in HELL, will move one space towards Dobbstown during the
Check Phase.
12.3 Connie
Connie, if active will move two spaces towards Dobbstown during the
Check Phase.
12.4 Stark Fists
Each Stark Fist moves randomly during the check phase. The Stark Fist of
Removal will eliminate every CON counter in the space it moves to. The Stark
Fist of Retrieval gives protection to all SubG counters stacked with it or in
adjacent spaces. This protection prevents elimination by Y-ists, Space Gods
and Heliopters.
12.5 Y-ists
Each active Y-ist counter will move randomly during the check phase.
Y-ists will eliminate any unprotected SubG, CON, or DOC counter in the space,
with the exceptions of "Bob", Connie and the Stark Fists (see Stark Fist
protection).
12.6 X-ists
The X-ist counter (if active) will move one space towards Dobbstown
during the Check Phase.
12.7 Space Gods
Each active Space God moves randomly in the Check Phase. They have the
same effect on SubG, CON and DOC counters as a Heliopter (see below). Whenever
a Space God from the "good" team enters a space occupied by a Space God of the
"evil" team (or vice versa) they do battle. Roll one die for each god. The
highest roll wins and the loser is eliminated.
12.8 Nazi Hell Creatures
Any surviving NHCs act like and are considered to be Heliopters (see
below).
12.9 Heliopters
Each active heliopter moves randomly during the check phase. Roll a die
for each non-Heliopter unprotected counter in the space moved to, on a roll of
one the counter is eliminated.
12.10 Dobbstown
Dobbstown cannot be attacked during post X- Day and is immune from
Y-ists and Heliopters (and gives this immunity to any other counter in the
space). It is the destination, of "Bob", Connie and the X-ists. If these three
counters are stacked with Dobbstown at the end of the check phase, then the
X-ists leave the Earth, taking anybody else in the space with them.
13. END OF GAME
The game ends when one of the following occurs:
13.1 Conspiracy Victory
All players have been eliminated. No one wins.
13.2 SubGenius Salvation
It is post X-day and the X-ists have left the earth. The winner is the
survivor with the most number of conversions. A survivor is defined as a
player who has not been eliminated and who has left with "Bob" and the X-ists.
13.3 World Peace
All Conspiracy counters (except for the Anti-"Bob") have been
eliminated. In this case everyone wins and "Bob" rules supreme.
14. SOURCES
- Rev. Ivan Stang:
- Pamphlet # 1; The Book of the SubGenius; High Weirdness by Mail; Three Fisted Tales of "Bob" (Ed.).
- SubGenius Foundation:
- The Stark Fist Newsletter (when it turns up); and Sundry other SubGenius publications.
- High Priestess Carol Wood:
- The Cola Conspiracy; Who is "Bob" (as Poison Microchip).
- High Priestess Laura Seabrook:
- Untitled brochure; Beware the Conspiracy; The Men in Grey; Who is "Bob"; (as Mad Carew Cut); You need slack (upcoming, as Octobriana Oberwoman).
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