Braunstein 4 - The world's almost first RPG
            AKA "Piedras Morenas" AKA "Republica Banannia 1",
                     Player handouts for Gencon08
                  Copyright (C) 2008 David A. Wesely
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Minister of Information

(original player: Dwayne Jenkins)
   You have some interesting powers. 
    Although you have no troops of your own, you will control two key buildings 
    each worth 20 points if no one else controls them (and they are worth ten 
    points each to you if they are destroyed, but not occupied, because you 
    control the technicians needed to repair them): The Radio Station and the 
    Telephone exchange.
   The Radio station allows you to broadcast news (or lies) you wish to reach 
    the public, or prevent broadcasts of news you do not want to go out.
   Control of the Telephone System gives you the power to listen in on any 
    "telephone" conversation between other players. The referee will explain 
    how this works to everyone.
   And you have Secret files on ___ other players, which contain secrets so 
    damning that if you reveal them, that player cannot win the game.  Of 
    course, he probably will then want to kill you... No one knows if these
    secrets are about them.  You can bluff as you wish.  If the player demands
    that you prove your claim, bring him or her to me and I will verify if you 
    really have the goods on him.  I will randomly determine who you have the 
    goods on before we start the game. 
   Get points for being part of the winning team (note that with 40 points for 
    your two buildings cannot win the game by yourelf, you need a partner that
    stays with you.)
   Start at the Telephone Exchange in the Min of Information

General of the Army

(original player: Mike Norman)
   Two tanks and 10 Airfix British Infantry figures (10 squads)
      Gets points for controlling key buildings (generally 10 points per 
      building) and surviving soldiers (1 pt each) and tanks (3 pts each)
      Starts at Army Base.  One soldier is located at each of the following
      key buildings as part of the tri-service guard: 
         Treasury, National Assembly, Presidential Palace
      The rest of the Army starts at the Army Base with the General.

General of the Airforce

(original player: Tony Ames)
   Two (unarmed) helicopters
      and 10 Airfix US Infantry (paratrooper) figures (squads)
      Gets points for controlling key buildings (generally 10 points per 
      building) and surviving paratrooper (1 pt each) and planes (3 pts each)
      Starts at AF HQ. One paratrooper is located at each of the following
      key buildings as part of the tri-service guard: 
         Treasury, National Assembly, Presidential Palace
      The rest of the Air Force starts at the Air Base with the General.
      It takes one turn to load up an aircraft before it can take off on 
      a mission, and one turn back on the ground after it gets back: One
      mission every three turns is the maximum rate it can be used.  
      Helicopters carry one squad, can land safely in any open area.

General of the Marines

(original player: Ross Maker)
   Three armored cars and 10 Airfix German infantry figures (squads)
      Gets points for controlling key buildings (generally 10 points per 
      building) and surviving Marines (1 pt each) and AC (2 pts each)
      Starts at Navy HQ.  One Marine is located at each of the following
      key buildings as part of the tri-service guard: 
         Treasury, National Assembly, Presidential Palace
      The rest of the Marine forces start at the Navy Base with the General

Head of the Secret Police

(original player: Jim Clark)
   4 (of 40) Airfix Civilians (agents, numbered 1-4); a pistol and a badge
      Gets points for arresting guerrillas, revolutionaries, and traitors
      and finding guerilla arms caches and other contraband, and for his 
      survivng agents (10 pts per).  Your agents are mixed in with other 
      players' people, and will move around in response to the orders from
      thiose players unless you give them other orders.  You can tell them 
      to do random searches/arrests of people in their square (they will 
      randomly pick one to search, and arrest them if they "look guilty" 
      Arrestees are taken to Secret Police HQ (an undisclosed location) 
      by car, and held for the rest of the game (or until you decide to 
      let them go). Searches/arrests will give away the agent identity 
      unless they are alone in the square with the target at the time.
      They can search buildings they are in, or arrest other players in 
      the same square.  You can act as an agent yourself if you want to, 
      but lose the power to listen in on other players conversations in 
      the turn you do it.
      You have the power to listen in on any "telephone" conversation 
      between other players. The referee will explain how this works to 
      everyone.
      Start in any location you want to.

Minister of the Treasury

(original player: ?)
   Has a LOT of Money in the Treasury.  Money he printed on the press
   in the basement of the Treasury just last night... it doesn't buy much 
   outside the country, but it spends OK in Banannia.  Gets points for 
   being part of the winning team.   Needs to play smart, since he is easy
   to kill and rob, and his money will become worthless if anyone opens 
   the vault and finds out there is no real money, gold, etc, to back it up,
   so he probably cannot just escape to another country and still win.
   Starts out at the Treasury building

Factory Owner (also owns radio station)

(original player: ?)
   Has real Money (foreign currency) for bribes, etc, though it is illegal
   for him to keep it  (he is supposed to turn it in to the Treasury)  
   He can recognize the Factory Workers Union (FWU) to get the support of 
   its leader (and workers) but if he does this, he must share his power 
   with the FWU leader and cannot score higher than him (i.e., cannot win 
   the game alone)
   Starts out at the factory or radio station.

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