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 -----------------------------------------------------------------------------
(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
(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.
(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.
(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
(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.
(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
(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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