Taiwan

YOU HAVE THE POWER OF INFLUENCE. You can call upon foreign aid for assistance.


Starting configuration for Taiwan

You start the game with five influence points.

On your turn, you may give any player one influence point to move one of that player’s pieces instead of one of your pieces. If that piece is captured before its owner’s next turn, you must give that player another influence point (if you have no more influence points, you skip your next turn).

Whenever any player has influence points, they may use Taiwan's special power. However, your own pieces are immune from being affected by Taiwan's power.

First appearance: as Mercenaries in 3rd Design Competition (nonfinalist, added to official rules by committee decision).
Creator: Alex Nisnevich
Tags: Interruption power 


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Comments

Adam (2008-04-13)

What the heck is a mercenary point? Is it something like an influence point...? Also, and this is just my opinion on the power itself, which you didn't ask for, but is this really an effective power? It seems like it doesn't really have much of an advantage since other players gain its power at an equal rate, and it also doesn't really evoke the real Taiwan. Taiwan is the ultimate manipulator, and it does not seem to become influenced by others. It just uses. Anyway, like I said, you didn't ask for my opinion on that, but I think it's potentially a very original and fun power, so I wanted to speak my mind. Back to boring comma checks... :(

The Donkey (2008-04-13)

Well, 5 points vs 0 for everyone else is a pretty strong advantage, since every point can be useful. But you're right, so now Taiwan is immune to its own power. Better?

John (2009-08-03)

Captured or destroyed before the players next turn.