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Scientology : The Board Game Time Risk Time Cube Drinking Game Memetic Domination Scientology : The Board Game(layout may not be ideal on bigger fonts)
Scientology : the board game For up to 4 players Equipment : A die, personal cards, S:TBG board, money (50$, 100$, and 1 000$ bills), piles of Tech Cards and Engram Cards, one counter for each player. Every player has three attributes : Money, Bridge-level, Ethics-Condition He can also hold Tech Cards, and must keep Engram Cards. Every player starts with 500$, one Tech Card (drawn randomly), the Bridge-level of TR, and the Ethics-Condition of Normal Operation. At the beginning : * Place all the money in its assigned corner. The person in charge of the money, keeping track of the Engram Squares and the Ethics-Conditions is called the Registrar (if no one does this, then the "Registrar" designates simply the corner). * Every player begins at the lower middle square - CREDIT LIMIT. * Shuffle the Tech Cards, distribute two to every player, and place the Tech Card deck in the middle and face down. * Place the Engram Cards in four piles, one for each engram, in the middle and face up. BRIDGE-LEVELS 1 - TR (Training Routines) 2 - ARC Straightwire 3 - Grades 0-IV 4 - New Era Dianetics 5 - Clear 6 - OT-1 7 - OT-2 8 - OT-3 ETHICS-CONDITIONS (from highest to lowest) Power Power Change Affluence Normal Operation Emergency Danger Non-Existence Liability Doubt Enemy Treason Confusion Winning A winner is determined either when he is the first to get to OT-3, or when everyone else has been SP-declared. SP-declared A player who has been SP-declared is out of the game. All his cards and money must be discarded. Any player can inflict an SP-declare on another player if the latter has no more money, or is in an Ethics- Condition of Confusion. The person declaring the SP-declare must say "I SP-declare you for the crime of having no money/being in a Condition of Confusion". The other way to have someone SP-declared is by a successful Comm Ev (Committee of Evidence). The ability to call Comm Evs is given by Tech Cards or during an RPF barter. Comm Ev When a Comm Ev is held on you, you can only be judged innocent if you : * Have an Ethics-Condition above Normal Operation. OR * Bribe the Registrar with 1 000$ OR * Agree to be downgraded by four Ethics-Conditions OR * Skip a turn and then go to the RPF OR * Play the PC Folder card. If you refuse to choose any of these options, you are automatically SP-declared. Turns At the beginning of a turn (unless the player must skip his turn), the player rolls the die and advances the number of squares indicated, clockwise. The player must then execute what the square says, if anything. * If the player lands on an Engram Square, he may decide to buy he engram. If he is afflicted of that engram, he may have to pay to its owner (if any). One cannot buy an engram already owned before paying up his own restimulation (if any). For the rules about engrams, see the section below. Then the player may use Tech Cards in his possession. The Tech Cards need not be played at once : one can hold on to them for as long as desired. A Tech Card that is played, discarded, sacrificed (and so on) must be put back at the bottom of the pile. The player to the left can now take his turn. Players may trade anything he has with anyone else at any time. Engrams There are four Engram Squares and four Engram Restimulation Squares. The engrams consist of : bastard, chicken, hubbard and story. The Engram Squares are : - Bastard. "Bastard" engram restimulated in all players. - Chicken. "Chicken" engram restimulated in all players. - Hubbard. "Hubbard" engram restimulated in all players. - Story. "Story" engram restimulated in all players. The Engram Restimulation Squares are : - You fall unconscious and someone hits you with an andiron while saying "Take it in, bastard !". Take a "bastard" Engram Card and place it face up in front of you. - Your mother-in-law knocks you out while her husband yells out "Where's my fried chicken, bitch ?". Take a "chicken" Engram Card and place it face up in front of you. - Stacy Brooks knocks you out with a protest sign while Bob Minton screams "Hubbard was a big fat idiot". Take a "hubbard" Engram Card and place it face up in front of you. - Your auditor punches you out while the Registrar tells you "Your Success Story has terrible grammar". Take a "story" Engram Card and place it face up in front of you. You may buy an Engram Square for 150$ if you land on an unclaimed one. You may buy claimed Engram Squares if you decide to pay higher (at your choice) than the present claimant. When buying an Engram Square this way, the price must be declared to all (in order to take notes). Buying an already-owned Engram Square must be done after paying for one's own restimulation, if any. Engram Restimulation When any player lands on an Engram Square already owned, all players who have the corresponding Engram Card are restimulated, and must pay 50$ to the owner (if the owner is also restimulated, he must pay 50$ to the Registrar). All restimulated Clears and above must roll the die. Players who roll a 1 must go directly to the RPF (do not collect 500$, do not draw any cards). Additionally, a player who is restimulated may sacrifice a Tech Card in his possession to discard the corresponding Engram Card (this is the only situation where one can do this). RPF When landing on the RPF square directly, treat it as an empty square. When landing on the RPF from a Rockslam, your turn ends here. On the next turn, you may try to get out of the RPF. There are two ways to accomplish this : * Roll a 6 on a die roll, and you are out of the RPF (only one roll allowed per turn). * Barter with all your fellow players to readmit you. They may demand from you any of the following : up to 150$. OR one Tech Card. OR one Engram Square. OR a look at all your Tech Cards. OR the right to call a Comm Ev against you. If you accept all the offers of your fellow players and pay them off, you are out of the RPF. When you get out of the RPF, go up two ethics conditions. You will now be able to roll the die on the next turn. TECH CARDS 4x - You use Fair Game policy appropriately by attacking a Scientology critic with a waffle maker. You are honoured ! Go up one Bridge-Level. 4x - While choking on your rice and beans, you suddently realize that you are mocking your reactive mind up. It all makes sense ! Sadly, you are also still a looney. Go up one Bridge-Level. 4x - The thetan of L. Ron Hubbard comes in your dream and reveals to you the secrets of the universe. When you wake up, you realize it was just another of these damn processes. Go up one Bridge-Level. 3x - You initiate a Hard Sell on someone to make him pay for useless courses. Get 250$ from a chosen player. 2x - Price of levels have abruptly risen by 10% ! All players pay 100$ to the Registrar. 2x - You are ordered by Management to go buy copies of Scientology's newest book to boost sales. One chosen player pays 100$ to the Registrar. 2x - The Sea Org cracks down on your org and pins your failure on a scapegoat. One chosen player goes down two Ethics-Conditions. 2x - You slip OT materials from the Internet in someone's suitcase. One chosen player goes down two Ethics-Conditions. 6x - Get out of the RPF free. Use this card when in the RPF to get out and start another turn immediately, then discard this card. 3x - You hear that a fellow player has started doubting the scriptures and is questioning other people about it. He/she must be stopped at all costs ! You can use this card to call a Comm Ev on anyone. 2x - You had a good auditing session today. Advance one square and play that square. 1x - PC Folders make good blackmail material, especially against people who are putting you on trial. Confidentiality ? Pshaw ! Hold on to this card. If an opponent declares a Comm Ev on you, it is nullified and a Comm Ev is declared on him instead. Then discard this card.
Time Risk![]() Time Risk For up to 4 players Time Risk is a cross between Time Cube and Risk. The objective is to conquer all four Sides (each Side having two squares to conquer). The board The board has 32 squares (of various shapes). The middle squares marked "C" are the Corner squares, which give their owner more armies to add at the end of his turn. The eight squares marked "S" are the Side squares. Occupying all eight Side squares means victory. Starting the game With 2 players, each player starts with 15 armies. With 3 players, each player starts with 10 armies. With 4 players, each player starts with 7 armies. Each player, in turn, places one army on any square that is : * Neither a Corner nor a Side square * Not occupied by an opponent Until all players have no more armies to place. How to win The first player with armies on all Side squares wins. All other players lost because they are educated stupid and evil, and cannot understand Time Risk. Turns A turn consists of four optional phases : * Battles You may use armies on one square to attack any adjacent square occupied by an enemy. You may also use battle cards here. * You may then use other cards. * Movement You may move any number of armies to and from any two adjacent squares that you occupy. * At end of turn, place more armies on any square you already own. With 2 players, the player gets 8 armies + number of Corners owned. With 3 players, the player gets 6 armies + number of Corners owned. With 4 players, the player gets 4 armies + number of Corners owned. * At any time, if armies of opposing players are located on the same square - due to previous alliance of playing a card - the battle must be resolved immediately. Battle The attacker and defender must roll dice until either one has no more armies, or the attacker disengages. Every roll must be done with one die vs one die except in the following cases : If one side involved has double the number of armies of the other side, then the former can throw two dice. If one side involved has triple the number of armies of the other side, then the former can throw three dice. Rolls can also be affected by battle cards. The winning side places one bonus army on the square conquered, and may move any number of its victorious armies to that square. The player also takes a card. Cards After being played, cards must be discarded at the bottom of the pile. - Battle Card - The Cubic God smiles on you. +1 on every die for an entire battle - Battle Card - Gene Ray is the wisest man on Earth. You may throw the dice again to get a better result. - You are cornered dark. Place a bonus army on any unmarked dark square - You are cornered light. Place a bonus army on any unmarked light square - You are one-corner face in four-corner head. If an opponent has all four Corners, swap the armies on one of your squares for those on one of his Corner squares.
Time Cube Drinking GameHow to play : read aloud the newest Gene updates on his web site, or read the web site when someone is new to "Gene Gene the Psychotic Machine". Scoring : Gene boasts of his superior intelligence or wisdom : take 1 sip. "Time Cube empowers wisdom" : take 1 sip. Calling someone evil, liars, a bastard, a jackass, or a nazi : take 1 sip. Bible and science are evil scams : take 1 sip. Students are gullible bastards : take 1 sip. "Time Cube", "Cubic", "Cubeless", or "Cubicism" : take 1 sip. Ranting about the NAACP : take 1 sip. Mind-control or enslavement : take 1 sip. "Truth" : take 1 sip. Ranting about his "debate" at MIT : take 2 sips at the end. "word god" or "word evil" or "word enslaves" or "word is counterfeit & fiction" : Shout "only your words, Gene", take 2 sips. He will give 10 000$ to anyone who disproves Time Cube, or all his other money challenges : Shout "right, Gene", take 2 sips. "Self is lowest form of humanity" : Shout "only you, Gene", take 2 sips. "4-24 simultaneous days", "4-day Earth", "4 simultaneous days" : mimic the arms of a clock going wild, take 2 sips. "You are personified pyramid" : take 3 sips. "You were educated stupid and evil" or variants : take 3 sips. "Humans are educated stupid" or variants : take 3 sips. Gene claims he has "absolute proof" : Shout "sure, Gene", take 3 sips. "four corners" or "four quadrant corners" or "four corner metamorphosis" : Shout "two plus two plus two make four !", take 4 sips. "1-corner face" : Shout "how many corners does the average head have, Gene ?", take 4 sips. "1-corner god" : Shout "how many corners does the average god have, Gene ?", take 4 sips. Proposing that killing educators, or forcing educators to teach Time Cube, is OK : Shout "bad Gene ! bad Gene !", finish your drink. Enjoining you to kill educators : Shout "bad Gene ! bad Gene !", take a drink. The "YOU" rant that starts at "YOU are the lowest form" : Chug all the way thru. The "media" rant that starts at "No media dares debate me" : Chug all the way thru.
Memetic DominationWHAT IS MEMETIC DOMINATION? An incredible new add-on to the best game ever - as heralded by PC Gamer and other magazines! "Memetic Domination" uses the Alpha Centauri engine to bring you another kind of world domination - a war of ideas. Your goal is now to make the whole world worship you! This is accomplished, not by destruction, but by the propagation of memes - units of ideas. Because of this, the "hit points" of units are now "belief points." When you "beat" another unit in memetic combat, the unit is "converted" to your cause. THE NEW FACTIONS The original seven factions have been replaced by fanatical religions bent on the complete memetic domination of Planet. They also have special units or unit abilities that can only be built by their particular faction. Here they are: Your own faction - named at your choice. You get one special unit
which represents you and your awesome power of charisma and conversion. You
are swift and deadly, but use yourself sparingly since you cannot be
replaced! Male or female icons available. You can also play another faction,
of course - in which case this faction is replaced by the Transcendents
(see below). The native mindworms (those little critters that come from the fungus and attack units and cities) have been replaced by the Men In Black. The MiB are secret governmental agents who roam around the map and tell people to "not say a word" about their newfound beliefs, effectively de-converting your people or land units. In case of drone riots, they can subvert a whole city, effectively snatching it from your control for their own nefarious purposes. THE TECHNOLOGY You have the same types of chassis and armor at your disposition, but not
the same weapons - you use propaganda tools instead. Amongst the weapons
available, you can discover and use: violence, threats, subliminal messages,
as well as various mind control techniques. This is only a glimpse of the new additions in Memetic Dominance. A whole new game for the Alpha Centauri fanatic, available for only $29.95 (USD) in all good computer stores! "PC Gaming Review said of this game: "Memetic Domination is the...greatest...game...in the history of gaming"."--The Society for Misleading Quotations "This game promotes violence, anti-religiousness and animal fornication. Any righteous citizen must boycott this infamy! Protest your local Egghead store." --Mickey Kirkland, leader of "Christians for Family Values" "This game could be popular and make lots of ca$h, if the GREYS from Mars don't get their hands on it first. We must FIGHT these aliens with our newfound free-energy technology to make the gaming world a better place. UN-altered SELLING and DISSEMINATION of this IMPORTANT game is ENCOURAGED." --Robert McElwaine, net.kook reviewer. "Sorry, we can't be bothered to play a stupid strategy game. We're too busy getting blasted on Quake Arena." --Super Action PC Gaming Bi-Monthly Playing Game Review By Franc. Last updated 07/2002 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||