Threads – The Ultimate Forum Strategy Game
Players: 6
Estimated Learning Curve: Very High
Objective: Be the first to achieve Dominion Victory by producing Threads of Power while managing Units, Influence, Wealth, Knowledge, and Sectors.
1. Player Sign-Up
Post below to claim your player slot. Maximum 6 players.
Player | Status |
---|---|
1. | Open |
2. | Open |
3. | Open |
4. | Open |
5. | Open |
6. | Open |
After all players sign up, the GM will assign starting resources and Sectors.
2. Starting Setup
Each player starts with the following resources:
Resource | Starting Value | Notes |
---|---|---|
Units | 5 | Used for conflicts, deploying to Sectors, or activating certain cards |
Influence | 2 | Determines political leverage and card efficiency |
Wealth | 3 | Used to pay maintenance, bribe, or buy cards |
Knowledge | 2 | Unlocks advanced cards and special actions |
Threads of Power | 0 | The ultimate resource; used to score Dominion Victory |
Sectors: Each player begins with 2 Sectors.
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Sectors produce resources based on Units and cards played.
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Sectors can be contested or temporarily blocked by opponents.
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GM will provide a starting Sector table.
3. Turn Structure
Each turn consists of 6 phases. All phases are mandatory and resolved by the GM. Players submit their moves via private message to the GM.
Phase 1: Resource Phase
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Units and Sectors produce resources.
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Formula for Threads of Power production:
Threads Produced = floor((Units × Knowledge) ÷ Influence) + Sector Bonuses
- Players may redistribute Units among their Sectors.
Phase 2: Card Draw Phase
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Each player draws 3 cards per turn.
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Card categories:
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Military (affects Units & Influence)
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Political (affects Influence & Threads)
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Economic (affects Wealth & Units)
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Scholarly (affects Knowledge & Threads)
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Special / Mixed (interacts with multiple resources)
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Cards may have activation conditions (e.g., Units ≥ 3, Influence ≥ 2).
Phase 3: Action Phase
Players submit all actions in secret:
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Deploy Units to Sectors
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Play cards
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Form alliances or sabotage others
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Trade resources (Wealth, Influence, Units, Knowledge)
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Research Threads (spend Knowledge + Units + Influence)
Important: Actions may interact with other players’ actions in complex ways.
Phase 4: Conflict Phase
- Conflicts over Sectors or resources are resolved using the following formula:
Conflict Strength = Units + Influence + Wealth Modifier ± Card Modifiers ± Alliance Bonuses
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The player with higher Conflict Strength wins.
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Loser loses Units, Influence, or other resources as dictated by the GM.
Phase 5: Thread Generation Phase
- Calculate Threads of Power:
Threads = floor((Units × Knowledge) ÷ Influence) + Sector & Card Bonuses
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Alliances or sabotage can modify the outcome.
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Threads are tracked individually per player.
Phase 6: Maintenance Phase
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Pay upkeep: Units cost 1 Wealth per 2 Units.
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Knowledge decays: Lose 1 Knowledge per turn unless protected by a card.
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Discard cards beyond hand limit (maximum hand size = 5).
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Check for elimination: Players with Units ≤ 0 or Wealth ≤ 0 must skip their next turn.
4. Alliances & Diplomacy
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Alliances are formal contracts between 2+ players.
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Alliance benefits: resource sharing, combined Threads, protection from attacks.
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Conditional rules:
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Breaking an alliance triggers delayed penalties (loss of Influence, Knowledge, or Threads next turn).
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Certain cards can modify alliances (strengthen, sabotage, or nullify).
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5. Victory Conditions
Dominion Victory:
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Obtain 10+ Threads of Power, AND
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Control at least 50% of your Sectors, AND
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Have Influence ≥ 50% of the current leader
Alternate Victory Paths (Optional):
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Military Dominance: Units ≥ total Units of all opponents
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Economic Supremacy: Wealth ≥ 2× any opponent
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Knowledge Ascendance: Knowledge ≥ total Units
All victory paths require careful multi-resource planning.
6. Resource Interactions (Advanced)
Interaction | Notes |
---|---|
Units × Knowledge → Threads | Core mechanic for long-term strategy |
Influence × Cards → Modifiers | Cards’ effects depend on Influence |
Wealth → Card Draw / Maintenance | Insufficient Wealth reduces card draws or causes decay |
Sectors → Resource Production | Each Sector has unique production depending on Units + Cards |
Alliances → Thread Multipliers | Threads produced may be boosted by allied Sectors and resource sharing |
7. Card Mechanics
Card Categories & Effects:
Category | Effect Example |
---|---|
Military | “Deploy 2 Units to any Sector; gain +1 Influence if you already have ≥3 Units there” |
Political | “Convert 2 Units into 1 Influence; opponents lose 1 Threads if Units < 3” |
Economic | “Spend 2 Wealth to gain 3 Units or 2 Influence” |
Scholarly | “Research Threads: Spend 1 Knowledge + 2 Units → gain Threads” |
Special | “Double the effect of any card played this turn; discard 1 card” |
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Activation conditions: Cards only function if prerequisites are met.
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Interactions: Some cards enhance or nullify others.
9. Posting Rules
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Players must submit all actions to the GM via private message.
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GM will post turn resolution with updated tables for Units, Influence, Wealth, Knowledge, Threads, and Sectors.
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Turn frequency: Every 2 days.
10. Starting Tables (Example)
Player | Units | Influence | Wealth | Knowledge | Threads |
---|---|---|---|---|---|
Ironstove | 5 | 2 | 3 | 2 | 0 |
Insom | 5 | 2 | 3 | 2 | 0 |
SOPHIE | 5 | 2 | 3 | 2 | 0 |
Dave | 5 | 2 | 3 | 2 | 0 |
Eve | 5 | 2 | 3 | 2 | 0 |
Frank | 5 | 2 | 3 | 2 | 0 |
Sector Table Example:
Sector | Player | Units | Wealth Produced | Knowledge Produced |
---|---|---|---|---|
S1 | Alice | 3 | 2 | 1 |
S2 | Alice | 2 | 1 | 1 |
S3 | Bob | 3 | 1 | 2 |
S4 | Bob | 2 | 1 | 1 |
Once all slots are filled, I will assign starting Sectors and deal your first set of cards.