Part 47: 19:45-23:47: Game Night
Chapter 47: 19:45-23:47: Game NightARIST: [Challenging: Success] Youre still standing in place by the phone, still bleeding, still crying. Are you even sad? Or just angry? Maybe both. Maybe neither.
We pop some pills and heal up the 3 Health and 4 Morale damage we took in that taxing conversation.
ARIST: [Challenging: Success] Youre struggling just to walk after what just happened. You need a distraction, something to re-set your mind and get your detective instincts back on track.
Perfect.
SUZERAINTY: THE BOARD GAME: The cover features a charming illustration depicting a mass of grinning labourers loading goods onto a ship while a richly dressed administrator oversees their work.
SUZERAINTY: THE BOARD GAME: The box has a nice haft to it. You hear the rattle of individual wooden tokens and feel their weight shifting back and forth
INLAND EMPIRE: [Medium: Success] What treasures wait in store for you?
SUZERAINTY: THE BOARD GAME: Theres a hiss as the lid slides off. Inside you find a thick, full-colour rulebook and more than a dozen pouches of various wooden components.
ARIST: [Medium: Success] See? Youre already feeling better.
SUZERAINTY: THE BOARD GAME: The colourful illustrations depict cheerful workers picking apricots, hauling marble sculptures out of crumbling temples, and harvesting a strange, magenta-leafed plant. Everyone is smiling.
SUZERAINTY: THE BOARD GAME: The instructions are opaque at first, and introduce many concepts youre not familiar with. Fortunately, there are many diagrams and examples throughout
SUZERAINTY: THE BOARD GAME: Thats where the suzerains vassals come in. The game features four vassal nations, each one home to an economically important resource Each turn the player collects resources from vassals where theyve placed worker. They may then rearrange their workers, fulfill contracts for coin and bonuses, or build structures back in Revachol
SUZERAINTY: THE BOARD GAME: Each cardboard token makes a satisfying *chhhk* as you pop it out. Soon a neat pile of cardboard tokens and counters has accumulated before you.
SUZERAINTY: THE BOARD GAME: In addition to the worker and building tokens used by each player, there are also several piles of colourful resource tokens, each representing one of the games four principal resources From the Empire of Safre: orange apricot tokens, From Ile Marat (the ancestral name of Iilmaraa): gray marble block tokens. From the Semenine Islands: white sacks of sugar tokens. And from Supramandi and Saramiriza: magenta tokens for unprocessed cocaine leaves.
SUZERAINTY: THE BOARD GAME: The lieutenant looks over the rulebook before he sees something that makes his eyes go wide Holy shit, the average playing time for this game is one to *six* hours Im not sure we can afford to set aside *that* kind of time for a *game*.
KIM KITSURAGI: Hmmm, I do feel like my thinking has become somewhat *rigid*. Maybe a little diversion to keep the mind limber is just whats in order
SUGGESTION: See? Hes doing the hard work himself. All he needed was a little nudge
SUZERAINTY: THE BOARD GAME: You explain the basic set up procedures to the lieutenant, who seems to be a quick study. You each take your bags of tokens and counters and unfold the board between you In the centre is the crown of Revachol. Radiating outward are her colourful vassals, each one supplying some raw material desired by the suzerain Apricots from Afre, archaeological treasures from Ile Marat, sugar from the Semenine Islands, and magenta cocaine from Supramundi and Saramizira Theres also a neat little log to keep track of your progress, in case you need to put the game away and return to it later
KIM KITSURAGI: The lieutenant goes first. He draws a contract card and moves several of his workers to the Safre territory of the board and the others to the Semenine Islands Alright, detective. Your turn.
SUZERAINTY: THE BOARD GAME: You have a few options available to you: Will you try to fulfill contracts right away or rearrange your workers to maximize production on future turns?
SUZERAINTY: THE BOARD GAME: You draw a contract card offering a number of coins in exchange for archaeological treasures You place all of your workers on the Ile Marat territory. On your next turn you produce six units of archaeological treasures and fulfill the contract for a handful of coins.
KIM KITSURAGI: Not bad, detective.
RHETORIC: [Easy: Success] But not good enough, the lieutenant seems to be saying.
KIM KITSURAGI: As he completes his own contract card, the lieutenant is rewarded with four coins and a round wooden token that he places in the centre of the board
KIM KITSURAGI: Come on, detective, dont be a spoil sport. Youll have plenty of chances to earn your own points.
KIM KITSURAGI: The lieutenant shrugs. There are some *paranoid* types who believe the Moralintern keeps detailed score sheets for everyone in the Reál Belt, but thats obviously nonsense Otherwise, no. There are no points, just your actions and the consequences of those actions.
KIM KITSURAGI: Thats just the way it is. The lieutenant doesnt seem to find much value in dwelling on the subject Now, I believe its your turn
SUZERAINTY: THE BOARD GAME: Glancing over the board, you see several possible strategies: Pressing more workers into service would increase your economic output and help you survive a possible conflict with the lieutenant, or you could ignore your labour supply and focus on fulfilling contracts for points and resources
RHETORIC: [Medium: Success] Those arent your *only* options. You could also show your workers how much you appreciate them by *investing* some of that wealth in them. After all, theyre the ones *producing* wealth for the suzerain.
KIM KITSURAGI: Thats up to you, detective. But remember, the objective of the game is to earn victory points for the suzerain
KIM KITSURAGI: Because the way you earn points is by pleasing the suzerain, and the player with the most points wins the game.
SUZERAINTY: THE BOARD GAME: Using your powers of persuasion you convince more workers to join your cause
KIM KITSURAGI: Take a look at the scoring table in the back The lieutenant turns to one of those appendices you skipped over earlier
KIM KITSURAGI: Yes, precisely.
RHETORIC: [Medium: Success] Nonsense. Remember what the lieutenant said? If points are arbitrary, who cares about *winning*? You should reject their system and just play how you want.
KIM KITSURAGI: Now its the lieutenants turn to respond. He moves aggressively onto the Safre territory. Soon his workers are producing asteady supply of extremely valuable *apricots*
SUZERAINTY: THE BOARD GAME: For several turns you struggle to respond to the lieutenants burgeoning apricot empire. Eventually you relocate the majority of your workers to Supramundi and Saramiriza, where they begin producing a bumper crop of cocaine tokens You draw a new contract card. According to the text, theres an aristocrat willing to trade a large supply of cocaine for a number of coins and access to a rare bonus: amplified music, worth *seven victory points*
SUZERAINTY: THE BOARD GAME: Well, the suzerain was looking for new markets for all the cocaine it was producing, and it settled on Safre
SUZERAINTY: THE BOARD GAME: Yes, you can. Its right there in the rules
AUTHORITY: Nows your chance. Show the lieutenant what happens when he patronizes you.
This is my Breath of the Wild. Lets do this.
KIM KITSURAGI: Hrm . The lieutenants face goes stony as you take your turn. He does not appreciate you getting all his workers addicted to cocaine
SUZERAINTY: THE BOARD GAME: With each passing turn you slowly bleed the lieutenant of coins as his own workers become less productive and more dependent on your magenta cocaine tokens.
ARIST: [Medium: Success] Please stop calling it that, you know its wrong.
KIM KITSURAGI: More or less, the lieutenant says, but hes thinking less about matters of historical wrongdoing than how to get out of the jam youve put him in Realizing victory is slipping away, the lieutenant launches a desperate gambit: *Protectionism*. By erecting tariffs on your cocaine he hopes to starve you out of the market at the risk of incurring the suzerains disfavour
SUZERAINTY: THE BOARD GAME: The endgame is upon you. Do you escalate the *trade war* with the lieutenant in hopes of crushing him with your economic might. Or do you ignore his aggression and focus on building the mighty *victory column* structure in Revachol herself? Alternatively, you could throw the whole game away by trying to build a *public education system* for the children of your workers
SUZERAINTY: THE BOARD GAME: Building the ultimate structure requires diligent economic planning, which you completely failed to do Rather than build a glorious monument to Revachols economic superiority, you have to settle for a handful of post offices and school for the blind.
KIM KITSURAGI: That might have helped, yes Now, lets tally up the scores, shall we?
SUZERAINTY: THE BOARD GAME: Computing the final scores is almost a game unto itself. You each spend an inordinate amount of time making stacks of coins, consulting tables, and struggling with basic addition and multiplication After double- and then triple-checking your maths, you have your final score Fifteen victory points. The suzerain will not be impressed.
KIM KITSURAGI: The lieutenant looks up from his tabulations. Ive got 26 points, he says, a barely contained smile breaking out across his face Dont be so glum, detective. Theres always next time. Figuratively, I mean. Theres no way we have time to play this game again Now, lets clean up and get back to work.
ARIST: [Challenging: Success] Fuck, that didnt help at all! Go read that Dick Mullen book, maybe thatll get you back into the copping mood.
DICK MULLEN AND THE MISTAKEN IDENTITY: The cover features a pastiche of different scenes. In the foreground, a man in a dark overcoat clutches a pistol to his chest. Rising up behind him are two silhouettes wrapped in a passionate embrace. The tagline reads: Detective Dick Mullen must prove his innocence after an old friend is murderedby someone who looks just like Dick Mullen! That seems to sum up the premise nicely.
ESPRIT DE CORPS: [Medium: Success] Needless to say it violates nearly every RCM regulation for a detective to investigate a murder in which he is a suspect.
DICK MULLEN AND THE MISTAKEN IDENTITY: The story opens with a knock at the door. Detective Dick Mullen is greeted by an old friend, Charlie Spillane, whos come to Mullen to ask a favour on this dark and cold night Spillane needs Mullen to drive him in from Vesper to a small town along the Insulindian coast. Despite his friends apparent agitation, Mullen does as hes asked, then returns home where he passes out drunk, as he does most nights
DICK MULLEN AND THE MISTAKEN IDENTITY: Two days later Mullen is arrested by the Vesper police and charged with the murder of Charlie Spillane. At his interrogation, Mullen learns that Charlie Spillane was shot in a bar in the very town Mullen dropped him off in, by a man matching *Mullens* description
DICK MULLEN AND THE MISTAKEN IDENTITY:Secrets are the currency of human relations.
DICK MULLEN AND THE MISTAKEN IDENTITY: Deneuve reveals that she was Spillanes lover, and that he was mixed up with a local amphetamine smuggling operation. As soon as Mullen begins pulling at strings, the whole conspiracy begins to unravel
DICK MULLEN AND THE MISTAKEN IDENTITY: Outwardly, the old police captain is a real law-and-order crypto-fascist, a barrel-chested man whos beaten his share of suspects to a pulp. But hes also dirty, and increasingly paranoid that someones going to expose his role in the drug ring
DICK MULLEN AND THE MISTAKEN IDENTITY: A typical privileged twat. In all likelihood, hes just in over his head. He does bear a personal grudge against Spillane, though, a former prosecutor who nearly brought down his fathers administration
DICK MULLEN AND THE MISTAKEN IDENTITY: Torvald the art collector is a strung-out mess. Frankly, its hard to imagine him holding a pistol steady enough to actually hit someone, let alone plug them three times in the chest the way old Spillane got did
DICK MULLEN AND THE MISTAKEN IDENTITY: One evening, Deanna Deneuve comes to Mullens hostel room in tears. The two of them drink half a bottle of vodka, and soon theyre seeking comfort in each others arms
ESPRIT DE CORPS: The mains a prosecutors nightmare. Solving a murder counts for nothing if all the evidence gets thrown out in court over police misconduct.
DICK MULLEN AND THE MISTAKEN IDENTITY: As the two lovers share a post-coital cigarette, Deanna Deneuve turns to Mullen and says, By the way, Dick, there was something else I meant to tell you
INLAND EMPIRE: [Medium: Success] I love you?
HAND/EYE COORDINATION: [Medium: Success] Always aim for the centre of mass?
KIM KITSURAGI: The lieutenant gives you a quizzical expression in return. You go back to the story.
DICK MULLEN AND THE MISTAKEN IDENTITY: Mullen trashes his blood-stained clothes and flees the hostel, knowing its only a matter of hours before the cops discover Deneuves body, if they havent been tipped off already
ESPRIT DE CORPS: [Medium: Success] Fleeing a crime scene, destroying evidence Even if Detective Mullen *didnt* commit the murder, he should be facing *years* behind bars.
AUTHORITY: [Medium: Success] Dick Mullen wont be sent to the clink for the sake of some *legal niceties*!
DICK MULLEN AND THE MISTAKEN IDENTITY: The heat is on! If Dick Mullen cant solve both murders before the cops catch up to him, hes going away for life
DICK MULLEN AND THE MISTAKEN IDENTITY: For a moment you cease to read the story on the page and see the book for what it is, a collection of brittle, cheaply printed pages, held together by glue made from the hooves of horses
DICK MULLEN AND THE MISTAKEN IDENTITY: Just make sure you dont lose him. Youll not find another like him
ESPRIT DE CORPS: [Medium: Success] Its true in more ways than you know.
DICK MULLEN AND THE MISTAKEN IDENTITY: What? That doesnt even make sense. Theres never a straight answer with you, is there? You just get hooked on random stupid notions and then repeat them every chance you get.
DICK MULLEN AND THE MISTAKEN IDENTITY: You begin furiously flipping through pages. Even as you know these books follow a series of well-worn tropes, you find yourself completely engrossed. Youre turning pages so fast you dont even notice the ancient spine coming unglued
REACTION SPEED: [Impossible: Failure] You try to grab the pages as they come loose but your fingers arent quick enough theyre gone.
(That passive Reaction Speed check may actually be literally impossible. You need a score of twenty to pass it)
KIM KITSURAGI: Too bad, detective. If its any consolation, the resolution is almost never very satisfying And on that note, perhaps we should get back to making sense of our own case?
ARIST: [Formidable: Success] Well fuck. That didnt work. Failing to unravel the tapestry of Dick Mullen has you in a worse mood than ever. Just go solve the case, I guess.