Okay, now on to the part that made me realize my game mechanics are unworkable and has made me re-configure them. Again I hope this doesn't screw up anyone's plans too much, but the bottom line is that alliances are being made simpler and a bit less effective.<br/><br/>Basically the change is that now everyone still tracks influence and minions as individuals, and the perks of an alliance are limited to control, and bonuses to minion rolls in that area. I know this is a bit of a 'nerf' to alliances, but it quickly became clear that I wouldn't be able to actually track minions earned by alliances or NPCs earned by alliances effectively. Also, a player can be a member of only one alliance.<br/><br/>ALSO I'm deciding that if someone wants to use their influence in a zone to throw behind someone else's claim, they can just do that as a free action without making a formal alliance. So, for example, if two Aspirants were neck and neck for control in a district, a third could play kingmaker if they wished.<br/><br/>The new rules are below.<br/><br/><hr/><br/><strong>Working Together</strong><br/><br/>Unofficially, you may always choose to work with anyone to whatever degree you wish. For example, one player may agree to leave the Docks alone in exchange for another leaving the Marketplace to them. This sort of agreement is not enforced by the GM, simply a handshake between two players.<br/><br/>On any turn, a player may decide to have their influence in a district assist another player rather than themselves. To do this, simply let the GM know. This could be handy for those who have the ability to determine who is in charge, but unable to take control themselves.<br/><br/><br/><strong>Alliances</strong><br/><br/>It is possible to form an official alliance with another player or group of players. To do this, all members of the alliance must PM the GM and inform her that they wish to do so. This is a free action and not taken in place of any other actions, but all involved must confirm it is their intent! A player can be a member of only one official alliance.<br/><br/>When allied, all members still track influence, minions, and most other perks in a District as individuals.<br/><br/>However, the total of their influence in each zone will be counted for control, and the bonus given to minion rolls by any member of the alliance in that district.<br/><br/>When allied your minions are also considered on the same team and you cannot take hostile actions against each other, including suppressing other members of the alliance.<br/><br/>An official alliance means that your forces are joined as one entity. Your influence now ads together, your minions are considered on the same team, etc. An alliance can win the game just like any individual can, the game will end if that alliance has control of the palace for three turns in a row, and then the alliance collectively will control Hexville.<br/><br/>If a member leaves an alliance, they take their influence with them.<br/><br/>An alliance forming, or a person leaving an alliance, is always the LAST action processed in resolving a turn.