Table of Contents

Orange or Lemon? - Game Mechanics

Each complete game turn represents one day of the sitting of the Convention. Each of the phases represents a period of up to six hours.

Turn Sequence

  1. Morning (i.e. before the Convention sits)
    1. Arriving/leaving Edinburgh
    2. Political campaigning: either
      • rabble rousing (at -10 to IRE score for newly generated mobs); or
      • diplomacy/lobbying Convention members.
    3. Setting guards (for those players with their own troops)
  2. Convention
    1. Players declare whether or not they are attending the Convention meeting
      • those not sitting treat this as a morning phase
    2. Convention receives news/petitions/correspondence
    3. Conduct business (for each item of business in turn)
      1. declare support for/against motion
      2. vote if required
      3. resolve next item of business
    4. Submit items for tomorrow's business to President
    5. President announces order of next day's business
    6. Reveal two NPC voting cards
  3. Evening
    • as morning phase (but no -ve to rabble rousing)
  4. Night
    1. remove all mobs
    2. return guards to garrisons/homes
    3. no other actions

Any player character not attending the Convention personally may treat that phase as if it were a second morning phase for them. However they may not vote or speak to the Convention.

The Convention

The vast majority of the convention votes are unplayed. The mechanism for dealing with this is a ten by five grid with the short axis showing relative strength of support for either faction (with the middle lane being undecided). The other axis is just to differentiate each of the pairs of cards that will be played.

Set up

There will be twenty playing cards that form ten matched pairs each with ten spots between both cards on the pair. There will be an even number of red spots and black spots so that the support for either faction is evenly balanced. The cards will be shuffled and played face down, two to a row in the neutral (middle) lane of the grid.

Player actions will allow them to either look at the card to determine its value or to move cards unseen between the support lanes.

Moving cards

Successful actions by a faction (or unsuccessful ones by the other faction) allow players to move an NPC voting card one place. The following rules apply:

Events that allow cards to be moved

Each of the events mentioned below allow one card to be moved.

These events usually allow more than one card to be moved.

Looking at cards

Cards can only be looked at when the player has spent the turn in the Convention lobbying members. This is done instead of moving a card.

Normal Voting

There are two types of vote. Normal voting is dealt with in this section. Votes to settle the King's status are dealt with in the next section.

When the president of the convention directs that a motion should be voted on then each faction leader states whether or not they support the motion. If both agree then the vote is mostly unanimous. Otherwise each player has a number of votes that they directly control in their briefing. The players tally these votes as they wish to play them.

NPC votes are counted as if each card pair is worth ten votes. The following rules should be used to calculate each lane's net vote:

The winner is the faction with the most votes.

Voting for the King

This is always the last vote of the Convention and it ends the game, except if it is tied.

In this vote all the cards are turned face up. The votes are tallied as follows:

Player Actions