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Total Members Voted: 12
Writing it [Taken] will reserve their turn for 5 + 2 * Round minutes, max 1 hour.
Unless I'm mistaken, or unless I'm late, or unless I'm saying something out of topic, everyone gets one revolt per game.
RevolutionAn alternative way of jumping into the game, if you have been defeated, or if there is no unclaimed land left, is by starting a revolution against another player. This immediately gives you an amount of the zones in that nation:First, count its zones. Divide by 5. Now choose the zones you want, starting from the border of the nation. All of them must be adjacent. A zone you've controlled earlier in the game counts as 1, a zone you haven't had counts as 2. You can pick zones until you hit the number you got after dividing by 5.You also gain all the square symbols in your new zones. Starting a revolution immediately starts a war against the nation you revolted from.A player may only revolt once pr. game. Starting a revolution can be an effective way of jumping into the game if you revolt against a large nation, but you will almost certainly need help from other nations in the war.
SurrenderingYou can also surrender to another player. You cannot start a new nation later in a game if you surrender, then you'll have to wait until a new game starts. If you surrender, you can only jump back into the game by starting a revolution against the player you surrendered to.You can also choose to let your nation be hijacked by barbarians, passing your nation on the the passive nation of Barbaria. If you choose to do that, you cannot join the same game later on by revolting, but instead you can found a nation on unclaimed (white) territory.Surrendering can also be used to pass on a nation to another player who hasn't had a nation in the current game. Any form of complete transfer of a nation to another player is considered surrendering according to the rules.