User:Xenon dichloride/Nomarchy
The bells toll with an authoritarian melancholy as you climb the marble stairs to the pavilion. You breathe in the ashen air triumphantly, the miasma of death settling heavily into your lungs. The smog almost conceals the rows of crucifixes atop the distant hills. It's a shame your enemies won't have much of a view. You grip the podium and gaze across the ravaged faces of your audience. Your supporters, your former rivals, your subjects... they are now all united in the unease that bores deep pits into their faces. You can hardly wait for your dynasty to begin...
Each player has an integer-valued 'Tyranny' score associated with them, initially 0.
Royal proposals have X additional positive votes, where X is the tyranny of the nomarch.
A nomarch may veto up to 1 active standard proposal per phase. When they do so, increase their tyranny by 1. Until the next phase, no further standard proposals can be made by any player.
At any time, a player may make a coup proposal to overthrow the current nomarch. The proposal must outline the replacement nomarch(s), and any rule changes that would be enacted upon the success of the proposal. The coup proposal has X - N additional positive votes added to it (or negative votes if negative), where X is the total tyranny of the replacement nomarch(s) and N is the tyranny of the current nomarch.
Once per phase, each player may collect coin by stating their intent to do so in #game-actions. They then grant (or revoke if negative) themself 1d6 - X coins, where X is their tyranny.
Victory: The first player(s) to have at least 100 coins win. The cycle then ends.
But like how win?