Home
Site Map

About the Game
Calendar
The Mylantium Times

Game Rules
      Overview
      The Constitution
      Politics
      Economics
      Legislation
      Warfare
      Events
      Winning the Game       Sample Turn
The Republic
      Mylantium
      The Government
      Avalon
      Bicardia

Factions and Parties
      The Federalist Party
      The Whig Party
      Plutocrats
      Robber Barons
      Grangers
      Rednecks
      Snake Handlers
      Brass Hats
      Proles
      Bureaucrats

      Faction Overview
 

About the Game
The Republic of Mylantium is a web-based, play-by-email game of politics that is designed to mimic the motivations, strategies, and behaviors of interest groups in democratic politics. Each player takes the part of a special interest group (called a Faction) operating in a federalized republic not unlike the United States. Each Faction derives its electoral and financial assets from a specialized base and tries to strengthen that base by manipulating the activities of the federal governmen—electing congresses and presidents, enacting or blocking legislation, and collecting the social, political, and economic rewards of those policies.

Basic Concepts
The Republic itself is made up of Territories, each of which contains a particular number of economic or social units: cities, ports, temples, and villages. The number and proportion of these units determines the basic strength that each Faction has in that Territory. With this base, each Faction then competes for governmental representation.

The federal government has three branches: a bicameral Congress (made up of a Senate and a Chamber of Deputies) which proposes, debates, and enacts legislation; a Presidency, which controls the military and administers the republic's finances; and a Supreme Court, which interprets and adjudicates the rules. Factions vie for direct control of each of the branches.

Legislation alters each Faction's strengths (either directly or indirectly) by augmenting or diminishing their treasuries or by changing the number of cities, ports, etc., in each Territory. The President's financial and military decisions can bestow upon Factions temporary or lasting advantages. And in case of a dispute about the meaning of a piece of legislation, the Supreme Court can resolve that dispute to the advantage or detriment of one or more Factions.

Each Game Turn is divided into three Rounds: an Election Round, when the players elect and then organize control of the government for that turn; a Legislation Round, when the players pass Legislation and govern the Republic; and a Business Round, when players collect and spend any revenues they receive. Each game turn plays out over a 14-day period (see the Calendar). Most of these moves are made by delivering orders (such as votes) to the GM.

Winning: Players collect Victory Points based upon their performance in the various Rounds. It is also possible to overthrow the government in a Revolution if certain conditions are met. Any player who succeeds in a Revolution is the automatic winner; otherwise, the player with the most points at the end of 12 turns wins.

The Navigation Bars
The navigation bars at top and at left are common to each page and are designed to give quick access to each of the game's components. Under the Game Rules section you will find the specialized rules that describe how gameplay works, including a sample turn. Under The Republic and Factions and Parties you will find current stats and facts about the state of the Republic and player performance. And via the menu at the top you will find individual pages that show the government in action. Two important pages are maintained at the top. The Calendar keeps track of important dates: when votes have been scheduled and when player orders are due. And The Mylantium Times keeps player and spectator alike abreast of the latest political gossip and developments in the government.

Game Theory
For those keeping track of such things, the basic theory of the game derives from The Federalist Papers. Although each Faction in the game aspires to complete control of the governmental machinery, no one Faction is (or probably will become) strong enough to dominate. Hence, it must enter into coalitions with other Factions. The game is designed (crudely) to illustrate these dynamics.