Part of Rigged Capitals. When an
Emergency Meeting votes a player out, they don't
just vanish. They make one last forced move, and then they're out of the game.
- The result is announced to the whole table. Your role is not revealed until the game
ends.
- From this moment you count as gone for winning purposes, and you can't vote, be voted for,
or use abilities. Any ability request you had waiting is cancelled.
On your next turn, the game takes over the first step, and you make one final choice:
- Your reinforcements land on your capital. This turn's reinforcements (the normal award
for territories, groups and capitals; no card trade) are all placed on your capital. If you
hold no capital, they go on your strongest territory instead. All your other troops stay
where they are.
- You must move them out. You have 60 seconds to pick where the troops on that tile go:
- Fortify: if any of your territories is connected to that tile, you move every troop on
it but one to a territory of your choice.
- All-in attack: if there's nowhere to fortify to, you must attack the least-defended
enemy territory next to it, with everything on that tile. If several are tied for fewest troops, you
pick which. If you win, all your troops move in.
- Out of time? The game picks one of your choices at random.
- No move possible at all? You skip straight to step 3.
- You're eliminated.
There are no other phases on that turn: no other deploying, no free attacks, no extra moves.
- Your seat turns Neutral. It keeps all your territories and troops, but it never takes
another turn. Anyone can attack and take those territories. Your seat shows as
eliminated on the player list.
- You see the whole board, without fog, for the rest of the match.
- No social options: no chat, emotes, pacts or reactions.
- You can still win. If your side wins, you win with it.
A player who loses their last territory in a normal fight is eliminated as in any game. They
also count as gone for the win conditions.
See also: Votes · Rules & Roles · Rigged Capitals