It's at the opposite end of the spectrum from Duel. Where Duel is high on strategy and tactics, but with zero diplomacy/e-mailing, Ultra is VERY high on diplomacy. "Ultra" is short for "Ultra-diplomacy" -- more diplomacy needed than in Standard or Advanced WOK, I think!
It's open to anyone who's played a bit and got the hang of Standard WOK. It's not just for the lobos/LBGC'ers. It would be nice to have a mix. But it would fall apart a bit for the other 5 if someone went AWOL (more so than in a Standard game), so only sign up if you'll stick with it to the end, pls? My best guess is that it should last only about 10 turns.
The idea is:
1) Victory Condition: Each of the six players has two of the other players as their secret targets. You win as soon as your two secret targets are ripped (by anybody).
2) This means that you don't have to end up as the strongest -- you can put your all into that second rip you need, and win even if it weakens you massively.
3) It also means that the game is short and intense -- it is probably over as soon as 2 players are ripped, because somebody probably had those two as their "targets".
4) This means you have to be very wary -- you want your targets to be weakened, but you DON'T want your non-targets to become weak and vulnerable to a rip. After all, if a non-target of yours gets ripped, and somebody therefore wins the game, you've lost the game just as much as the ripped player has ... Yes, this means you might be trying to help preserve a player who secretly has YOU as his target ... Fun, huh?!
5) So you'll be trying to preserve some players, to avoid somebody else winning, whilst trying to kill off your own targets.
6) You'll be trying to kill off your own 2 targets, and yet keeping an eye open for the two who want YOU dead, as opposed to the 3 who want to keep you alive, because you are not their target, but somebody else's ...
7) Everybody has 2 players coming for them. Which also means that you have an ally who wants to kill off player D just as much as you do -- if you can spot who that ally is! If you succeed, you have each killed off one target -- but you won't both be going for the same second target ... so you'll need a different plan or alliance for your second target.
8 ) At any given time, two of you want player C dead, and 3 of you don't. Two people want YOU dead, and 3 don't. But who is who??
9) An extra twist: you each start off with one piece of info: of the two people who are targeting YOU: one of them is one of the players YOU are targetting (but you don't know which), and one of them is one of the other 3 (but you don't know which). OK, diplomatise your way through that!! You might need to ally with B to take out C, even though there is a 50/50 chance that B then wants YOU dead for the win ...
This makes the concept of Naps a bit tricky. In "Ultra", you can't regard them as unbreakable. Otherwise, it would be a dead giveaway when you refused a nap with someone, that you therefore must be after them as one of your targets. So, in Ultra, naps are not unbreakable. In fact, let's avoid the terms nap and nap-breaker, and call them "deals". You can make any kind of deal you want, but they are breakable -- they HAVE to be, or you couldn't take out your target without revealing who your target is beforehand.
It looks tricky to get a 6-way-even start-map. I'm working on it. So far, I think that Original works well, with the 6 players in a rough circle, probably provs #05, 58, 49, 44, 34, 15, and with provs #01, 53, 51, 19 out-of-bounds.
As to who gets what targets, I have 4 of the finest minds working on a program: Forktongue, Kestrel, Wheldrake and Tomahawk, who were discussing it with me at my place last Sunday.
Anyway, who wants to try this devious, diplomacy-heavy version?? I was thinking of 5-day turns. If you want to join in, pls e-mail me (bobroscow@gmail.com) rather than post on this thread, since I don't always check the forums.
Should be a fun experiment?

Han