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Xiz
Day: 72 -> 48 -> 24
Night: 24 hours
Out Of Thread Talk: OFF
Instalynch: ON
Phantom: ON
Game Type: Anonymous
Deck: Corporations
[Inspired by c9++ mechanics]
Role PM's:
(Expecting 13-17 players. Will be balanced upon game start, players will know EXACTLY what roles are in the game by day start. Acquisitioner might gain seer immune OR 1shot vest if 17+ players.
Town: You are vanilla town, your vote is your power. You win when all threats are removed from town.
Cop: You are a cop. During the night, you can check the alignment of a player of your choice. It will come back as Anti-Town or Town. You win when all threats are removed from town.
Doctor: During the night, you can choose a CEO of your choice to save force media attention on. Your target will be immune to any attacks. You may not choose the same target twice in a row. You win when all threats are removed from town.
Vigilante: During the night, you can choose a CEO of your choice to be killed. You win when all threats are removed from town.
Blocker: During the night, you can choose a CEO of your choice to be blocked. You win when all threats are removed from town.
Wolf: You are a vanilla wolf. You win when you receive majority over town. Be wary! There is a chance that your alliance might be compromised. Discuss other companies in your private chat carefully.
Godfather: You are the godfather. You are immune to cop checks. Be wary! There is a chance that your alliance might be compromised. Discuss other companies in your private chat carefully.
Roleblocker: You are the roleblocker. During the night, you can choose a CEO to prevent any action from being executed on that player. Be wary! There is a chance that your alliance might be compromised. Discuss other companies in your private chat carefully.
Acquisitioner: You are the 3rd party Acquisitioner. During the night, you choose a company to take over, becoming their new CEO. This can be done to any player in the game, including wolves. Your previous company gets flipped in return. You win when you are the last one standing or achieve majority.
Gimmicks:
- It is discouraged to claim your name or make your identity known.
- Due to the possibility of the Acquisitioner infiltrating the wolves, the wolf chat will be in quick-topic. The wolves will know who their partners are only in PM. Posting names/roles in quick-topic is heavily discouraged. This is done to prevent the Acquisitioner from knowing who the wolf team is in case of infiltration.
- Medic can not save acquisition targets.
Power Role Hierarchy:
Medic
Acquisitioner
Wolf Kill
Ex 1: If both the Acquisitioner and the wolves target the same player, the acquisition will fail.
Ex 2: If both the Acquisitioner and the wolves target the same player WHILE there is a medic save, the acquisition will succeed.
Ex 3: If both the Acquisitioner and the Blocker target the same player, the acquisition will succeed.
Ex 4: If both the Acquisitioner and the Medic target the same player, the acquisition will succeed.
Ex 5: If both the Acquisitioner and the Vigilante target the same player, the acquisition will fail.
1 Wolf Roleblocker
1 Wolf Poisoner
1 Vanilla Wolf
1 Town Variable Cop
1 Town Poisoner
1 Town Healer
7 Vanilla Townies
Poisoners poison players at night. The names of poisoned players are announced at the start of the following day. If not healed, poisoned players die at the end of the day after the lynch.
The healer heals during the day, and has up to an hour before the end of each day to decide who to heal. The name of the healed player is announced in the thread as soon as I see it.
The variable cop is an alignment cop (Town/Antitown results) on even nights and a role cop (Vanilla/Poisoner/Healer/Roleblocker results) on odd nights, and gets a n0 peek on a random town player (this is the only thing that happens on n0). So on even nights they learn colors without roles, and on odd nights they learn roles without colors.
Game can be expanded to 17 if there is interest.
Setup credit to Top Tier Tom
1 Wolf Poisoner
1 Vanilla Wolf
1 Town Variable Cop
1 Town Poisoner
1 Town Healer
7 Vanilla Townies
Poisoners poison players at night. The names of poisoned players are announced at the start of the following day. If not healed, poisoned players die at the end of the day after the lynch.
The healer heals during the day, and has up to an hour before the end of each day to decide who to heal. The name of the healed player is announced in the thread as soon as I see it.
The variable cop is an alignment cop (Town/Antitown results) on even nights and a role cop (Vanilla/Poisoner/Healer/Roleblocker results) on odd nights, and gets a n0 peek on a random town player (this is the only thing that happens on n0). So on even nights they learn colors without roles, and on odd nights they learn roles without colors.
Game can be expanded to 17 if there is interest.
Setup credit to Top Tier Tom
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1. Wolf Fanatic- Does not know the other wolves. Wins when the wolves make a touchdown. Instead of sending a wolf PM with a player name, sends a PM containing Pump Fake, Flea Flicker, or Fake Punt.
2. Wolf Veteran- Does not know the wolf fanatic. Wins when the number of wolves is greater than or equal to the number of humans. Pass/Run votes count as 2.
3. Wolf Rookie- Does not know the wolf fanatic. Wins when the number of wolves is greater than or equal to the number of humans.
4. Seer- Each night, can send a PM containing a player name to learn that player's color. Wins when the wolves die.
5. Human- A generic human. Wins when the wolves die.
6. Human- A generic human. Wins when the wolves die.
7. Human- A generic human. Wins when the wolves die.
8. Human- A generic human. Wins when the wolves die.
9. The person who always dies first in horror movies- A generic human. Wins when the wolves die.
10. Miller- A generic human. Wins when the wolves die.
During each night phase each human chooses Linebacker, Safety, or DLine. Each wolf chooses Pass or Run.
If the number of Linebackers is greater than the number of Runs, the wolfing will not go through.
If the number of Safeties is greater than the number of Passes, the wolfing will not go through.
If the wolfing doesn't go through and there were 2 or more DLinemen, the identity of one of the wolves is revealed at random. If the Wolf Fanatic chose Fake Punt, the identity of the wolves is not revealed and instead the wolves gain 40 yards.
If a wolfing goes through, the wolves make 10 yards. If the play was a Pass, a Pump Fake triples to 30 yards. If the play was a Run, a Flea Flicker doubles to 20 yards. After 100 yards, the wolves get a touchdown.
2. Wolf Veteran- Does not know the wolf fanatic. Wins when the number of wolves is greater than or equal to the number of humans. Pass/Run votes count as 2.
3. Wolf Rookie- Does not know the wolf fanatic. Wins when the number of wolves is greater than or equal to the number of humans.
4. Seer- Each night, can send a PM containing a player name to learn that player's color. Wins when the wolves die.
5. Human- A generic human. Wins when the wolves die.
6. Human- A generic human. Wins when the wolves die.
7. Human- A generic human. Wins when the wolves die.
8. Human- A generic human. Wins when the wolves die.
9. The person who always dies first in horror movies- A generic human. Wins when the wolves die.
10. Miller- A generic human. Wins when the wolves die.
During each night phase each human chooses Linebacker, Safety, or DLine. Each wolf chooses Pass or Run.
If the number of Linebackers is greater than the number of Runs, the wolfing will not go through.
If the number of Safeties is greater than the number of Passes, the wolfing will not go through.
If the wolfing doesn't go through and there were 2 or more DLinemen, the identity of one of the wolves is revealed at random. If the Wolf Fanatic chose Fake Punt, the identity of the wolves is not revealed and instead the wolves gain 40 yards.
If a wolfing goes through, the wolves make 10 yards. If the play was a Pass, a Pump Fake triples to 30 yards. If the play was a Run, a Flea Flicker doubles to 20 yards. After 100 yards, the wolves get a touchdown.
Xiz
TWG CAPITALISM
Day: 72 -> 48 -> 24
Night: 24 hours
Out Of Thread Talk: OFF
Instalynch: ON
Phantom: ON
Game Type: Anonymous
Deck: Corporations
[Inspired by c9++ mechanics]
Role PM's:
(Expecting 13-17 players. Will be balanced upon game start, players will know EXACTLY what roles are in the game by day start. Acquisitioner might gain seer immune OR 1shot vest if 17+ players.
Town: You are vanilla town, your vote is your power. You win when all threats are removed from town.
Cop: You are a cop. During the night, you can check the alignment of a player of your choice. It will come back as Anti-Town or Town. You win when all threats are removed from town.
Doctor: During the night, you can choose a CEO of your choice to save force media attention on. Your target will be immune to any attacks. You may not choose the same target twice in a row. You win when all threats are removed from town.
Vigilante: During the night, you can choose a CEO of your choice to be killed. You win when all threats are removed from town.
Blocker: During the night, you can choose a CEO of your choice to be blocked. You win when all threats are removed from town.
Wolf: You are a vanilla wolf. You win when you receive majority over town. Be wary! There is a chance that your alliance might be compromised. Discuss other companies in your private chat carefully.
Godfather: You are the godfather. You are immune to cop checks. Be wary! There is a chance that your alliance might be compromised. Discuss other companies in your private chat carefully.
Roleblocker: You are the roleblocker. During the night, you can choose a CEO to prevent any action from being executed on that player. Be wary! There is a chance that your alliance might be compromised. Discuss other companies in your private chat carefully.
Acquisitioner: You are the 3rd party Acquisitioner. During the night, you choose a company to take over, becoming their new CEO. This can be done to any player in the game, including wolves. Your previous company gets flipped in return. You win when you are the last one standing or achieve majority.
Gimmicks:
- It is discouraged to claim your name or make your identity known.
- Due to the possibility of the Acquisitioner infiltrating the wolves, the wolf chat will be in quick-topic. The wolves will know who their partners are only in PM. Posting names/roles in quick-topic is heavily discouraged. This is done to prevent the Acquisitioner from knowing who the wolf team is in case of infiltration.
- Medic can not save acquisition targets.
Power Role Hierarchy:
Medic
Acquisitioner
Wolf Kill
Ex 1: If both the Acquisitioner and the wolves target the same player, the acquisition will fail.
Ex 2: If both the Acquisitioner and the wolves target the same player WHILE there is a medic save, the acquisition will succeed.
Ex 3: If both the Acquisitioner and the Blocker target the same player, the acquisition will succeed.
Ex 4: If both the Acquisitioner and the Medic target the same player, the acquisition will succeed.
Ex 5: If both the Acquisitioner and the Vigilante target the same player, the acquisition will fail.











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