I want to give potential hosts lots of time to come up with a game. So PM me your FINAL DRAFT of your game. (Work out the details in disco's other thread)
If it's not sent to me, then it's not in the official running. We need some formality to host voting and such.
I say about 1 or 2 days for entries, 1 or 2 days for voting, and then have player sign ups sometime after that.
The current games:
Fish's Extreme Dimensional Analysis Game
Okay, very simple game, with a twist, here goes:
This game will work very much like a normal game at first.
16 players, 3 wolves, 1 seer 1 guardian 1 master wolf. No cardflipping. Night posting is allowed.
When roles go out, you will receive a PM with two different roles. The first is your role for Dimension 1, and the second is your role for Dimension 2. Both are random, which means in one dimension, you could be playing for a different team than you play in the second dimension. Day sequence is as follows:
Dimension 1, Night 1
Dimension 1, Day 1
Dimension 2, Night 1
Dimension 2, Day 1
etc..
When you die in one dimension, you die in both dimension, so wolf kills will have to be more thought out and alliances will be trickier to make. Seering results reflect the dimension they are used in, as do all results (guarding)
WINNING:
If you're a wolf in one dimension, you have to get that dimension's wolf team to win in order to win at all. If you somehow win in the other dimension (unless you're a blue), it's a neutral-victory, so the dimension where you're a wolf takes priority. Other than that, winning is the same it always has been:
For humans: The dimension that kills their wolves first wins. The dimension in which a win takes place will be the dimension that your role is counted.
For wolves: basically the same thing unless it gets to the point where both wolf teams would've had an equal chance of winning, but since dimension 1 wolves go to go first, they had the advantage. In that situation, we'll have a stalemate/bonus day, which will be FULL of suprises.
SPECIFIC SITUATIONAL WINNING:
Dimension 1: Human
Dimension 2: Human
Alignment: Work to find wolves in both dimensions. Either dimension you rid of wolves first wins you the game.
Dimension 1: Human
Dimension 2: Blue
Alignment: Work to find wolves in both dimensions. Only dimension 2 will give you a "win," ridding the wolves in dimension 1 will give you a "neutral-victory."
Dimension 1: Human
Dimension 2: Wolf
Alignment: Work to find the wolves in dimension 1 if you must, but it is not your priority. You can only achieve victory if your wolf team in dimension 2 wins. If you decide to backstab your wolf-friends, you will only achieve "neutral-victory."
Dimension 1: Wolf
Dimension 2: Wolf
Alignment: Choose a dimension, either one will bring you a win if your wolf team wins.
Dimension 1: Wolf
Dimension 2: Blue
Alignment: This is where the decision is totally up to the person. You can achieve a full victory in either dimension, depending on which you decide to help. This kind of role could be useful against humans or wolves depending on who you were working with.
Obviously, in each of these situations, were the dimensions to be flipped, the same rules (also flipped) would apply.
REMEMBER, NO REVEALING YOUR ROLE IF YOU ARE A WOLF!! Even if you decide to betray the current dimension's wolf team, you can only hurt them by voting, and accusations. But, the following situation is allowed.
Fish (Wolf): I seered mead (Wolf) red.
Fojar (Human): Excellent, let's lynch him.
This does not reveal that you gained the knowledge that mead was a wolf from illicit means. Any human could just as easily said the same thing.
-Fish
16 players
2 Wolves
1 Brutal Wolf
1 Seer
1 Guardian
9 Humans
2 Thieves
TEAM EVIL:
2 Wolves
1 Brutal Wolf
WOLVES - Normal part of Team Evil. Determines kills with the others, tries to stay alive. Appears NOT HUMAN to the seer.
BRUTAL WOLF - The night after he is lynched, he may PM the name of one living player , who voted for lynching them the previous day, to the host. That player will be killed during the night IN ADDITION to the regular wolf kill. The Guardian cannot block this kill. Appears NOT HUMAN to the seer.
TEAM GOOD:
1 Seer
1 Guardian
9 Humans
SEER - Checks one person for ALIGNMENT each night. NOT ROLE. The Seer PMs the host with one player's name and IN THE MORNING, AS DAY STARTS gets a PM back with that person's alignment. Alignment is classified as either HUMAN or NOT HUMAN.
GUARDIAN - Each night the Guardian sends the host a PM with a person's name. This person is immune to ALL night actions (including being eaten by the wolves) for that night, EXCEPT FOR THE BRUTAL WOLF KILL. Appears HUMAN to the seer.
HUMANS - Meat bags. Appears HUMAN to the seer.
TEAM INITFORTHEMONEY:
2 Thieves
THIEVES - They DO NOT know each other's identities. Each night the thief can send me a PM with one of the following:
STEAL FROM XXXXX (where XXXXX is a living OR DEAD player's name) - This will steal ONE item from the selected living player. The item will switch hands in the morning, as day starts, and the thieved will now know who stole from them. In the event that the thieved has more than one item, a die roll will determine which ONE of the items the thief will acquire.
ROB THE LYNCHED - This will steal ALL items from whoever is lynched the following day. The items will be acquired AT THE END OF THE DAY, as night begins. Items that are usable at night WILL be usable the night they are acquired through this method.
IF BOTH THIEVES ATTEMPT THE SAME ACTION ON THE SAME PERSON, BOTH WILL FAIL. LOL FAIL.
In order for a thief to win the game, he has to FLEE TOWN with more items than the other thief. If only one thief flees town, he will be the winner. If neither thief flees town, they both lose. FLEEING TOWN takes place at night, by a PM to the host. A fleeing thief will appear as 'dead' the next morning, in addition to the normal kill. In the event that the number of items the thieves posses is equal, and they both FLEE TOWN, the tie-breaker will be the number of votes cast against them through the course of the game, with a lower number prevailing. The thieves will start the game with a little more knowledge about items than the rest of the players, and will start with one LUCKY CHARM.
Night talking is allowed.
Instalynch is on.
Phantoms will be conducted as normal.
ITEMS:
At the start of the game, some players will be told they have items. They will be given a flavor-text description of any item they start with, and at least a rough idea of what it does. Some items must be used to be effective, others are effective merely by having them. If an item must be used, using the item can be accomplished by PMing me and saying so. Item distribution will be semi-random; it will not be purely random as role assignment is, but some random elements will be present.
Players may PASS items at night. To do so, PM me and say "I pass the Grand Sceptre of Frobozz to (so-and-so)." A passed item may not be used that night. (And no, there is no Grand Sceptre of Frobozz. Or is there?) Players with a night action may still use their night action in addition to passing items.
Disadvantage of passing an item: if the wolves successfully kill the person receiving the item, they will steal the item passed!
Benefit of passing an item: the thieves cannot steal an item being passed UNLESS it is being passed from a wolf to another wolf. (If this happens, the thieves will steal the item if they steal from the recipient, not the passer. This prevents the wolves from thief-proofing their items, since they obviously don't have to worry about being eaten.)
Here's a sample item. This item IS in the game, in multiple quantities. (Both thieves start with one. Others may be present ...?)
LUCKY CHARM (?).
Possessing this item will allow you to successfully avoid being killed once. Once used the LUCKY CHARM, becomes ineffective but is still passed as normal.
NOTE - if a bodyguard is protecting you, and you hold a lucky charm, the charm's power will still fade if you are attacked, even though the attack would have failed anyway!
---
16 Players
---
12 Humans:
- 8 Regular Humans
- 1 Human Sage [blue]
- 2 Stone Seekers [blue]
- 1 Tracer [blue]
4 Wolves:
- 1 Wolf Sage
- 1 Thief
- 1 MasterWolf [green]
- 1 Regular Wolf
---
2 Items:
---
Pure Rune
Tainted Rune
---
Night Phase:
---
PMs are sent.
Thief attempt # 1
Sages distribute runes.
Thief attempt # 2
Item usage PMs are sent.
Runes are used.
Wolves kill
Beams
---
Day:
---
Sages get seer information.
Lynch
---
Item Descriptions:
Rules that apply to both the Pure Rune and the Tainted Rune:
Both runes have the exact same effects and abilities.
~ Destruction Ability: Vigi a player. You may choose yourself.
~ Protection Ability: Guard a player from any sort of death except lynch. You may choose yourself.
Pure Rune: Always spawns every night at the hands of the Human Sage.
Tainted Rune: Always spawns every night at the hands of the Wolf Sage. If a wolf who is NOT the Wolf Sage is in possession of the Tainted Rune the wolf will die.
General rules for any player with an item that has been given to him/her:
The player may choose to use the Destruction or Protection ability of the item. The item will always disappear after its use.
If the item is not used or distributed the item will disappear shedding a bright beam of light above the player’s house informing all others that this player had an item. The beam of light will be of the color of the player (green, blue, red), thus informing all players of the player’s possible roles (if more than one).
No player is able to physically see the difference between the Pure and Tainted Runes.
Role Descriptions:
Humans:
Human Sage: The Human Sage distributes the Pure Rune to a player for a seering. The Human Sage cannot use the Pure Rune. If the Human Sage receives the Tainted Rune from the Wolf Sage he will appear as BLUE to the Wolf Sage.
Tracer: If the Tracer receives and/or has a rune stolen s/he will immediately know the name(s) of the people who entered his house. However, he is unable to verify who did what. If theTracer receives a rune from a Sage he will appear as BLUE to the sage.
Stone Seekers: They have the ability to sense where the runes are after they have been distributed. One Stone Seeker will know where the Tainted Rune, while the other will know where the Pure Rune is. If given a rune by a sage, the sagewill see the Stone Seeker as BLUE.
Regular Humans: Normal meat. Nothing Special. If a human receives a rune they will appear as GREEN to the sage who distributed the rune.
Wolves:
Wolf Sage: The Wolf Sage distributes the Tainted Rune to a player for a seering. The Wolf Sage cannot use the Tainted Rune. If the Wolf Sage receives the Pure Rune from the Human Sage he will appear as RED to the Human Sage.
Thief: It is the thief’s main objective to take the Pure Rune from a player s/he suspects to have it. The thief will have two attempts (ON THE SAME HOUSE [JUST ONE PM]) to steal the rune: early at night and late at night. The thief will always forget on which attempt s/he stole the rune, if one is stolen. If the Thief receives the Pure Rune from the Human Sage he will appear as RED to the Human Sage.
MasterWolf: When given a Pure Rune, he will appear as GREEN to the Human Sage. The MasterWolf’s beam of light is also GREEN.
Regular Wolf: If given a Pure Rune, s/he will appear as RED to the Human Sage.
*Special Notes
This game has an extremely strong emphasis on the Night Phase activity and the time in which the special players and players with items send their PMs (if they choose to do so). So, be active and cautious.
NO CARDFLIPPING
NIGHT POSTING IS ALLOWED.
If it's not sent to me, then it's not in the official running. We need some formality to host voting and such.
I say about 1 or 2 days for entries, 1 or 2 days for voting, and then have player sign ups sometime after that.
The current games:
Fish's Extreme Dimensional Analysis Game
Okay, very simple game, with a twist, here goes:
This game will work very much like a normal game at first.
16 players, 3 wolves, 1 seer 1 guardian 1 master wolf. No cardflipping. Night posting is allowed.
When roles go out, you will receive a PM with two different roles. The first is your role for Dimension 1, and the second is your role for Dimension 2. Both are random, which means in one dimension, you could be playing for a different team than you play in the second dimension. Day sequence is as follows:
Dimension 1, Night 1
Dimension 1, Day 1
Dimension 2, Night 1
Dimension 2, Day 1
etc..
When you die in one dimension, you die in both dimension, so wolf kills will have to be more thought out and alliances will be trickier to make. Seering results reflect the dimension they are used in, as do all results (guarding)
WINNING:
If you're a wolf in one dimension, you have to get that dimension's wolf team to win in order to win at all. If you somehow win in the other dimension (unless you're a blue), it's a neutral-victory, so the dimension where you're a wolf takes priority. Other than that, winning is the same it always has been:
For humans: The dimension that kills their wolves first wins. The dimension in which a win takes place will be the dimension that your role is counted.
For wolves: basically the same thing unless it gets to the point where both wolf teams would've had an equal chance of winning, but since dimension 1 wolves go to go first, they had the advantage. In that situation, we'll have a stalemate/bonus day, which will be FULL of suprises.
SPECIFIC SITUATIONAL WINNING:
Dimension 1: Human
Dimension 2: Human
Alignment: Work to find wolves in both dimensions. Either dimension you rid of wolves first wins you the game.
Dimension 1: Human
Dimension 2: Blue
Alignment: Work to find wolves in both dimensions. Only dimension 2 will give you a "win," ridding the wolves in dimension 1 will give you a "neutral-victory."
Dimension 1: Human
Dimension 2: Wolf
Alignment: Work to find the wolves in dimension 1 if you must, but it is not your priority. You can only achieve victory if your wolf team in dimension 2 wins. If you decide to backstab your wolf-friends, you will only achieve "neutral-victory."
Dimension 1: Wolf
Dimension 2: Wolf
Alignment: Choose a dimension, either one will bring you a win if your wolf team wins.
Dimension 1: Wolf
Dimension 2: Blue
Alignment: This is where the decision is totally up to the person. You can achieve a full victory in either dimension, depending on which you decide to help. This kind of role could be useful against humans or wolves depending on who you were working with.
Obviously, in each of these situations, were the dimensions to be flipped, the same rules (also flipped) would apply.
REMEMBER, NO REVEALING YOUR ROLE IF YOU ARE A WOLF!! Even if you decide to betray the current dimension's wolf team, you can only hurt them by voting, and accusations. But, the following situation is allowed.
Fish (Wolf): I seered mead (Wolf) red.
Fojar (Human): Excellent, let's lynch him.
This does not reveal that you gained the knowledge that mead was a wolf from illicit means. Any human could just as easily said the same thing.
-Fish
Disco's TWG: XLIV
16 players
2 Wolves
1 Brutal Wolf
1 Seer
1 Guardian
9 Humans
2 Thieves
TEAM EVIL:
2 Wolves
1 Brutal Wolf
WOLVES - Normal part of Team Evil. Determines kills with the others, tries to stay alive. Appears NOT HUMAN to the seer.
BRUTAL WOLF - The night after he is lynched, he may PM the name of one living player , who voted for lynching them the previous day, to the host. That player will be killed during the night IN ADDITION to the regular wolf kill. The Guardian cannot block this kill. Appears NOT HUMAN to the seer.
TEAM GOOD:
1 Seer
1 Guardian
9 Humans
SEER - Checks one person for ALIGNMENT each night. NOT ROLE. The Seer PMs the host with one player's name and IN THE MORNING, AS DAY STARTS gets a PM back with that person's alignment. Alignment is classified as either HUMAN or NOT HUMAN.
GUARDIAN - Each night the Guardian sends the host a PM with a person's name. This person is immune to ALL night actions (including being eaten by the wolves) for that night, EXCEPT FOR THE BRUTAL WOLF KILL. Appears HUMAN to the seer.
HUMANS - Meat bags. Appears HUMAN to the seer.
TEAM INITFORTHEMONEY:
2 Thieves
THIEVES - They DO NOT know each other's identities. Each night the thief can send me a PM with one of the following:
STEAL FROM XXXXX (where XXXXX is a living OR DEAD player's name) - This will steal ONE item from the selected living player. The item will switch hands in the morning, as day starts, and the thieved will now know who stole from them. In the event that the thieved has more than one item, a die roll will determine which ONE of the items the thief will acquire.
ROB THE LYNCHED - This will steal ALL items from whoever is lynched the following day. The items will be acquired AT THE END OF THE DAY, as night begins. Items that are usable at night WILL be usable the night they are acquired through this method.
IF BOTH THIEVES ATTEMPT THE SAME ACTION ON THE SAME PERSON, BOTH WILL FAIL. LOL FAIL.
In order for a thief to win the game, he has to FLEE TOWN with more items than the other thief. If only one thief flees town, he will be the winner. If neither thief flees town, they both lose. FLEEING TOWN takes place at night, by a PM to the host. A fleeing thief will appear as 'dead' the next morning, in addition to the normal kill. In the event that the number of items the thieves posses is equal, and they both FLEE TOWN, the tie-breaker will be the number of votes cast against them through the course of the game, with a lower number prevailing. The thieves will start the game with a little more knowledge about items than the rest of the players, and will start with one LUCKY CHARM.
Night talking is allowed.
Instalynch is on.
Phantoms will be conducted as normal.
ITEMS:
At the start of the game, some players will be told they have items. They will be given a flavor-text description of any item they start with, and at least a rough idea of what it does. Some items must be used to be effective, others are effective merely by having them. If an item must be used, using the item can be accomplished by PMing me and saying so. Item distribution will be semi-random; it will not be purely random as role assignment is, but some random elements will be present.
Players may PASS items at night. To do so, PM me and say "I pass the Grand Sceptre of Frobozz to (so-and-so)." A passed item may not be used that night. (And no, there is no Grand Sceptre of Frobozz. Or is there?) Players with a night action may still use their night action in addition to passing items.
Disadvantage of passing an item: if the wolves successfully kill the person receiving the item, they will steal the item passed!
Benefit of passing an item: the thieves cannot steal an item being passed UNLESS it is being passed from a wolf to another wolf. (If this happens, the thieves will steal the item if they steal from the recipient, not the passer. This prevents the wolves from thief-proofing their items, since they obviously don't have to worry about being eaten.)
Here's a sample item. This item IS in the game, in multiple quantities. (Both thieves start with one. Others may be present ...?)
LUCKY CHARM (?).
Possessing this item will allow you to successfully avoid being killed once. Once used the LUCKY CHARM, becomes ineffective but is still passed as normal.
NOTE - if a bodyguard is protecting you, and you hold a lucky charm, the charm's power will still fade if you are attacked, even though the attack would have failed anyway!
Fiction's twg: Runes, etc
16 Players
---
12 Humans:
- 8 Regular Humans
- 1 Human Sage [blue]
- 2 Stone Seekers [blue]
- 1 Tracer [blue]
4 Wolves:
- 1 Wolf Sage
- 1 Thief
- 1 MasterWolf [green]
- 1 Regular Wolf
---
2 Items:
---
Pure Rune
Tainted Rune
---
Night Phase:
---
PMs are sent.
Thief attempt # 1
Sages distribute runes.
Thief attempt # 2
Item usage PMs are sent.
Runes are used.
Wolves kill
Beams
---
Day:
---
Sages get seer information.
Lynch
---
Item Descriptions:
Rules that apply to both the Pure Rune and the Tainted Rune:
Both runes have the exact same effects and abilities.
~ Destruction Ability: Vigi a player. You may choose yourself.
~ Protection Ability: Guard a player from any sort of death except lynch. You may choose yourself.
Pure Rune: Always spawns every night at the hands of the Human Sage.
Tainted Rune: Always spawns every night at the hands of the Wolf Sage. If a wolf who is NOT the Wolf Sage is in possession of the Tainted Rune the wolf will die.
General rules for any player with an item that has been given to him/her:
The player may choose to use the Destruction or Protection ability of the item. The item will always disappear after its use.
If the item is not used or distributed the item will disappear shedding a bright beam of light above the player’s house informing all others that this player had an item. The beam of light will be of the color of the player (green, blue, red), thus informing all players of the player’s possible roles (if more than one).
No player is able to physically see the difference between the Pure and Tainted Runes.
Role Descriptions:
Humans:
Human Sage: The Human Sage distributes the Pure Rune to a player for a seering. The Human Sage cannot use the Pure Rune. If the Human Sage receives the Tainted Rune from the Wolf Sage he will appear as BLUE to the Wolf Sage.
Tracer: If the Tracer receives and/or has a rune stolen s/he will immediately know the name(s) of the people who entered his house. However, he is unable to verify who did what. If theTracer receives a rune from a Sage he will appear as BLUE to the sage.
Stone Seekers: They have the ability to sense where the runes are after they have been distributed. One Stone Seeker will know where the Tainted Rune, while the other will know where the Pure Rune is. If given a rune by a sage, the sagewill see the Stone Seeker as BLUE.
Regular Humans: Normal meat. Nothing Special. If a human receives a rune they will appear as GREEN to the sage who distributed the rune.
Wolves:
Wolf Sage: The Wolf Sage distributes the Tainted Rune to a player for a seering. The Wolf Sage cannot use the Tainted Rune. If the Wolf Sage receives the Pure Rune from the Human Sage he will appear as RED to the Human Sage.
Thief: It is the thief’s main objective to take the Pure Rune from a player s/he suspects to have it. The thief will have two attempts (ON THE SAME HOUSE [JUST ONE PM]) to steal the rune: early at night and late at night. The thief will always forget on which attempt s/he stole the rune, if one is stolen. If the Thief receives the Pure Rune from the Human Sage he will appear as RED to the Human Sage.
MasterWolf: When given a Pure Rune, he will appear as GREEN to the Human Sage. The MasterWolf’s beam of light is also GREEN.
Regular Wolf: If given a Pure Rune, s/he will appear as RED to the Human Sage.
*Special Notes
This game has an extremely strong emphasis on the Night Phase activity and the time in which the special players and players with items send their PMs (if they choose to do so). So, be active and cautious.
NO CARDFLIPPING
NIGHT POSTING IS ALLOWED.






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