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Old 08-20-2014, 09:56 AM   #1
DarkManticoreX2
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Default jTWG LXVII: Game Voting thread

Here is a list of games that I think would be good jTWG games.

Please only vote for a game if you have played less then 10 TWG/jTWG games. Once you have voted, you are not allowed to change your vote, so vote wisely!




jTWG LXVII: 0rbs of power

This game will be for 13 players. It will contain the following:

Items: 3 0rbs
The center of this game will revolve around three items:
A Vigi 0rb: kills a player
A Seer 0rb: check a player for alignment (red/blue/green results)
A Wizard 0rb: Prevents a role/action from occuring.

Please note that these items are randomly distributed during night 1. When an Orb is used, it dissappears until all the remaining orbs are used. Once all three of the orbs have been used, the orbs will replentish and randomy re-distribute themselves during the following night phase.

Orbs may not be passed between players.

Team Human (10 players)
As the majority, your goal is to organize and overcome the lack of knowledge you start out with to capture the wolves.

A Tracker: The Tracker will receive a pm at the end of each night telling him who had an orb during the night phase. He will not be told if the orb was used or not.

9 Humans
Regular Humans are the heart and soul of a TWG game. They don't have any special powers but their own deductive reasoning skills, however they are the center of the game because they are the most populace group. The Wolves will need to whittle down the human group in an attempt to outnumber them and win dominance over the town.

Team Werewolf (3 players)
As the minority, you have the early advantage. All wolves know each other at the start of the game. Your goal is to keep the humans in the dark to your identity.

3 Wolves
The Wolves are the basic members of team werewolf. Other then participating in the nightly kill they have no additional abilities. They will return "wolf" to a seer.
--------------------------------------------------------------

ADDITIONAL RULES
Cardflipping will continue to be on.
In thread conversations only.
Orbs may only be used during the night phase.


Setup
- The setup is determined by randomly selecting a row or column from a 3x3 square:
Code:
	        A	                    B                 C
1	Town Jailkeeper	               Vanilla Townie  	Mafia Goon
2	Mafia Roleblocker  	       Town Cop	        Town Doctor
3	1-shot Bulletproof Townie      Mafia Goon	Town Tracker
The remaining 6 roles are filled with 5 Town and 1 Mafia, thus making it 7 Town and 2 Mafia.

Rules:
- Day Start
- Night Talk: On
- In-Thread Talk Only
- The Roleblocker may submit BOTH a night kill and a roleblock.
- The Bulletproof Townie's bulletproof cannot be roleblocked.
- Day Lengths will become progressively shorter i.e. Day 1 72hrs / Day 3 48hrs / Day 5 24hrs.
- Night Length will be 24hrs.




Idea provided by T-Force.
I made a few edit to this to better fit jTWG.

Day Start
Cardflipping
72 Hour Day Phases, 24 hour night phases. Insalynch is on.
Out of thread comminication off.
----Wolf nightchat exception

Quote:
Originally Posted by T-Force
Majora's Wrath

10 town / 3 wolves

Roles:
Link / Seer: The good ol' Hero of Time. Using the Lens of Truth, Link can seer one player a night of their choosing. Seered players come back blue (power Human), green (Human), or red (wolfos!!).
2 Bombers / Masons: This gang of kids know who each other are.
7 Villagers: Just keep doing your daily thing, town member. The moon's not going to fall. Not at all.

Skull Kid / Roleblocker Wolf: As if causing trouble in Termina wasn't enough, the Skull Kid uses the mask once a night to prevent someone's night action from occuring.
Tatl / Wolf: Tatl appears to help Link on his quest, but what are the true intentions of this friend of Skull Kid's?
Tael / Wolf: The other sidekick to the Skull Kid. Bring the moon down!




Any additional ideas for games? Let me know!


(1) - Orbs - Choof
(0) - Matrix 6
(0) - Majora's Wrath
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Last edited by DarkManticoreX2; 08-21-2014 at 01:49 PM..
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