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Old 07-1-2013, 06:06 PM   #1
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Default TWG XCVII: The Flame War (Real Version)

The Flame Wars
======================


The townsfolk will have to fight against a trio of rogue arsonists threatening to destroy their town. (12 people)

Each night, every person will choose to travel to one house.

Roles
=====

Arsonists x2 - Each night, the arsonists will decide to take down one building with fire. For all intents and purposes, they will be considered to have "visited" that house for the night, but are immune to fire.
Roleblocker x1 - Blocks a player from their roles taking place. Roleblocked parties will be treated as if they were citizens. Note, this effects if both firemen and police are in a house, and the police get roleblocked. (fireman will re-gain his ability)
The roleblocker is counted to have visited houses with the Roleblocked Party.
roleblocker will flip as an Arsonist when lynched.

Police x2 - Each night, the police (as a pair) will choose one house to go to together. When day arrives, the police will receive a seer on one of the people in the house at random. However, if the house burns, then half of the police members left (rounded up) will die, and no list will be received. However, everyone else will escape alive due to the Police's actions.

Fireman x1 - Each night, the fireman will choose one house to visit. If the arsonists choose to burn that house:
If there are police: fireman is treated like a normal civilian, and police role activates
If there are no civilians: the house burns, and the fireman survives
IF there are no police, but civilians: the house burns, and fireman dies to let everyone else survive
Fireman will flip as a Townsfolk if lynched.

Townsfolk x6 - Each night, each townsfolk will choose any house to enter and stay over at. If the house burns down, then half of the humans (rounded down) will die. If there is only one townsfolk in the house and it burns, he/she will die. If the person doesn't send in a pm, they'll be randomly assigned a house

=====

No card flips for night deaths. Card flips for lynched people will happen though

Day phases work as normal, everyone votes to lynch, KitB scenarios happen.

If either: only Arsonists remain, or all the houses are burned down, the Arsonists win.
Once the Arsonists are eliminated, townsfolk win.

night start - first night and day 48 hours long, afterwards, 24 hours long each.
You can chat only in thread please unless you're a police/wolf

========================

PLAYERS LIST

1. j-rodd123
2. yo man im awesome
3. cedolad (burned Night 5 in Grocery Store)
4. Xiz (burned Night 3 in Shack)
5. James May
6. Viccica (Day 4 Lynch)
7. Netjet! (Day 1 Lynch)
8. dAnceguy117 (burned Night 4 in Bar)
9. Sage of the Forest (Day 2 Lynch)
10. Krauthammer (Day 3 Lynch)
11. Vendetta21
12. Tps222

========================

Library (Night 2)
Restaurant
Bar (Night 4)
Office
Grocery Store (Night 5)
Mansion
Hospital (Night 1)
School
Shack (Night 3)


========================

ROLE PMS HAVE BEEN SENT OUT

NIGHT 1 will end on July 3st at 7:00 PM EST
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Last edited by YoshL; 07-15-2013 at 08:27 PM..
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Old 07-1-2013, 06:08 PM   #2
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Default Re: TWG XCVII: The Flame War (Real Version)

First so jrod can't take it
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Old 07-1-2013, 06:10 PM   #3
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Default Re: TWG XCVII: The Flame War (Real Version)

second
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Old 07-1-2013, 06:10 PM   #4
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Default Re: TWG XCVII: The Flame War (Real Version)

still townie
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Old 07-1-2013, 06:12 PM   #5
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Default Re: TWG XCVII: The Flame War (Real Version)

y'all confusin'.

what's the deal with first damn
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Old 07-1-2013, 06:22 PM   #6
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Default Re: TWG XCVII: The Flame War (Real Version)

ZoshL, what happens if there are no civilians but there are police in a house the fireman enter?

If the roleblocker blocks one policeman does that make two of them become like regular civilians or just one? If one how does this work?
_____________________________

Noone should claim yet. Claim if we are going to lynch you and you're special of course.
Police shouldn't outiright claim when they get a red result from someone. Try to hint it first, if that fails claim!

Just some ground points.
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Old 07-1-2013, 06:31 PM   #7
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Default Re: TWG XCVII: The Flame War (Real Version)

Quote:
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ZoshL, what happens if there are no civilians but there are police in a house the fireman enter?

If the roleblocker blocks one policeman does that make two of them become like regular civilians or just one? If one how does this work?
A) then i guess police get to seer the fireman

B) Both will behave like regular citizens. Think of the police as like, linked
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Old 07-1-2013, 06:37 PM   #8
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Default Re: TWG XCVII: The Flame War (Real Version)

Quote:
Originally Posted by j-rodd123 View Post
still townie
nice continuation bet

j-rodd
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Old 07-1-2013, 06:44 PM   #9
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Default Re: TWG XCVII: The Flame War (Real Version)

This game is a night start game
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Only yours, for an easy price of $19.99! You too can experience the wonders of full motion rump sticking.
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Old 07-1-2013, 06:50 PM   #10
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Default Re: TWG XCVII: The Flame War (Real Version)

ouch, that's 2 games in a row i haven't read the rules and have paid the price
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Old 07-1-2013, 06:51 PM   #11
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Default Re: TWG XCVII: The Flame War (Real Version)

danceguy already wolfy
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Old 07-1-2013, 07:10 PM   #12
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Default Re: TWG XCVII: The Flame War (Real Version)

anxious to lynch someone dance?
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Old 07-1-2013, 07:12 PM   #13
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Default Re: TWG XCVII: The Flame War (Real Version)

ps: i think this is obligatory

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Old 07-1-2013, 08:08 PM   #14
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Default Re: TWG XCVII: The Flame War (Real Version)

great song. I dare someone to embed that (with autoplay) on every page
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Old 07-1-2013, 08:58 PM   #15
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Default Re: TWG XCVII: The Flame War (Real Version)

48 hour night and nothing to talk about. thread only communication is very pro wolf so don't think there's much to say really
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Old 07-1-2013, 09:16 PM   #16
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Default Re: TWG XCVII: The Flame War (Real Version)

I'm not sure if I actually missed it or not, but why was it that outside communication has been banned? Because I am not happy about that, and I'd love to know what was up.
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Old 07-1-2013, 09:21 PM   #17
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Default Re: TWG XCVII: The Flame War (Real Version)

wolves can speak freely outside of the thread, as well as the police.

Towns and the firemen are the only people who have to pertain to thread only communication. so we should be looking at the people who haven't posted yet, since they're probably on AIM or Skype trying to figure out a strategy whilst you guys sit here and complain.

First things first, we should (individually) figure out which house would be the least likely for the Arsonists to hit. We should try to spread out for awhile until we can start confirming who is what.

Nobody claim to anyone, until we we have solid evidence.
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Old 07-1-2013, 09:24 PM   #18
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Default Re: TWG XCVII: The Flame War (Real Version)

Quote:
Originally Posted by cedolad View Post
wolves can speak freely outside of the thread, as well as the police.

Towns and the firemen are the only people who have to pertain to thread only communication. so we should be looking at the people who haven't posted yet, since they're probably on AIM or Skype trying to figure out a strategy whilst you guys sit here and complain.

First things first, we should (individually) figure out which house would be the least likely for the Arsonists to hit. We should try to spread out for awhile until we can start confirming who is what.

Nobody claim to anyone, until we we have solid evidence.
ya the people who view the thread and dont post catch my eye. anyways the house least likely to hit seems like pure luck imo. and since there is no outside communication the only way to claim to one is to claim to the whole thread lol. and obv that shouldn't happen unless you are about to be lynched or you can offer valuable info through the claim
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Old 07-1-2013, 09:29 PM   #19
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Default Re: TWG XCVII: The Flame War (Real Version)

@YoshL

Quote:
Originally Posted by YoshL View Post
Arsonists x2 - Each night, the arsonists will decide to take down one building with fire. For all intents and purposes, they will be considered to have "visited" that house for the night, but are immune to fire.
does each Arsonist burn down 1 building per night? in other words, could 2 Arsonists burn down 2 buildings in total (per night)?

Quote:
Originally Posted by YoshL View Post
Police x2 - Each night, the police (as a pair) will choose one house to go to together. When day arrives, the police will receive a seer on one of the people in the house at random.
would the seer results return specific roles, including Fireman and Roleblocker? or would the results just show town/arsonist?

Quote:
Originally Posted by YoshL View Post
Day phases work as normal, everyone votes to lynch, KitB scenarios happen.
are phantoms on? would an instalynch prevent a player who hasn't voted from getting a phantom?

Quote:
Originally Posted by YoshL View Post
If either: only Arsonists remain, or all the houses are burned down, the Arsonists win.
Once the Arsonists are eliminated, townsfolk win.
if the two Arsonists are eliminated but the Roleblocker remains alive, would the town win by conditions?


sorry if these questions are dumb
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Old 07-1-2013, 09:30 PM   #20
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