Post by Pleonast on Jun 11, 2008 13:07:16 GMT -8
Conspiracy 2: The Cabal Strikes Back!
Rules
Set Up
This edition of Conspiracy has been formulated for 15, 20, 25, or 30 players. Please express your interest in this thread before Thursday noon (PT) 11 Jun 2008. I will use as many players as possible. If more players express an interest than I have room for, I will randomly select from among those who are interested. For example, if 23 people are interested, I will randomly choose 20 players.
This will be a fast-paced game. To participate, you must be a member of the SDMB and be able to receive SDMB PMs. Important note: there will be absolutely no substitutions. Please don't sign up to play if you can't make a commitment.
Gameplay
The game is divided into Day and Night phases. Players may post freely both Day and Night. There are no restrictions on what may be posted (except for no editing, and do not violate SDMB rules): feel free to discuss strategy and "quote" the moderator at any time, Day or Night.
Days are from Friday noon (PT) to Wednesday noon (PT). The time for the Day will not be altered for outages or any other reason. Each Day every player must vote for one player to be lynched, or to vote for "no lynch". At the end of the Day, the player with the most votes will be lynched. If there is a tie for the most votes or "no lynch" has the most, then no lynch will occur. To make a vote, use the following format:
Vote Pleonast
The vote must be bold and blue and on a line by itself. Use the vb code {b}{color=blue}Vote Pleonast{/color}{/b}. Failure to use this format will result in your "vote" not counting. Votes must be made strictly before 12:00noon (PT) on Wednesday according to the SDMB clock.
Each player may have only one active vote. By voting for another player, you are implicitly revoking your vote on the previous player. To explicitly remove a vote use the format:
Unvote Pleonast
The vote removal must be bold and red and on a line by itself. Use the vb code {b}{color=red}Unvote Pleonast{/color}{/b}. Failure to use this format will result in your "unvote" not counting. Note, that you don't need to unvote if you simply want to change your vote--a new vote is enough. Unvotes must be made strictly before 12:00noon (PT) on Wednesday according to the SDMB clock.
Players with Day powers must notify me before 12:00noon (PT) on Wednesday, or forfeit the use of their power for that Day.
Nights are from Wednesday noon (PT) to Friday noon (PT). The time for the Night will not be altered for outages or any other reason. Players with Night powers must notify me of their action before 12:00noon (PT) on Friday.
All powers are resolved simultaneously at the end of the Day or Night they are used. Please give me some time to work out the details. If more than one player attempts to kill a single target, the player who notified me last will actually do it (last come, first served). The others' attacks will fail due to interference. Players will be informed if their action is successful and the result. If it fails, they will receive a failure notice, but not a cause.
Unlike other Mafia games, only a dead player's name is immediately revealed. The dead player's side will be revealed one Day/Night cycle after their death. And their role will be revealed two Day/Night cycles after their death. Because a Witchdoctor may reverse death in some circumstances, you may not be permanently dead. I will notify you of your condition.
The game will start in Night Zero. Players may communicate according to their roles, but no powers may be used. Night Zero will last until Monday noon (PT) 16 Jun 2008. Day One will be from that time until Wednesday noon (PT) 25 Jun 2008. After that, Days and Nights will follow the regular schedule.
If you have a question about the game, please directly ask me via PM or email. Because of the large differences in players' information, even a seemingly benign question may inadvertently reveal something you'd rather not.
How to Quit to the Game
Because this game requires participation, each player must make a vote each Day. The vote may be for "no lynch" or may be later unvoted. Failure to vote before the end of the Day will result in player suicide (i.e., you will be mod-killed). Note that the end time of the Day will not be altered. No exceptions, you have been warned.
There is a strict no-editing rule. Any player who edits a post in the game thread will be summarily mod-killed. No exceptions, you have been warned.
You may not communicate about this game with other players outside of the game thread, unless your role explicitly allows it. This requires players to behave honorably. A thousand zombies from past Mafia games will torment you if you cheat.
There will be no substitutions. This game is too complicated to fairly replace players.
Any player who is mod-killed loses independently of their team's final status.
Sides
The players are divided among multiple sides. Each side has roughly the same chance of winning the game. Players will not switch sides under any circumstance (no recruitment!). You win if your side wins, whether you are alive or dead.
The Town does not know the identities or roles of the other Townies. This lack of information is balanced by numerical superiority and/or powerful roles. The Daily lynch is the Town's primary instrument of justice. The Town wins at any time when:
1) At least one Townie is alive.
2) All Wolves are dead.
3) All Undead are dead.
4) Either a) Two or more Witches are alive, or b) all Cabalists are dead.
The Wolves know the identities and roles of the other Wolves. They may speak secretly at Night (off site) and may kill one player each Night.
The Wolves win at any time during the Day (before or after the lynch) when:
1) At least one Wolf is alive.
2) The number of living Wolves is greater than or equal to the total number of other players (not counting Zombies).
The Undead do not know the identities or roles of the other Undead. They are few in number, but may increase by recruiting the dead. The Undead win at any time during the Night (before or after the Night kills) when:
1) At least one Undead is alive.
2) The number of living Undead plus Zombies is greater than or equal to the total number of other players.
The Cabal know the identities and roles of the other Cabalists. Though few in number, they may speak secretly (off site) at any time, Day or Night. They may block the powers of one player each Night. The Cabal win when:
1) At least one Cabalist is alive.
2) All Wolves are dead.
3) All Undead are dead.
4) There are one or no Witches remaining.
The existence and number of each side is undisclosed. Each side will have a secret power. The secret power may be a collective power distributed among multiple players, or may be held by one player. A secret power is not blockable.
Roles
The existence and number of each role is undisclosed. Role notifications will match the text below. A secret power or secret forum information will be an addendum to the role paragraph. There are no vanilla Townies! Please notify me (via PM or email) once you have received your role.
Town Roles
You are a Coroner, a member of the Town. You will automatically discover the role of each dead player, even ones under the enchantment of a Witchdoctor. I will notify you at the beginning of each Day or Night.
You are a Detective, a member of the Town. Each Day you may determine the identity of the killer of one player killed the previous Night. Identification will fail if the killer is a Vampire. Please notify me of your choice before the end of the Day.
You are a Freemason, a member of the Town. Each Day you may check if one other player is also a Freemason. If the target is a Freemason, both of you will be informed of the discovery. Otherwise, no effect. Please notify me of your target before the end of each Day.
You are a Magician, a member of the Town. Each Night you may choose one other player as your stand-in. If you are attacked, your attacker will instead target your proxy. You will discover the identity of your would-be attacker, and he yours. Your trickery will protect you from multiple attackers on a single Night, but once you've successfully evaded attack, you may no longer protect yourself.
You are a Scotsman, a member of the Town. You can survive any one attack, including a lynch. Your role will be revealed to all upon surviving. If you survived a Night attack, you will discover the identity of your attacker. You will survive multiple attackers on a single Night, but after that Night you will become vulnerable.
You are a Seer, a member of the Town. Each Night, you may investigate a single player and discover their role. The Omega Wolf will appear to be a Freemason to you.
You are a Vicar, a member of the Town. Each Day you may bless one dead player (no matter how long dead), including the player to be lynched later that Day. Please notify me of your choice (either the name of the deceased player or that you will bless the newly lynched) before the end of a each Day. The blessing will fail if the target is under the enchantment of the Witchdoctor or has already been animated into a Zombie. You are immune to attack by Vampires, but will not be aware of being targeted by one.
You are a Vigilante, a member of the Town. Each Night you may choose to kill a player. The Vampire is not immune to your efforts. However if, when the side of your victim is revealed, they are also Town, you will be required to target yourself on the next Night. If you are prevented from killing yourself, you recover from your remorse. Please notify me of your target before the end of each Night.
You are a Warlock, a member of the Town. Each Night you may enchant one player who, if killed that Night, will activate a curse on their murderer. The killer will then be killed by the curse on the following Night. Once activated, this curse cannot be blocked. Although the Vampire is immune to the curse, it will not rebound onto you. Please notify me of your target before the end of each Night.
You are a Witch, a member of the Town. The other Witches are (...). You may talk secretly among yourselves at Night, even when dead (see details below). As a group, each Night you may determine the side of another living player and/or protect a player from attack. A protected player will not know he was protected; attackers will only know their attack failed. The Witches may investigate and protect if all three are alive. If there are only two Witches alive, they may either investigate or protect. A single living Witch is powerless, except for talking with her dead comrades at Night. All decisions by the Witches must be without dissent among all three, living or dead, Witches. An Omega Wolf will appear to be on the Town side to the Witches.
You are a Witchdoctor, a member of the Town. Each Night you may enchant one player (including yourself) who, if killed that Night only, will come back from the dead the morning after the next Night. Once activated, this enchantment cannot be blocked. Please notify me of your target before the end of each Night. Each player may only be saved this way once. The player who is killed and comes back will know the identity of their killer.
Wolf Roles
You are the Alpha Wolf, a member of the Wolves. The other Wolves are (...). You lead the Wolves. Each Night, the Wolves may secretly discuss strategy (see details below). Collectively, you may choose a victim to kill and a Wolf to do it. If the Wolves do not reach a majority decision in either choosing a victim or the attacker, the blocs with the Alpha Wolf prevail. There is no more than one Alpha Wolf at any given time.
You are a Werewolf, Rank N, a member of the Wolves. The other Wolves are (...). Each Night, the Wolves may secretly discuss strategy (see details below). You will inherit the Alpha Wolf role in order of rank. Collectively, you may choose a victim to kill and a Wolf to do it.
You are the Omega Wolf, a member of the Wolves. The other Wolves are (...). Each Night, the Wolves may secretly discuss strategy (see details below). When investigated, you appear as a Freemason on the Town side. You may not become the Alpha Wolf. Collectively, you may choose a victim to kill and a Wolf to do it.
Undead Roles
You are a Vampire, a member of the Undead. Each Night you may kill one player; please notify me of your target before the end of the Night. If the target is a Vicar, your attack will fail, but you will not know why. Vampires are immune to being killed at Night, except by a Vigilante. Anyone else who attempts to kill you at Night will instead be killed; you will know if this happens. Vampires are immune to a Detective's investigative power.
You are a Necromancer, a member of the Undead. Each Night you may attempt to animate a dead player, no matter how long dead. The attempt fails if the target has been blessed by a Vicar, or is under the enchantment of a Witchdoctor. If successful, a new Zombie is created and will be revealed to all. Please notify me of your target before the end of each Night. All Zombies are destroyed when their Necromantic masters are killed, although this will not be revealed at the time of death.
You are a Zombie, a member of the Undead. You may not participate in the game, since you are a mindless slave of a Necromancer. However, an intense craving for brains and pompoms may prompt you to make meaningless, crude remarks.
Cabal Roles
You are a Cabalist, a member of the Cabal. The other Cabalists are (...). You may talk secretly among yourselves, Day or Night, whether alive or dead (see details below). The Cabal may choose to block the actions of one player each Night. The decision must be without dissent. This will prevent the use of the targeted player's powers that Night and stop any attacks they may attempt. Witches are immune to being blocked and your power is ineffective against secret powers.
Rules
Set Up
This edition of Conspiracy has been formulated for 15, 20, 25, or 30 players. Please express your interest in this thread before Thursday noon (PT) 11 Jun 2008. I will use as many players as possible. If more players express an interest than I have room for, I will randomly select from among those who are interested. For example, if 23 people are interested, I will randomly choose 20 players.
This will be a fast-paced game. To participate, you must be a member of the SDMB and be able to receive SDMB PMs. Important note: there will be absolutely no substitutions. Please don't sign up to play if you can't make a commitment.
Gameplay
The game is divided into Day and Night phases. Players may post freely both Day and Night. There are no restrictions on what may be posted (except for no editing, and do not violate SDMB rules): feel free to discuss strategy and "quote" the moderator at any time, Day or Night.
Days are from Friday noon (PT) to Wednesday noon (PT). The time for the Day will not be altered for outages or any other reason. Each Day every player must vote for one player to be lynched, or to vote for "no lynch". At the end of the Day, the player with the most votes will be lynched. If there is a tie for the most votes or "no lynch" has the most, then no lynch will occur. To make a vote, use the following format:
Vote Pleonast
The vote must be bold and blue and on a line by itself. Use the vb code {b}{color=blue}Vote Pleonast{/color}{/b}. Failure to use this format will result in your "vote" not counting. Votes must be made strictly before 12:00noon (PT) on Wednesday according to the SDMB clock.
Each player may have only one active vote. By voting for another player, you are implicitly revoking your vote on the previous player. To explicitly remove a vote use the format:
Unvote Pleonast
The vote removal must be bold and red and on a line by itself. Use the vb code {b}{color=red}Unvote Pleonast{/color}{/b}. Failure to use this format will result in your "unvote" not counting. Note, that you don't need to unvote if you simply want to change your vote--a new vote is enough. Unvotes must be made strictly before 12:00noon (PT) on Wednesday according to the SDMB clock.
Players with Day powers must notify me before 12:00noon (PT) on Wednesday, or forfeit the use of their power for that Day.
Nights are from Wednesday noon (PT) to Friday noon (PT). The time for the Night will not be altered for outages or any other reason. Players with Night powers must notify me of their action before 12:00noon (PT) on Friday.
All powers are resolved simultaneously at the end of the Day or Night they are used. Please give me some time to work out the details. If more than one player attempts to kill a single target, the player who notified me last will actually do it (last come, first served). The others' attacks will fail due to interference. Players will be informed if their action is successful and the result. If it fails, they will receive a failure notice, but not a cause.
Unlike other Mafia games, only a dead player's name is immediately revealed. The dead player's side will be revealed one Day/Night cycle after their death. And their role will be revealed two Day/Night cycles after their death. Because a Witchdoctor may reverse death in some circumstances, you may not be permanently dead. I will notify you of your condition.
The game will start in Night Zero. Players may communicate according to their roles, but no powers may be used. Night Zero will last until Monday noon (PT) 16 Jun 2008. Day One will be from that time until Wednesday noon (PT) 25 Jun 2008. After that, Days and Nights will follow the regular schedule.
If you have a question about the game, please directly ask me via PM or email. Because of the large differences in players' information, even a seemingly benign question may inadvertently reveal something you'd rather not.
How to Quit to the Game
Because this game requires participation, each player must make a vote each Day. The vote may be for "no lynch" or may be later unvoted. Failure to vote before the end of the Day will result in player suicide (i.e., you will be mod-killed). Note that the end time of the Day will not be altered. No exceptions, you have been warned.
There is a strict no-editing rule. Any player who edits a post in the game thread will be summarily mod-killed. No exceptions, you have been warned.
You may not communicate about this game with other players outside of the game thread, unless your role explicitly allows it. This requires players to behave honorably. A thousand zombies from past Mafia games will torment you if you cheat.
There will be no substitutions. This game is too complicated to fairly replace players.
Any player who is mod-killed loses independently of their team's final status.
Sides
The players are divided among multiple sides. Each side has roughly the same chance of winning the game. Players will not switch sides under any circumstance (no recruitment!). You win if your side wins, whether you are alive or dead.
The Town does not know the identities or roles of the other Townies. This lack of information is balanced by numerical superiority and/or powerful roles. The Daily lynch is the Town's primary instrument of justice. The Town wins at any time when:
1) At least one Townie is alive.
2) All Wolves are dead.
3) All Undead are dead.
4) Either a) Two or more Witches are alive, or b) all Cabalists are dead.
The Wolves know the identities and roles of the other Wolves. They may speak secretly at Night (off site) and may kill one player each Night.
The Wolves win at any time during the Day (before or after the lynch) when:
1) At least one Wolf is alive.
2) The number of living Wolves is greater than or equal to the total number of other players (not counting Zombies).
The Undead do not know the identities or roles of the other Undead. They are few in number, but may increase by recruiting the dead. The Undead win at any time during the Night (before or after the Night kills) when:
1) At least one Undead is alive.
2) The number of living Undead plus Zombies is greater than or equal to the total number of other players.
The Cabal know the identities and roles of the other Cabalists. Though few in number, they may speak secretly (off site) at any time, Day or Night. They may block the powers of one player each Night. The Cabal win when:
1) At least one Cabalist is alive.
2) All Wolves are dead.
3) All Undead are dead.
4) There are one or no Witches remaining.
The existence and number of each side is undisclosed. Each side will have a secret power. The secret power may be a collective power distributed among multiple players, or may be held by one player. A secret power is not blockable.
Roles
The existence and number of each role is undisclosed. Role notifications will match the text below. A secret power or secret forum information will be an addendum to the role paragraph. There are no vanilla Townies! Please notify me (via PM or email) once you have received your role.
Town Roles
You are a Coroner, a member of the Town. You will automatically discover the role of each dead player, even ones under the enchantment of a Witchdoctor. I will notify you at the beginning of each Day or Night.
You are a Detective, a member of the Town. Each Day you may determine the identity of the killer of one player killed the previous Night. Identification will fail if the killer is a Vampire. Please notify me of your choice before the end of the Day.
You are a Freemason, a member of the Town. Each Day you may check if one other player is also a Freemason. If the target is a Freemason, both of you will be informed of the discovery. Otherwise, no effect. Please notify me of your target before the end of each Day.
You are a Magician, a member of the Town. Each Night you may choose one other player as your stand-in. If you are attacked, your attacker will instead target your proxy. You will discover the identity of your would-be attacker, and he yours. Your trickery will protect you from multiple attackers on a single Night, but once you've successfully evaded attack, you may no longer protect yourself.
You are a Scotsman, a member of the Town. You can survive any one attack, including a lynch. Your role will be revealed to all upon surviving. If you survived a Night attack, you will discover the identity of your attacker. You will survive multiple attackers on a single Night, but after that Night you will become vulnerable.
You are a Seer, a member of the Town. Each Night, you may investigate a single player and discover their role. The Omega Wolf will appear to be a Freemason to you.
You are a Vicar, a member of the Town. Each Day you may bless one dead player (no matter how long dead), including the player to be lynched later that Day. Please notify me of your choice (either the name of the deceased player or that you will bless the newly lynched) before the end of a each Day. The blessing will fail if the target is under the enchantment of the Witchdoctor or has already been animated into a Zombie. You are immune to attack by Vampires, but will not be aware of being targeted by one.
You are a Vigilante, a member of the Town. Each Night you may choose to kill a player. The Vampire is not immune to your efforts. However if, when the side of your victim is revealed, they are also Town, you will be required to target yourself on the next Night. If you are prevented from killing yourself, you recover from your remorse. Please notify me of your target before the end of each Night.
You are a Warlock, a member of the Town. Each Night you may enchant one player who, if killed that Night, will activate a curse on their murderer. The killer will then be killed by the curse on the following Night. Once activated, this curse cannot be blocked. Although the Vampire is immune to the curse, it will not rebound onto you. Please notify me of your target before the end of each Night.
You are a Witch, a member of the Town. The other Witches are (...). You may talk secretly among yourselves at Night, even when dead (see details below). As a group, each Night you may determine the side of another living player and/or protect a player from attack. A protected player will not know he was protected; attackers will only know their attack failed. The Witches may investigate and protect if all three are alive. If there are only two Witches alive, they may either investigate or protect. A single living Witch is powerless, except for talking with her dead comrades at Night. All decisions by the Witches must be without dissent among all three, living or dead, Witches. An Omega Wolf will appear to be on the Town side to the Witches.
You are a Witchdoctor, a member of the Town. Each Night you may enchant one player (including yourself) who, if killed that Night only, will come back from the dead the morning after the next Night. Once activated, this enchantment cannot be blocked. Please notify me of your target before the end of each Night. Each player may only be saved this way once. The player who is killed and comes back will know the identity of their killer.
Wolf Roles
You are the Alpha Wolf, a member of the Wolves. The other Wolves are (...). You lead the Wolves. Each Night, the Wolves may secretly discuss strategy (see details below). Collectively, you may choose a victim to kill and a Wolf to do it. If the Wolves do not reach a majority decision in either choosing a victim or the attacker, the blocs with the Alpha Wolf prevail. There is no more than one Alpha Wolf at any given time.
You are a Werewolf, Rank N, a member of the Wolves. The other Wolves are (...). Each Night, the Wolves may secretly discuss strategy (see details below). You will inherit the Alpha Wolf role in order of rank. Collectively, you may choose a victim to kill and a Wolf to do it.
You are the Omega Wolf, a member of the Wolves. The other Wolves are (...). Each Night, the Wolves may secretly discuss strategy (see details below). When investigated, you appear as a Freemason on the Town side. You may not become the Alpha Wolf. Collectively, you may choose a victim to kill and a Wolf to do it.
Undead Roles
You are a Vampire, a member of the Undead. Each Night you may kill one player; please notify me of your target before the end of the Night. If the target is a Vicar, your attack will fail, but you will not know why. Vampires are immune to being killed at Night, except by a Vigilante. Anyone else who attempts to kill you at Night will instead be killed; you will know if this happens. Vampires are immune to a Detective's investigative power.
You are a Necromancer, a member of the Undead. Each Night you may attempt to animate a dead player, no matter how long dead. The attempt fails if the target has been blessed by a Vicar, or is under the enchantment of a Witchdoctor. If successful, a new Zombie is created and will be revealed to all. Please notify me of your target before the end of each Night. All Zombies are destroyed when their Necromantic masters are killed, although this will not be revealed at the time of death.
You are a Zombie, a member of the Undead. You may not participate in the game, since you are a mindless slave of a Necromancer. However, an intense craving for brains and pompoms may prompt you to make meaningless, crude remarks.
Cabal Roles
You are a Cabalist, a member of the Cabal. The other Cabalists are (...). You may talk secretly among yourselves, Day or Night, whether alive or dead (see details below). The Cabal may choose to block the actions of one player each Night. The decision must be without dissent. This will prevent the use of the targeted player's powers that Night and stop any attacks they may attempt. Witches are immune to being blocked and your power is ineffective against secret powers.