Mastermind of Sin wrote:I'm not a huge fan of outright lying to players or anything, and my primary goal is to make this game both fun and crazy at the same time.
1. There are 14 Rounds in each Day. There will usually be 24 hours between rounds. (updated for clarity)
2. The game begins on Round 1, but pre-game/night time moves MAY be made (i.e. moves that will be made on Round 1)
3. There will be a deadline set for move submissions, generally 10-12 hours before the next Round.
4. I reserve the right to change the time between Rounds to suit my schedule
(e.g. if I'm out of town for a weekend, I might need to have a Round last 48 hours then compensate by having the next two last only 12 hours)
.
Lynch Deadlines
A lynch will occur when there is a majority of votes on one player. Round 14 ends the day. If there was no majority by this time, there is a no lynch.
Regular Moves
Moves may be made to rooms that are adjacent north, south, each or west (i.e. up/down, left/right) but not diagonally.
1.
Daily chits:
Each player (including scum players) on Day 1 gets
1 blue chit
,
2 green chits
, and
2 red chits
. See below for others.
2. A
blue chit
must be used in the first
three
rounds of a Day. A
green chit
must be used in the first
eight
rounds of a Day. A
red chit
may be used at any time that day. A
purple chit
may be used on any day and saved from one day to another.
3.
Moving Other Players:
A player may use
one
chit to move another player in the game.
4.
Moving Yourself:
A player may move himself by spending
two
chits.
5. The most restrictive applicable chit will always be used (blue over green over red).
6.
Multiple Moves:
Making more than one move in a single round will double the cost of each subsequent move (e.g. moving two players in a single round will cost 3 chits total [1+2], moving yourself twice will cost 6 chits [2+4]).
7.
Saving Chits:
Only
purple chits
are saved from one day to the next.
8. Chits are expended
when the PM is sent,
regardless of whether the move goes through, the move is valid, etc.
9.
Insurance
In the PM a player sends to the mod to move, he may indicate that he wants to spend a chit on "insurance." This means his move will occur before any other move that did not pay an "insurance" chit.
10.
Non-moves
A player may spend the appropriate number of chits (1 for others, 2 for himself) to do a "non-move" -- in other words, to try and keep the intended player from moving. An insurance chit may be used. A non-move will be decided in exactly the same manner as a regular move.
11.
String Moves
See below
12. Moves are due by the posted deadline or will not be counted.
13.
Once submitted by PM, you may change your move by editing or deleting your message. However, once the moderator opens the PM, the move will be made and you will be charged, period. If you try to submit another move, you will be charged according to the "multiple move" provision.
Conflicting Moves
Often there will be two or more moves that conflict with each other. It will be decided in the following fashion:
1. Moves to the Party Room
2. "Mafia Moves" (see below)
3. Insured Moves (if two or more conflicting moves are insured, random order between insured moves)
4. Random order.
Note: Non-moves and most other actions that require a chit (e.g. the door control) work using the same system as the moves. Actions that do not require a chit generally are not on the move system (e.g. throwing the switch)
Spoiler: String Moves
String Moves
Players may act in concert to move another player (or themselves) multiple spaces without spending the extra chits. To do this, though, the order of their moves must be precise.
Example 1
SpyreX and Vi want to move Zoraster from the Nexus to the Secluded Villa in one Round. SpyreX has two chits and Vi has one chit available, so neither can move Zoraster both spaces in one round alone (it would cost 3 chits, see Move Rule 6). Instead, SpyreX could move Zoraster to the Rageatorium with an insured move and Vi could move Zoraster to the Secluded Villa. If there are no other moves that round, it will work because first SpyreX will get to move Zoraster from the Nexus to the Rageatorium. Then Vi's move will work because now Zoraster is in the Rageatorium.
Example 2
SpyreX and Vi attempt the same moves as above. But Faraday has an insured move of Zoraster from the Nexus to the Campfire. It is then random chance whether SpyreX or Faraday's move goes through first. If SpyreX's move fails, then so does Vi's, wasting all of their chits.
Daily Chits
11-20 Alive:
1 blue chit
,
2 green chits
, and
2 red chits
0-10 Alive:
2 blue chits
,
2 green chits
, and
2 red chits
PMing Your Moves
To PM a move, please send some version of the following PM:
PLEASE TITLE YOUR MESSAGE with "ROUND X MOVE" where X is the round you're making the move.
Move PM wrote:Hi Zoraster!
Player to Move:
SpyreX
Room to Move to:
The Switch
Insurance?:
No
Mafia Move:
The mafia get a free move on Rounds 10, 11, 12, and two free moves on Round 14.
Vote Counts and Round Postings
1.
Zoraster
will post vote counts. These will be posted frequently, at least once a real life day but the moderator will try to post once a page when possible.
2.
Zorastermod
will post each Round. This is so that players can isolate zorastermod to see the history of movement without vote counts getting in the way.
A sample Round Post:
Each circle will be filled in with a short version of a player's name (e.g. XReckonerX might be XRX), and that will be the player's identification.
Room Descriptions:
A3. Door Control:
Max 1. A player in the Door Control may, by using an applicable chit, open or close any door in the building. However, a path must always be left open between the Nexus and the Door Control. This works on the same "move" schedule and the move may be insured.
B3. Secluded Villa:
Max 3. The secluded villa is a peaceful place. Players in the secluded villa may only talk in a given QT (the QT will be changed each time a new player enters or exits the villa). Players may not talk in the game thread or any other QTs they have. Players may ONLY do the following actions in game:
Vote, unvote,
and
confirm vote
. Players may do each of those actions ONCE per Round. Players in the Secluded Villa may NOT talk in any other QT. Who knows what other mysteries the villa holds? The QTs given may NOT be linked to to any other player, including scum teammates. QTs may not be copy and pasted from (but may be summarized). There may be only one active Secluded Villa QT at a time (i.e. they shut down after a new player enters or leaves).
C2. Party Room:
Max 1 or 20. A player may spend two chits to throw a party. So long as the party host stays in the room, any player in the game may spend one chit to move himself to the party room. The party must be thrown before players may move to it (i.e. a party may not start and be joined on the same round)
C3. Rageatorium:
Max 4. Players in the Rageatorium who cast votes for other players in the Rageatorium count as TWO votes. This does NOT increase the number of votes necessary to lynch.
C4. Electric Chair:
Max 1. A player who is in the electric chair when a majority of the players in the switch throw the switch is executed. The chair may only be used once during the game.
C5. Security Room:
Max 1. A player in the security room when night falls may PM the moderator with one of the rooms in the game. That player will watch the room and any player who enters the room during the night will be identified to the player by the moderator.
D1. Panic Room:
Max 1. A player in the panic room may be neither killed nor lynched. Any other action may target a person in the panic room.
D2. Monastery:
Max 2. Players in the monastery take two chits to move rather than the normal one (self moves still cost 2)
D3. Nexus
Max 5. The starting point for players in the game. The room does nothing.
D4. The Switch:
Max 5. A player in the switch may PM the mod to "throw the switch" if there are at least two players in The Switch and a majority of players (50%+1) throw the switch that round, the person in the electric chair is executed. A new PM must be sent EACH ROUND.
E2. Move Checker:
Max 1. When a player enters the move checker room, he may pick another player to watch. Each time that player makes a move (whether on himself or another player), the player in the move checker room will be informed of it (as well as who he moved)
E3. Campfire:
Max 5. Any time a player leaves the campfire at Night for any reason, he is spotted by the other players in the campfire.
E4. War Room:
Max 1. A player in the war room receives a
purple
chit if he stays in the room for at least 3 consecutive rounds. He must leave and then come back to earn another purple chit. A purple chit may be used in any round on any day.
F3. Tipping Point:
Max 4 or 5. If this room ever has four players in it (five in D1), the day is automatically accelerated to Round 10 and all players in the Tipping point are transported to the Nexus. If it is already Round 10 or later, no regular moves may be made (mafia moves may still be made) until there are fewer than 4 players in the Tipping Point. D1 requires 5 to tip the room. All other Days require only 4.
G3. Potion Room:
Max 2. A player who is a power role that enters the potion room loses his power. (e.g. Town Tracker becomes Vanilla Townie. Mafia Tracker becomes Mafia Goon). A player who lacks a player role and enters the potion room will gain a power. Maximum of one role gained per player per game day. Please note that factional abilities such as the mafia kill and mafia move are unaffected by this room.
Night Resolution (IMPORTANT)
You know the following Role exists in this game
Last edited by zoraster on Sat Aug 27, 2011 1:44 pm, edited 17 times in total.
It's been over five years since the incident at Willamette, and I was starting to think that I would never have to see another zombie again....
The sun was beginning to peek its head over the Samston horizon as Frank West choked down the dregs of his instant coffee. He had come to the city to write a piece about the long string of inexplicable nightly murders, but only a day after he arrived in the town things had gone from bad to worse. The dead had risen in Samston, shambling from door to door, fumbling for a taste of human flesh. The municiple police were quickly overwhelmed, and the state police were just as quick to close off any route a man might use to escape the infection. They had been quarantined with no hope for rescue, and that meant but one thing for Frank West: there was work to be done.
Game Type:
Mini Theme - 13p - Vanillaless - Zero bastard elements (no alignment changes, no jesters, accurate flips, no lies from me, etc.) Also, there are only mafia and town; no third-parties.
Game Features:
This game will revolve mostly around resurrection mechanics, with different types of undead based upon the number of times you've been resurrected. The alignment and role of a player will be hidden for one game cycle to prevent game breaking.
To compensate for the mod-confirmed townies that will invariably come about, there will be a single mafia team of four members in this game. You have been warned.
Player Requirements:
You must have played in at least one theme game to date, and you must not have a reputation for flaking. Please keep in mind that this game will last for a fair while, and that it is expected that you continue to keep up with the thread after you die.
Please PM me if you're interested in playing, and I'll add you to the pre-in list.
, the first full bastard game from the sinister mind of MoS! Expect crazy roles, crazy mechanics, special rules, daily events, and a hell of a lot of fun! I should clarify that this game is not completely 100% bastard, but more has some small bastard elements and a lot of crazy random events and mechanics that will shake things up. I'm not a huge fan of outright lying to players or anything, and my primary goal is to make this game both fun and crazy at the same time.
Game Type:
Large Theme
Players:
29
Pre-/ins accepted.
Update: This game is now also an optional Upick game. Players will be allowed to choose their rolenames if they wish.
Some call the Asshat setups bastardmods, but this bastardmod is different. As with the previous two games in the series, every player will be given a post restriction, ranging from mildly irritating to downright crippling. We have brainstormed for hours to develop new pain-in-the-ass post restrictions, and hope to bring back our favorites from the first two games and countless scumchat games (Yes! These did exist at one point).
Asshat Post Restriction Madness III is designed to test the patience and willpower of players, while having what I hope to be a fun game for both players and spectators alike. This game may be frustrating. This game may make you angry. Consider this your warning: If you are a player who does not know the meaning of fun in the game of mafia, do not waste your time on this game.
The game is for 22 players, and we will accept up to 11 players as a pre-in. Note that we very well may play favorites towards those that have played in other Asshat marathon games, or have suffered through the hellhole called Nervous Mafia -- heh. nervous.
quoting my upcoming game as I have made a change to it.
jasonT1981 wrote:
Name
Wrestling Superstar King of the Ring Mafia (Wrestling themed Kingmaker)
Theme
The World of Wrestling has gone to war after a huge cross federations battle. It got that heated that Promoter Jason Talbot (stage name jasont1981) was found dead after a show in New York. Now it is up to the wrestlers to find out who is killing people. And only the King of the Ring can order the execution (off excellence)
, the first full bastard game from the sinister mind of MoS! Expect crazy roles, crazy mechanics, special rules, daily events, and a hell of a lot of fun! This is an optional Upick game, players will be allowed to submit their own rolename if they wish. Otherwise, one will be assigned to them by the mod.
I should clarify that this game is not completely 100% bastard, but more has some small bastard elements and a lot of crazy random events and mechanics that will shake things up. I'm not a huge fan of outright lying to players or anything, and my primary goal is to make this game both fun and crazy at the same time.
Game Type:
Large Theme
Players:
29
Pre-/ins accepted.
Bastermind of Sin has 4 pre-/in slots left. Get them while they last!
For centuries, there was no better place for an adventurer than the Kingdom of Malura. Their liege, Salarenzo, was a kind and just king, and even amongst those who fell on the wrong side of his laws were people who admired him for his level headedness and kindness to those in need. His lands were cursed with monsters that roamed freely, but the heroes of the Kingdom helped to keep them in check. After all, you could make good money as an adventurer, and even the townsfolk enjoyed a moderate income from the sale of weaponry and spell books. Inns were a flourishing business, and the town guards were rarely troubled by the demonic creatures wandering too close.
The people had once prayed to the gods to banish the monsters, but their prayers had never been answered. At least the heroes were making a difference. And so, over the years, the people began to forget about the gods, and pay more heed to the accomplishments of mankind, until, some one hundred years ago, the gods rebelled.
The priests tell us that it was man’s hubris that incited the gods. According to the ancient scriptures, the gods drew their power from the continual worship of their people, and those who still preached the gods’ will could sense that they were beginning to weaken. If they did not act soon, their time would be coming to its end.
Something had to be done. But the King, enamoured as he was with the strength of his people, ignored the pleas of the priests.
The stories tell of how Lioar and Gogith, the two most powerful beings in the world, joined forces. Of how their rivalry and hatred for one another was quelled under the shared threat they faced in the Era of the Heroes. Of how, all across the Kingdom, from the northernmost tips of the Irium Woods to the sandy shores of Rook’s Coast, the ground and sky split in two, as a Great Rift opened.
The monsters that had lived and died in Salarenzo’s kingdom were nothing compared to the horrors that crept out from the Rift. All across the Kingdom, whole swathes of adventurers fought, but very few survived. None were able to face the sheer magnitude of the gods’ combined wrath, as demons more powerful than any had faced before spilt out into the world. None, that is, except for the Order.
The Order. A collection of retired heroes, legends in their own day. These men and women, scholars and barbarians alike, of holy or dark paths, had nothing left to lose. They ran into the fray. And they fought it back. They pushed the threat into retreat, until they reached their origin, the Pale Void, seat of the gods. Fighting still, flashes of steel and fire, the Great Rift was closed.
The heroes had forced the creatures into the Pale Void, and sealed themselves in there with them. No one knew what happened inside. No one dared imagine. No one dared even speak of it.
The threat was over, but it seemed that the gods had achieved their goal. Thousands of heroes lay slain or dying. Those that remained were shaken to their core, hanging up their staves and shields. Through fear of further retribution, the people of Salarenzo turned back to their gods, their tongues resting silent on the topic of the heroes that had given their lives. The priests were pleased, as they felt their gods’ power swell once more, as they drew on the fears and prayers of the humans that worshipped them.
Though they never enjoyed the same fame, heroes and adventurers began to make a return, around the turn of the century forty years ago. People rarely sent them out on quests anymore, for fear of incurring the wrath of their god, but they sometimes let them sleep in their barns, remembering, if only faintly, the great feats once accomplished under their banner. Sometimes, a merchant would require a particular item from another town; sometimes, ships needed a little extra muscle at sea; sometimes, a little boy got lost in a cave and needed rescuing. Heroes mostly spent their time culling the local monster population, though fighting back against the monsters without official backing from the King meant that adventuring was not as financially rewarding as before. Many heroes no longer wore the fine armour of days gone by, but tattered cloaks the keep the cold away whilst they slept on cold stone floors.
Then, three years ago, the ancient King Salarenzo passed away.
His son, Aurorus, took up the throne. Aurorus was respected as a devout worshipper and excellent tactician. No one had suspected that at his very core lay a paranoia so great that it could destroy the world.
He still remembered the horrors of the Great Rift. His fiancée, Lineara, had been slaughtered by a creature that had crept through, an abomination against whom the Heroes provided little protection. When he had been a young boy, he had wanted to be an adventurer; in fact, his father had employed Gharris Soryuju, one of the senior members of the Order, to act as his personal trainer. But where had Gharris been when he had needed him the most? Heroes could do nothing. Heroes were worthless. Heroes were responsible for the death of his beloved. He finally understood why the gods had left him alive.
He issued a decree.
Heroism was made illegal. Anyone caught in possession of an unauthorised weapon or spell book would be immediately arrested, and, dependent on the severity of their adventuring, would suffer anything from fines, to jail time, to death. The Royal Guard were uncomfortable carrying out these orders, but any soldier who made this known was immediately stripped of his rank and thrown into a cell. Eventually, the guards started to believe Aurorus’ hype, and were worked into a frenzy. The heroes would be the downfall of the Kingdom once more. They would cause more bloodshed than they could ever prevent. It was their fault that the Rifts had opened in the first place! Finally, the guards no longer used the word “hero.” They instead said “traitor.”
As we join our adventurers, almost all heroes have been wiped out; they either retired willingly once more, or else were dealt with through the Courts. But, beyond the borders of the outer reaches of the kingdom, lay a town where the Royal Decree had no hope of being successful. Llaranastra was a walled city that for centuries had stood as a fortress successfully barring entry to the kingdoms to the North. To cross the border with an army in tow would have been tantamount to declaring war; as such, it remained isolated from the probing fingers of the Royal Guard.
Llaranastra was the last home of the heroes.
Heroes flocked there from all over the kingdom, searching for the safety afforded by its history and its defences. Aurorus was not ignorant; he knew that the heroes were gathering here. His mind reeled as he considered what plots were being hatched behind those walls. Not only was he worried about a second retribution of the gods, he now feared a backlash from the collected heroes; with the might of the Northern Kingdoms behind them, he could see his rule rapidly slipping away. He knew he couldn’t assault the city; it was too defensible, and he had already thinned the ranks of his own army. He’d require a more subtle approach.
Walking down to the lowest levels of the jails where the inmates were held before their execution, he dangled a key before him. He looked at the heroes, no more than shells of their former selves, and selected three of them. He gave them their instructions. They were to make it to Llaranastra unhindered; and when they got there, they would slowly kill each and every hero within its walls. It was that, or die here on the cold stone floor tonight. He would make sure they did not receive their final blessings, did not have a chance to confess their sins. He looked them each dead in the eyes, and asked this simple question;
“Are you in?”
While I wait for sign-ups to begin, I reserve the right to tweak at the classes until they implode from repetitive editing. You have been warned!
I hope that this game is as fun to play as it has been to design, and I look forwards to hearing from anyone that wants to pre-in or be notified when it goes into signups (could be a long wait)!
~AV
, the first full bastard game from the sinister mind of MoS! Expect crazy roles, crazy mechanics, special rules, daily events, and a hell of a lot of fun! This is an optional Upick game, players will be allowed to submit their own rolename if they wish. Otherwise, one will be assigned to them by the mod.
I should clarify that this game is not completely 100% bastard, but more has some small bastard elements and a lot of crazy random events and mechanics that will shake things up. I'm not a huge fan of outright lying to players or anything, and my primary goal is to make this game both fun and crazy at the same time.
Murder in Hotel LeSlaxx (Mini Normal), 90s Band Mafia (Minitheme), There Will Be Bloodshed (Large Normal), 00s Band Mafia (Large Theme), Any Band U-Pick (Large Theme)
Required Experience:
6 Months on site, three completed games on site. No exceptions.
Concept:
You can choose a list of 4 characters from this site (excluding God and Admin). I will then try to work it where everyone gets one of the characters they chose, and the game will begin. The character you choose, will of course, affect your role. I will try to keep alignment as random as possible.
* No Days!
* All Nights!
* Twilight Sucks! There are no twilights in this game! Nuh huh. That's kind of awesome.
You need more?
* Its an experimental large theme!
* Its also Open. Woo!
* Fourteen players, what a perfect number!
* No vanilla townies!
* You've got the power. The power to kill your enemies! Without have to go through democracy, democracy kinda sucks. Doesn't it?
* More stuff!!!!
LEONARD: OK, so what am I doing?
[sees Dodd also running]
LEONARD: Oh, I'm chasing this guy.
[Dodd shoots at Leonard]
LEONARD: No... he's chasing me.
Memento Mafia is a 13 player Mini Theme. Just like the movie, this game will appear completely illogical when it begins, but will make perfect sense when it is over. There are 4 /pre-in slots left. PM me if you're interested.
Whoa, that's heavy! In the time of Van Halen and Arcade Games you and your friends take on a journey in your brand-new Delorean time machine to see the lives of your parents, great-grand arents and even your children - without causing a time paradox, you all vow to each other. But some of you have other plans, using the trips to alter their own lives seeking fortune and fame - by all means necessary.
Mod:
Dekes
Players:
13
Requirements:
One Non-Newbie game on site. No flaking history. Not being on my blacklist.
Additional info:
- This game will feature time travel mechanics.
- There will be no cults, jesters or other bastard elements.
- Everyone will have at least one power to use.
- Six pre-in slots left. Hitting the Mini Theme Queue very soon.