Mini 1198 - Marketplace Mafia - Game Over


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Magua
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Mini 1198 - Marketplace Mafia - Game Over

Post Post #0 (ISO) » Mon Jun 27, 2011 2:22 pm

Post by Magua »

It had started innocently enough. A venture capital funded pod of start-up companies, each looking to break their respective markets wide open, to be the next one to IPO for a few billion dollars or so. Everything was provided -- business suites right in the middle of downtown, the latest in high tech computers and office equipment, free coffee and soda and doughnuts...it was a wunderkind's dream come true.

Then came the rumors; the venture capital was drying up, the angel investors were going elsewhere. The sleek Aeron chairs and the air hockey table would have to be paid for out of things called "profit" and "revenue." But many of the start-up companies were in competition with each other, targeting the same areas of the market. And the pressure was on; fail to get enough customers, and someone might have to trade in the champagne breakfasts and corner offices for a regular 9-to-5 job and a tie. No one wanted that.

Some tried to adapt, prove themselves better than their competitors. Others decided to take a more direct route and remove their competitors entirely.


Welcome to...
Marketplace Mafia


Mod:
Magua
Backup Mod:
Andrius
Reviewed By:
Andrius, Faraday, zoraster

Spoiler: Still wheelin' and dealin' (Alive)
2. Voidedmafia
(replaces RedCoyote)

3. Ethos
(replaces Regfan)

6. GreyICE
(replaces Midnight's Sorrow **)

7. HellloooNewman

(* = prodded)


Spoiler: Crushed by the not-so-invisible hand (Dead)
8. WeyounsLastClone -
Mafia Zaibatsu Member
- Lynched Day 1
12. Ghostlin * -
Mafia Zaibatsu Member
- Lynched Day 2
1. IceGuy -
Mafia Cartel Member
- Killed Night 2
5. PeregrineV -
Entrepreneur
- Lynched Day 3
11. ChaosOmega -
Entrepreneur
- Killed Night 3
13. malpascp -
Entrepreneur
- Lynched Day 4
4. Lady Lambdadelta -
Mafia Cartel Member
- Lynched Day 5
9. hiphop -
Entrepreneur
- Lynched Day 6
10. Seacore -
Entrepreneur
- Killed Night 6




Spoiler: Drafting business plans (Replacements)
a. Amrun


Events

Pregame: Start - End
Day 1: Start - End
Day 2: Start - End
Day 3: Start - End
Day 4: Start - End
Day 5: Start - End
Day 6: Start - End
Day 7: Start - End
Last edited by Magua on Sat Aug 13, 2011 3:46 pm, edited 26 times in total.
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Post Post #1 (ISO) » Mon Jun 27, 2011 3:03 pm

Post by Magua »

I. Rules


  1. - The Golden Rules
  2. The site-wide rules apply. Read them, know them, love them, but do not break them.
  3. Play to win.
  4. I reserve the right to change the rules at any time for any reason. If I do this, the rule changes will be posted in thread.
  5. - The Inviolable Rules
  6. We're all here to have fun. Tempers may flare, but avoid personal attacks and keep it civil.
  7. Do not edit or delete your posts in this thread. If there is a problem with a post, such as incorrect formatting, ask me to fix it for you.
  8. Do not quote communications outside the game thread, including role PMs, Quicktopics, etc, in the game thread. This specifically includes PM timestamps. Paraphrasing is allowed. If in doubt, ask.
  9. Do not use cryptography, invisible text, tiny text, or the like.
  10. Do not use any form of provable randomness. Claiming you rolled dice and acting on that is fine. Using dice tags is not.
  11. Do not impersonate or pretend to be the moderator.
    If I edit a post, my words will be in purple.
    Do not use this color.
  12. Do not talk about this game outside of this game thread until it is completed, unless I have specifically told you it is allowed.
  13. Do not bring outside factors into this game. This includes making bets, promises of real life rewards, etc.
  14. Do not pretend to break one of these rules. Pretending to break a rule will be treated the same as breaking the rule.
  15. Breaking one of these rules may, at my discretion, result in a modkill. If you are modkilled, you may become a Neutral Survivor, and thus automatically lose. Modkilling may or may not end the Day.
  16. - The Activity Rules
  17. Each player is expected to post at least once every 72 real life hours. If a player goes 72 real life hours without posting, they may be prodded at my discretion, or upon being asked by another player. Prods will be announced in thread.
  18. If a player does not respond to their prod within 24 real life hours, is prodded twice in the same Day, or three times in total within the game, they may be force-replaced at my discretion.
  19. If you will be V/LA, please alert me in the thread or via PM.
  20. Each Day will have a deadline of fourteen real life days.
  21. In the event deadline is reached before a lynch has occurred, no lynch will occur.

  22. Each Night will have a deadline of two real life days.
  23. If a player has a night action, but does not submit a choice before deadline, they will perform no action.
  24. I will accept PMs of conditional actions to take (such as, “If Magua votes me, dayvig him” or “If Magua is lynched and flips town, cop Faraday”). However, I require that all conditional actions be in a single PM; receiving a new PM with conditional actions will invalidate all previous ones from that player.
  25. I may extend deadlines in the event replacements must be found, at my discretion. This will be announced in thread.
  26. Votecounts will be provided at least once every 24 hours. I may provide more votecounts at my discretion, or if asked.
  27. - The Voting Rules
  28. Votes must be bolded to count, and in the format of VOTE: Magua. Abbreviations, missing punctuation, and misspellings will be accepted as long as the vote is bolded and it is obvious to me who is being voted for.
  29. Unvoting is nice, but is not necessary.
  30. Once a majority of votes is reached (# of players / 2 + 1, rounded down), that person is lynched. Day is over, and no further votes/unvotes/Day abilities will be counted.
  31. If you are dead, that is it. Do not post. Not even a "Bah" post.
  32. You may VOTE: No Lynch. It still requires a majority of votes to end the Day before deadline.


II. Setup Rules and Information


  1. Entrepreneur Role PM: At least one player will have received this Role PM:
    Spoiler: ”Entrepreneur Role PM”
    Hello, XXX!

    You’ve done well for yourself in business. You’ve seen the market reward those (like yourself) who innovate, and punish those who stagnate. But lately, you’ve detected that all is not well in the market. Some of your fellow entrepreneurs have been winding up dead -- not the normal sort of hostile takeover. Someone’s attempting to corner the market, and you need to stop them.

    You are an
    Entrepreneur
    .

    Nest Egg:
    You start the game with $100.
    Wage:
    At the end of every Day, you will receive $50.
    Efficiency Bonus:
    At the end of every Day, you will receive $5 for every full 24 hours that remained until deadline (since deadline is 14 real life days, this bonus will be between $65 and $0).
    Grow Your Business:
    Once per Night, if you activated no abilities during the previous Day and you activate no abilities during this Night, you may choose one ability you possess that has more than one use remaining; you gain another use of that ability.

    You win with the
    Town
    : You win when all the players alive have the Town win condition, and there is at least one player alive.
  2. Money: Each player starts with a set amount of money (their Nest Egg). Additionally, at the end of every Day, each player will receive an amount of money as described in their Role PM.
    Spoiler: ”Money Example”
    Magua is an Entrepreneur. His Nest Egg is $100. His Wage is $50, with an Efficiency Bonus of $5 per 24 hours remaining when the Day ended. If he spends no money on Day 1, and Day 1 lasts...
    1. 5 hours: Magua will receive $115 at the end of Day 1, and have $215 total.
    2. 204 hours (8 days, 12 hours): Magua will receive $75 at the end of Day 1, and have $175 total.
    3. 336 hours (14 days -- deadline): Magua will receive $50 at the end of Day 1, and have $150 total.
  3. Cash and Carry: No player may take an action that could possibly result in them having a negative amount of money. Specifically, no player may spend money that that they may need to pay a winning bid on an ongoing auction.
  4. Mafia Knowledge: The following things are true about the mafia in this setup:
    1. Each member of the mafia has a Nest Egg of greater than $100 and a Wage of greater than $50.
    2. No member of the mafia gets an Efficiency Bonus; they receive the same amount of money regardless of the length of the Day.
    3. The mafia do not possess a factional Night-kill. The only Night-kill available will be via the marketplace.
    4. The mafia have daytalk.
  5. Limited Reveal: When a player dies, their role and alignment will be revealed, but whatever money and abilities they possessed when they died will not be.


III. Auctions


  1. Each Day, the marketplace will be seeded with a number of auctions related to the number of players. Each auction will last from between 72 to 168 hours in length. One of these auctions will always be for “Night-kill x 1”, which is a one-shot Night-kill.
  2. The abilities that appear each Day in the marketplace are in a predetermined order.
  3. The current bid and ending bid for an ability are public; the highest bidder (and the winner) are anonymous. Bid information will come along with the votecount. I do not guarantee that this will get updated more than once every 24 hours.
  4. The rules for bidding are as so:
    1. A player may PM the mod the *maximum* amount they wish to bid on an auction at any time while that auction is ongoing. This is the their “maximum bid”.
    2. It costs $1 to place a maximum bid.
    3. All bids must be in whole dollars. No fractions or decimals.
    4. A player may only make bids that they have enough money to cover in the event that they win. Bids placed for more than this amount will be ignored.
    5. Maximum bids function like eBay -- the current bid will always be $1 more than the second highest bid, or, to put it another way, if you are winning the auction, you are always bidding the minimum amount required to do so. If another player bids higher than the current bid, but less than or equal to your maximum bid, you will remain the highest bidder and the current bid will be raised appropriately. Clarification: The maximum bid mechanic is to reduce work for the moderator. A player may always choose to bypass the maximum bid mechanic and directly bid a specific amount, rather than the minimum required to win.
    6. In the event of tied maximum bids, the earlier bidder gets priority. The first PM from each player within the first 24 hours of a Day are given equal priority; in this case, random.org will provide a tiebreaker.
    7. Maximum bids may be increased at any time, but may never be decreased. Increasing a maximum bid still costs $1.
    8. If a lynch occurs or deadline is met, all auctions are immediately ended, with the current bidder winning.
    9. When an auction ends, the highest bidder immediately pays the current bid and receives the ability in question.
    10. Escrow: Money that you have committed to an auction is in escrow; you may take no action that would leave you unable to pay a winning bid on an auction.

    Spoiler: ”Bidding Example”
    1. The ability "Extra Vote x 2" is in the marketplace. It has a starting bid of $10, but no current bid as of yet.
    2. Magua has $100. He sends a PM that includes “
      Maximum Bid:
      Extra Vote x 2, $50”. This costs Magua $1 immediately. Magua is now the highest bidder for "Extra Vote x 2", with a current bid of $10 (the minimum amount required to win). He has $99, but $50 of that is in escrow in case he wins the auction -- he really can only spend $49.
    3. Faraday has $100. He sends a PM that includes “
      Maximum Bid:
      Extra Vote x 2, $40.” This costs Faraday $1 immediately. Magua remains the highest bidder, with a current bid of $40 (Magua’s bid was earlier than Faraday’s; if it had not been, Magua would be the highest bidder with a current bid of $41). Faraday has $99, and can spend $99. Magua still has $99, and can still only spend $49.
    4. Faraday sends a PM that includes “
      Maximum Bid:
      Extra Vote x 2, $65.” This costs Faraday another $1 immediately. Faraday is now the highest bidder, with a current bid of $51. Now that Magua is no longer the highest bidder, his $50 is not in escrow and can be spent on something else. Magua has $99, and can spend $99. Faraday has $98, but with $65 in escrow, can only spend $33.
    5. If the auction were to end at this point, Faraday would pay $51 (the winning bid) and have $47 left over.
    6. If, however, Magua were to come back and place a new maximum bid of $75, that would cost Magua another $1, and he would win the auction for $66. Magua would end up with $32 left over.


IV. Actions


  1. Actions are things you can do, provided by your Role PM, or from the list below.
  2. Actions are not abilities (see Section V), and cannot be affected by, nor affect, abilities -- actions cannot be roleblocked, will not show up on tracker/watcher reports, etc.
  3. Unless otherwise stated, the following actions are available to every player.
  4. Transfer:
    At any point during the Day, you may transfer money to another player. A 5% fee (rounded up) will be deducted. Transferred money will arrive at the beginning of the next Day as one anonymous lump sum (regardless of the number of transfers). Transfers are irreversible, even if you or the recipient dies before the money is received.
    Spoiler: ”Transfer Example”
    It is D1. Magua has $100. Magua transfers $80 to Faraday; Magua now has $20. After the 5% fee ($4), Faraday will receive $76 at the beginning of D2. If someone else were to transfer $100 to Faraday during D1, Faraday would receive $171 at the start of D2. In no case does Faraday learn who transferred the money, or how many transfers were made.
  5. Invest:
    At any point during the game, you may invest your money in a CD; when the CD matures, you will receive 150% of the investment (a 50% premium); this amount will be rounded down. If you invest at Night, the CD will mature the next Night. If you invest during the Day, the CD will mature at the same point the next Day (or the following Night, if that Day ended earlier).
    Spoiler: ”Invest Example”
    It is 72 hours into D1. Magua has $100. Magua invests $80 in a CD. Magua now has $20. 72 hours into D2, Magua will receive $120 from his CD. If D2 ends before 72 hours, Magua will receive the money N2.
  6. Auction Ability:
    At any point during the game, you may auction off some or all usages of an ability that you currently possess and have not yet activated during this Day. You determine the minimum bid (between $1 and $100, inclusive) and the auction length (between 72 and 168 hours, inclusive; 3 to 7 real life days). If you choose to do this at Night, the auction will start with the rest of the auctions at the beginning of the next Day. Otherwise, it starts immediately.
    1. The cost to do this is 5% of the minimum bid, rounded up (minimum $1). This is paid immediately.
    2. The auctioning player immediately loses the specified number of usages of that ability. If the seller still has usages of this ability, the seller may not activate them for the rest of the Day.
    3. The auction is anonymous, and is otherwise handled like a normal auction in every way.
    4. A player may not bid on their own auction.
    5. When the auction ends, the player who auctioned off the ability will receive the winning bid, minus a 5% (round up) charge.
    6. If there are no bids by the end of the auction, the ability is returned.

    Spoiler: ”Auction Ability Example”
    Magua has the “Extra Vote x 2” ability. He chooses to auction a single usage off, starting with a $20 minimum bid, and an auction length of 72 hours. This costs $1. Magua immediately loses one usage, leaving him with “Extra Vote x 1”. The auction ends with a winning bid of $51; after the 5% charge, Magua receives $48.


V. Advertising


  1. Advertising allows players to pay money to start another auction for a specific ability.
  2. Each Day, players may privately (via PM) spend money along in the name of a specific ability that has come up for auction already (on this Day, or a previous one). This costs $1, plus the amount spent.
  3. The name of the ability that currently has the most money spent on it will be public (but not the amount of money). In the event of a tie, the ability that reached that amount first will be “the winner”.
  4. At the end of every Day, the ability with the most money spent on it will “win”. The next Day, an auction for that ability will be held. Once an ability has won an Advertising auction, it cannot be advertised for the rest of the game.
  5. Money spent on Advertising for an ability that did not win carries over to the next Day.
  6. Spoiler: ”Advertising Example”
    1. It is D1. No one has spent any money advertising any ability.
    2. Magua sends a PMs that include “
      Advertise:
      Cop, $10.” This costs him $11. The leading Advertising candidate is now “Cop”, and this will be reflected in the vote counts / auction counts.
    3. Faraday sends a PM that includes “
      Advertise:
      Neighborizer, $20.” This costs him $21. The leading Advertising candidate is now “Neighborizer”, and this will be reflected in the vote counts / auction counts.
    4. Magua sends in another PM that includes “
      Advertise:
      Cop, $10”. This costs him another $11. Neighborizer is still the leading candidate, because it reached $20 first.
    5. The Day ends with Neighborizer winning. The next Day, there will be a Neighborizer auction.
    6. The next Day, the leading Advertising candidate will start out being “Cop,” because the $20 of donations from D1 will have carried over.
    Spoiler: Advertising History
    The following abilities have been successfully Advertised, and cannot be Advertised again:
    D2:
    Doctor
    D4:
    Cop
    D7:
    Tracker


VI. Abilities


  1. Abilities are the powers that can be won from the auctions in the marketplace.
  2. Actions, like those in Section IV, or those that appear in Role PMs (such as “Grow Your Business”, from the Entrepreneur Role PM), are not counted as abilities. They cannot be roleblocked or auctioned off, and, if applicable, will not appear on tracker or watcher reports.
  3. All abilities have a limited number of uses (even abilities that are normally considered passive, such as “Investigation Immunity”, must be activated to gain their benefit). The number of uses remaining comes after the name. Eg, “Cop x 2” is a two-shot Cop; each use returns one investigation, “Night-kill x 1” is a one-shot Night-kill, and so on.
  4. Abilities may only be activated once per phase (Day or Night), even if you have multiple uses of that ability. However, you may activate as many *different* abilities per phase as you desire.
  5. Unless otherwise specified, an ability lasts for the length of the phase (Day or Night) on which its activated. Eg, an activation of “Investigation Immunity” is good for the entirety of the Night on which it is activated, and the extra vote from “Extra Vote” lasts for the entire Day on which it is activated.
  6. Each ability is put into one of the following categories:
    a.
    Day:
    This ability is activated during the Day. It cannot be roleblocked, and will not show up on tracker and watcher reports. Many Day abilities will trigger an in-thread announcement; if so, the activator of that ability is always anonymous.
    b.
    Targeted:
    This ability is activated at Night, and targets a specific player. This ability can be roleblocked, and it will show up on tracker and watcher reports. Targeted abilities may not be used on yourself.
    c.
    Personal:
    This ability is activated at Night, and does *not* target a player. It cannot be roleblocked, and will not show up on tracker and watcher reports.
  7. Ability Glossary: The effects and rules for each ability are known and are public. When an ability appears in an auction for the first time, its effect and any associated rules will be listed on that auction, as well as the glossary in the next post. Where the rules of an ability contradict other rules, the ability rules take precedence.
Last edited by Magua on Thu Aug 11, 2011 6:44 am, edited 3 times in total.
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Post Post #2 (ISO) » Mon Jun 27, 2011 3:05 pm

Post by Magua »

Spoiler: ”Ability Glossary”
  • Accountant (Targeted):
    Choose another player. You will learn how much money this player possessed at the start of this Night.
  • Auction Detective (Day):
    Choose another player and a specific auction from the current Day. You will learn whether or not that player won that auction (if it has ended) or is the current highest bidder (if it is still running).
  • Blind Bid (Day):
    For the remainder of the Day, only you can see the current bid for auctions. To everyone else, it will be hidden. This will be announced in-thread. Other players will be informed if they are, or are not, the highest bidder as normal.
  • Bulletproof (Personal):
    You are protected from a single Night-kill targeting you this Night.
  • Commuter (Personal):
    All Targeted abilities that target you will be roleblocked. However, you may not activate any of your Targeted abilities. Personal abilities may be activated and will continue to work as normal. If a Targeted ability that would return a result is used on you, it will instead return “Ability failed”.
  • Cop (Targeted):
    Choose another player. You will receive back a report of “Mafia” or “Not Mafia”. You are guaranteed sane; however, other abilities may modify the result of the report.
  • Doctor (Targeted):
    Choose another player. That player will be protected against a single Night-kill that targets them this Night.
  • Extra Vote (Day):
    You gain control of an extra vote, which will appear on the vote counts as ‘???’. This vote may be controlled by PM’ing the mod. This will be announced in-thread. The lynch threshold may go up as a result of activation of this power. This extra vote is not affected by any voting restrictions upon you.
  • Federal Reserve Chairman (Day):
    Every living player (including yourself) immediately gains $200. This will be announced in-thread.
  • Forensic Accountant (Targeted):
    Choose another player who has died. You will learn every auction that that player won, if any.
  • Governor (Day):
    Choose another player. That player cannot be lynched for the remainder of this Day. This will be announced in-thread. This cannot be used once someone has already been lynched.
  • Gravedigger (Targeted):
    Choose another player who has died. You will receive all of the abilities they had when they died. This activation and the dead player who was chosen will be announced in-thread, but not who activated it or what was received.
  • Hitman (Personal):
    If you activate “Night-kill” in the same night you activate “Hitman”, “Night-kill” will ignore one ability that would stop the kill from working (ie, ignore one roleblock or protection).
  • Investigation Immunity (Personal):
    You appear as “Not Mafia” on Cop reports, regardless of your actual alignment.
  • Last Will (Personal):
    Choose another player. If you die during this Night, or during the following Day, and that player is still alive, that player will receive all of your money and remaining abilities. The recipient of this transfer, but not its contents, will be announced publicly in-thread.
  • Love Potion (Targeted):
    Choose another player. That player will not be allowed to vote for a player of your choice (which may be you) during the next Day, chosen when you activate this power. This will be announced in-thread the first time your targeted player attempts to vote for the chosen player. This will not affect the lynch threshhold.
  • Medium (Targeted):
    Choose another player. If that player dies during this Night, a Ghost Quicktopic will be provided that either of you may talk in at any time until the end of the following Day, at which time it will be closed. The dead player will not be given the results of any of their abilities for the Night they died, and they will not be given access to the Dead Quicktopic until the Ghost Quicktopic has closed.
  • Neighborizer (Targeted):
    Choose another player. At the start of the next Day, a Neighbor Quicktopic will be provided that either of you may talk in at any time while alive. If you use this ability a subsequent time, you may choose to add the new player to an existing Neighbor Quicktopic (this will work even if you die that Night), or create a new, separate one.
  • Night-kill (Targeted):
    Choose another player. That player will die unless protected.
  • Ninja (Personal):
    You may choose which of your visits (if any) will appear on Tracker or Watcher reports and which will not.
  • Oracle (Day):
    You will receive a PM from the mod showing the items that will be auctioned off during the next Day.
  • Peace Treaty (Targeted):
    This ability cannot be roleblocked. You are treated as targeting every other player. You will perform a roleblock on all Night-kill activations that target anyone *except for you*. However, any Night-kill that targets *you* will work regardless of any other abilities (that is, you cannot be protected and Night-kills on you cannot be roleblocked).
  • Roleblocker (Targeted):
    Choose another player. All of their Targeted abilities that they activated for that night, except for roleblocks, will fail. Personal abilities will continue to work. Abilities that were not activated are not affected. If the Targeted ability would return a result, it will instead return “Ability failed”.
  • Setup Information (Day):
    You may PM the mod a yes-or-no question about the setup (but not about players in the setup, or about the current game state -- that is, you may only ask a question that could be answered before the roles were randomized and assigned) and receive back a truthful answer. Moderator is a maroon addendum: Questions which will effectively result in mod confirmation of information about a player, including alignment, role, win condition, etc, are also not valid.
  • Tracker (Targeted):
    Choose another player. You will be informed which players (if any) that player visited during the Night, but not the nature of each visit. However, other abilities may modify the result of the report. A roleblocked ability activation is not considered a visit.
  • Vote Freezer (Day):
    Choose another player who is voting, but is not voting for No Lynch. Their vote is now frozen and cannot be changed for the rest of the Day. This will be announced in-thread. This will not affect the lynch threshhold.
  • Vote Nullifier (Targeted):
    Choose another player. That player will not have a vote the following Day. This will be announced in-thread. The lynch threshold may go down as a result of activation of this power.
  • Wage Freeze (Day):
    The length of this Day, for the purposes of determining Efficiency Bonuses, only counts the time up to the activation of this ability, instead of the entire Day. This will be announced in-thread.
  • Watcher (Targeted):
    Choose another player. You will be informed which players (if any) visited that player during the Night, but not the nature of each visit. However, other abilities may modify the result of the report. A roleblocked ability activation is not considered a visit.
Last edited by Magua on Fri Jul 22, 2011 2:38 am, edited 5 times in total.
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Post Post #3 (ISO) » Mon Jun 27, 2011 3:40 pm

Post by Magua »

By the time I arrived, everyone else had already assembled. I was in a bad mood to begin with, because I had a presentation to give to the Gartner Group in the afternoon, and it still needed a lot of prep to shine.

I came in, saw the horrified looks on everyone's faces, and figured that was it, funding had been cut. Nevertheless, I had a presentation to work on, so I wandered into the break room to pour some coffee only to find the pot empty, like no one had bothered to fill it. Mooks. I stormed out, ready to give everyone a piece of my mind, to find that they were actually circled around Andrius' dead body.

Looks like that Breadcrumb Bakery business won't be doing so hot after all.

Empty coffee pot still gripped in my hand, I lost it. "That's it! That's [expletive deleted] it! This ends now! No one's going home until we've found the person responsible for this, and kicked them the [expletive deleted] out of this [expletive deleted] office! Got it?"

Then I went to make the coffee. This would take awhile.


Role PMs are now out. Please confirm in the thread. Day 1 will start when everyone has confirmed.


Scum may talk in their QT, and everyone may talk in this thread. Votes, etc, will not be counted until Day 1 officially begins, but I will accept PMs with bids or other actions now and process them when Day starts, if you wish. Remember that it costs $1 to place a bid on an auction.

Spoiler: Auctions for Day 1
#
Name
Minimum Bid
Auction Length
1Cop x 2$507 days
2Doctor x 2$405 days
3Extra Vote x 2$103 days
4Governor x 1$305 days
5Investigation Immunity x 4$255 days
6Last Will x 3$253 days
7Neighborizer x 3$205 days
8Night-kill x 1$507 days
9Oracle x 2$103 days
10Setup Information x 3$103 days
11Vote Nullifier x 1$253 days**


** Vote Nullifier was originally incorrectly listed as 7 days.
Last edited by Magua on Tue Jun 28, 2011 6:22 am, edited 1 time in total.
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Post Post #4 (ISO) » Mon Jun 27, 2011 3:57 pm

Post by Seacore »

first confirmation up for grabs

Sold to the orange spiky creature from pluto

/confirm
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Post Post #5 (ISO) » Mon Jun 27, 2011 4:08 pm

Post by bobsnox »

/confirm
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Post Post #6 (ISO) » Mon Jun 27, 2011 4:11 pm

Post by Seacore »

Bob, if you could be assured that you would win one of the auctions, which one would you choose?
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Post Post #7 (ISO) » Mon Jun 27, 2011 4:24 pm

Post by Midnight's Sorrow »

/confirm
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Post Post #8 (ISO) » Mon Jun 27, 2011 4:28 pm

Post by Seacore »

MS, if you could be assured to win two of the auctions simultaneously, which would you pursue?
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Post Post #9 (ISO) » Mon Jun 27, 2011 4:30 pm

Post by HellloooNewman »

/confirm
Irritating Jerry since 1991
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Post Post #10 (ISO) » Mon Jun 27, 2011 4:35 pm

Post by Midnight's Sorrow »

When I finish reading everything- I'll tell ya.
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S: 1/4/0
O: 0/2/0
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Post Post #11 (ISO) » Mon Jun 27, 2011 4:52 pm

Post by hiphop »

/confirm

If money is invested, can the money be taken out at any time like a real cd (penalty of course), or must one wait for the cd to mature?
When can we start bidding? Start of day, or now?
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Post Post #12 (ISO) » Mon Jun 27, 2011 5:07 pm

Post by Magua »

hiphop wrote:If money is invested, can the money be taken out at any time like a real cd (penalty of course), or must one wait for the cd to mature?


You must wait.

hiphop wrote:When can we start bidding? Start of day, or now?


Nothing game-wise will actually occur until the start of Day 1. However, as a convenience to you, the consumer, you may PM me bids (or any other possible actions) now if you wish, though I will not actually process them until Day 1 starts.
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Post Post #13 (ISO) » Mon Jun 27, 2011 5:12 pm

Post by bobsnox »

Midnight's Sorrow wrote:When I finish reading everything- I'll tell ya.

this
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Post Post #14 (ISO) » Mon Jun 27, 2011 5:34 pm

Post by ChaosOmega »

/confirm
Is it any wonder things seem so awry? We swim in a sea of confusion and don't have to think to survive, so nobody listens!
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Post Post #15 (ISO) » Mon Jun 27, 2011 6:01 pm

Post by Ghostlin »

/confirm
"You live for the fight when it's all that you've got."--Bon Jovi, Living on a Prayer
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Post Post #16 (ISO) » Mon Jun 27, 2011 7:19 pm

Post by Midnight's Sorrow »

If I could choose one right and be assured of getting it?

Idk, I wouldn't mind an extra vote, and that Oracle thing looks pretty spiffy.
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S: 1/4/0
O: 0/2/0
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Post Post #17 (ISO) » Mon Jun 27, 2011 7:20 pm

Post by Seacore »

Actually, MS, I asked which two you would like. Which two do you think work best in combination?
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Post Post #18 (ISO) » Mon Jun 27, 2011 7:25 pm

Post by Midnight's Sorrow »

Extra Vote and Oracle.

As for the question the doc and Cop always seem to be the most hax combo in the land of Mafia- right? I mean I always see people either praising it or bitching about it, so idk.

Which do two do you think would work best in combination?
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O: 0/2/0
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Post Post #19 (ISO) » Mon Jun 27, 2011 7:37 pm

Post by Seacore »

I like Cop and Last Will. If I could guarantee getting two of them at the same time, I'd go that. Then I wouldn't use the Cop ability for the first couple of days. The combination of that and last will ensures that Cop is being used at end game, where it's stronger. Unless it lands in the hands of scum, which is always the risk.

Cop and Doc is not a good combination in the same person. If they get shot we lose strong PRs.
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Post Post #20 (ISO) » Mon Jun 27, 2011 7:43 pm

Post by hiphop »

Cop and investigation immunity. Guaranteed results at least for night 1.
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I colored hiphop kind of magenta, because he deserves a color of his own.
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Post Post #21 (ISO) » Mon Jun 27, 2011 7:44 pm

Post by Midnight's Sorrow »

Well, I think Last Will + Anything else would be a good combo if it as given to the right person.

True enough on the last part- I brain farted on that one xD
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Post Post #22 (ISO) » Mon Jun 27, 2011 7:45 pm

Post by RedCoyote »

Mod 1 wrote:Do not use any form of provable randomness. Claiming you rolled dice and acting on that is fine. Using dice tags is not.


I'm just quoting this for my fellow players because this is an unusual rule.

Mod 1 wrote:
Grow Your Business:
Once per Night, if you activated no abilities during the previous Day and you activate no abilities during this Night, you may choose one ability you possess that has more than one use remaining; you gain another use of that ability.


So, Mod, in other words, if I were to buy, like, a Vig power, not use it during the current day I buy it or the succeeding night, I would have two shot the next day? If that's not true, could you give an example of this for me?

Mod 1 wrote:No member of the mafia gets an Efficiency Bonus; they receive the same amount of money regardless of the length of the Day.


Interesting...

Mod 1 wrote:If a lynch occurs or deadline is met, all auctions are immediately ended, with the current bidder winning.


This is also interesting. This could make for some opportunistic hammering opportunities.

Mod 2 wrote:
Setup Information (Day):
You may PM the mod a yes-or-no question about the setup (but not about players in the setup, or about the current game state -- that is, you may only ask a question that could be answered before the roles were randomized and assigned) and receive back a truthful answer.


Oh, wow. Very cool.

I'm also confirming that I understand my role PM and win condition.
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Post Post #23 (ISO) » Mon Jun 27, 2011 7:49 pm

Post by RedCoyote »

This is much more involved than I thought it would be, btw.
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Post Post #24 (ISO) » Mon Jun 27, 2011 7:52 pm

Post by Midnight's Sorrow »

^Really?

I guess it does seem a little intense at first glance, but after letting it sit awhile it don't seem all that bad.
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T: 8/6/1
S: 1/4/0
O: 0/2/0
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