by desin, panda and evil
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Zendikar is a world of incomparable natural beauty and danger as it harbors the prisons of uncontrollable atrocities. Staying alive is challenge enough | 0~3 Night Actions Day Time ~ Nothing Night Time ~ Nothing | |
Amonkhet is an endless desert ruled by the undead. During the day you only have one chance to vote before the undead catch up. | 4~4 Night Actions Day Time ~ Players have a single vote Night Time ~ Nothing | |
Gods rule among the night sky constallations and control the inescapable fate of this world. Instead of the possibility of vote change, each player has two locked votes at their disposal. During the night all actions have the same priority. | 5~6 Night Actions Day Time ~ When a player vote changes, the first vote doesn't disappear from the Target [e.g. If Evil votes Panda and then switches to Desin, Evil's vote on Panda remains. Both votes are locks. Voting the same person twice puts two votes on them] Night Time ~ All Night Actions have the same Priority [e.g. Priority 1, 2 and 3 are now the same. If Panda [P1] blocks Evil, and Evil [P3] targets Desin with a kill, the hosts will flip a coin to resolve which action go first as both happen at the same time] | |
Innistrad is a gothic nightmare world of eternal darkness with the church as the only thing standing inbetween the innocents and dark creatures of the night. All the dead are covered by the darkness and are not be found anymore. All kills are janitor kills. | 7~7 Night Actions Day Time ~ All deaths are Janitor'd [e.g. Day lynches will be '????'. The Mafia doesn't receive information either] Night Time ~ All deaths are Janitor'd [e.g. Night kills will be '????'. The Mafia doesn't receive information either] | |
High Tech world of the future filled to the brim with energy as it flows through everything in this plane. The energy fills players with enough vigor to complete two actions. Double Lynch during the day and Double Night actions. | 8~9 Night Actions Day Time ~ The Players with the most and second-most votes both die. In case of a tie, both tied players die instead (no extension) Night Time ~ All Players can use their night action twice | |
One world, One City that spans endlessly, the guilds ruling the city remember your whole history, and highly restrict any dubious night activities. Remembered votes from previous day and coin flip prior night action. | 10+ Night Actions Day Time ~ Votes from the previous day are converted into penalty votes and carried over to the next day [e.g. if Panda voted Evil yesterday, that vote remains on the Evil today] Night Time ~ All night actions have a 50% chance of failing |
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I don't think she played much, a bunch of her friends did tho and even made money selling cards lol.This is a pretty cool mechanic, yeah, without being too complex I think...
Farf really missing out on a Magic: The Gathering game, huh? Her and zimb are the only two besides Herm I've heard mentioning it on here. I know nothing about it, but I'm Nature's Artisan so that's fine with me.
/sub post
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You're passive too?he World in effect is determined by the number of individual successful night actions performed the previous night. but I dont have.
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So you're not willing to take the gamble of giving scums 50% chance of performing their actions the next night phase. It's a mechanic we will only be able to use early game too.If you are holding the hot potato, for example, it would be ideal if you don't pass it to anyone N1 as it will surely count as an action and I extremely doubt it will blow up day 2. Similarly if you get the NVD, take a hit for the team and do not pass it as well.
If you get hider or bodyguard you shouldn't use it either.
I have no night action.Interesting mechanics. I won't have any influence on them though since I have a passive role, so I'll be sitting on the bench.
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You're passive too?
WRONGU I dont want this game to last 5 years like last one, seems evil agrees.Going on a limb, as the hosts didn't reply so it's probably obvious:
This mechanic is very anti town.
If we reach state 7 we won't know what the fuck we just lynched and will have no read from it, depending on (hopefully) a janitor who will then count as an action and make this a cycle.
If we reach state 8-9 we are risking losing 4 townies in a cycle which is ridiculous. I'm going to predict here that there is a single killing party, as 4 kills in a night is absurd. As such, the only third parties we will see here are probably lover and/or shapeshifter.
My opinion, then:
ABSOLUTELY NO ONE SHOULD USE THEIR NIGHT ABILITIES.
We are much better off reading behaviours than getting our lynches janitored or potentially losing 4 members in a single cycle. It may be less fun but I think it will give us better results.
Granted, it's controversial, as mafos WILL use theirs, but aside from Mafia Detective I don't see any other non killing mafia ability giving us a disadvantage.
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An Investigator not a Janitor*
The way the game is played here, mafia having 50% chance of missing a kill isn't as awful, while at the same time our abilities will also be nerfed. Mafias can probably guess how many of us will use our abilities and count accordingly too, as 7-9 should be easy to achieve. I'm assuming here that they are 5 and at least 3/4 of them do have abilities.So you're not willing to take the gamble of giving scums 50% chance of performing their actions the next night phase. It's a mechanic we will only be able to use early game too.
I guess the fact that it also affects town roles and that it transforms votes into penalties might counterbalance that idea though
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Sounds like you want town to lose by day 4 then.WRONGU I dont want this game to last 5 years like last one, seems evil agrees.
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