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Games Mafia Game 86 - Magic: the Gathering - Planechase - END GAME

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Evil3ye

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by desin, panda and evil

Mechanic Design
The idea was a mechanic that is part of the core Mafia Game and not just an optional addon that distracts from it. Therefore the mechanic was based on the amount of night actions happening per night, giving people agency as individuals as well as factions as a whole. For full transparency all possible effects would be visible to everyone from the start so there are no information imbalances. As for the effects of the mechanic we once again took a look at the core mechanics being night actions and voting.
In regards to votes we chose "sticky votes" in the sense that every player has 2 locked votes to use. Thus giving every vote meaning and possibly undercutting any mafia last minute vote switcheroos. The intention was to give all three factions more options when it comes to voting ranging from voting your top two suspects as a town or using one vote on your mafia buddy to use later on as an alibi.

"Single vote" phase had a similar intention by putting more pressure on the day discussion and analysis beforehand to make a vote that counts while also leaving mafia less options for deniability for their votes.

"Double lynch" phase was supposed to be possible only very early in the game as it was only achievable with lot of active role uses. During the day town would be at a disadvantage due to it only being D2/D3 but still with a chance to get mafia. During the night in "double action" phase Mafia have a chance for two kills, however early on they would not have enough information to target valuable townies specifically. On the other hand townies had 2 nights for actions to gather information and get a surplus of info from very early on in the game thus speeding up the game. Investigative roles could possibly confirm their sanities and feed in lot of information for the following day discussion. Kill reducing roles had the same chance of stopping a kill just as in any normal night. This was supposed to help town get an information advantage early on by giving them the results of 3 nights by the beginning of D3/D4.

The chance of double kill is nevertheless alluring to mafia who would push for it but this would be balanced out by the automatic mechanic of the following night where the kill would have a 50% chance to fail. During the day the previous votes would be turned into penalty votes giving mafia a chance to manipulate the vote while also being at danger of paying for past suspicion.

Janitor kill was supposed to take information away from both parties opening the chance for mafia to claim a role that the investigator could find out thus catching mafia right there. The day lynch would be hidden as well thus as well only letting the investigator find out who it was while mafia does not know which role (if townie) was taken out and can’t plan around that.

As the game progresses the effects of the mechanic become less and less intrusive thus bringing endgame back to the basic game.

Assuming with almost certainty the game would start off accelerated early on with a double action night followed by a 50% failure chance to bring it back in pace, thus the assumption was D2 using mechanic 8-9 followed by mechanic 10+ which would then cut down actions to 3-6 and then staying in that realm until endgame and no mechanic interventions.

Role List/Faction Build
The main aspect of the game mechnic - number of the night roles used - was a key element in building the roles list. It was a balancing act of active and passive roles, as well as the timing of possible role uses. Majority of roles were added under the assumption they would start use at the beginning. As the game would progress further would be activated, to balance taken out roles. A number of maximum possible actions was defined and the rest would be filled out with passive roles. Naturally the Town as biggest faction would receive most of it and would have the biggest influence on the mechanic through cooperation. No day action except for one voting related roles were added to keep the focus on night actions.
The Intel Force
A third of the Town's setup would be the investigative roles, which could feed in new details from active player pool as well as beyond the grave. Due to the possible double night action scenario and resulting in possible information overflow the roles were added in a singlular amount. The Spy role with the potential to varify any night action, bundled with the by hosts confirmed amount of night actions, to make or break any claims made during the day phases. Spirit Medium, similar to the Spy would potentially make or break action claims. Insane Detective to potentially find Mafia/TP, although from 7 non-Townie roles only 4 were detectable, so the potential here was limited. Coupled with the Naive Traitor role this Detective would come "online" with the findings later than usual, as the sanities needed to be confirmed first. And upon death would also have the potential to seed dissesnt amoung the Mafia team to help unfail a TP member amongst them. Investigator was added for the possible Janitor'd night action scenario to unfail hidden roles.

The Protectors
An other third of the Town was designed to increase the durability and be able to reduce number of casualties in double action night scenario. Roles with this intend being used were Sane Doctor, Bodyguard, Prostitute and Jesus.

The Special Force
The two new role Necromancer and Banshee were added for observation as they both never had practical use before. Both seemed more on the situational end of usefulnes, but likewise had potential to be pivotal for a leap forward for their faction.

The Decoys
And lastly, two vanilla Townies were added to potentially attract Mafia's attention and tank a night hit instead of an other role for a possible Sleeper recruting in an early TP death scenario.
Mafia Setup
The Mafia was designed to have two actions per night, and therefore have the possibility in participating in the mechanics as well. For the second action besides the kill there were currently only two possible options available, which are Detective or Escort.

Settling on Mafia Escort as this role was more aligned with the mechanics in mind. Detective with a double action would scout the Town roles too quickly, giving full transparancy. The Apprentice as addition to sacrifice some flexibility in the beginning to be able to react flexibly on the situation at hand. The choices to go along were Strongman for a certain kill, a Bomb for an additional kill at lynch, and a Janitor for an information surplus. Poisoner to give flexibility in timing of kills. Mafia Boss in this setup was more a pro-Town faction choice to give Mafia the impression of higher Detectives presence.
Third Party Setup
With no killing ability, and with passive roles only, (with exception of Mafia member), Third Party was not given the possibility to participate in the mechanics. However, both non-Mafia members were given protection related roles to increase durability, one night protection in Threesome candidate as Bulletproof, one late game day protection role for the town Lover as Innocent Child with a D5 timed confirmation. This role with also start off with the Hot Potato with the same timing. The Mafia Noble role was assigned to the Lover to use it within the Mafia faction, as well as late game potential change to Third Party faction.

Gameplay Analysis
As the game kicked-off the analysis around the use of the mechanic started. Different strategies of using it to the best advantage were discussed and weighted off against each other. The dominanting strategy among the players with night roles and therefore influence on the mechanic agreed to be a conservative use of the night roles to not reach the treasholds of 7 to 9 role uses.

This resulted in only half of the night actions being used, successfully denying the "double action"/"janitored" day and night phases the following day and remained the in use throughout night 1 to night 3 as leading strategy from town's side as evident by (periodically) missing night actions from roles such as Doctor, Prostitute and Spirit Medium.

Only by night 4 confidence in night role use increased as the pool of players with night roles has declined enough to not reach the threasholds and stay in line with the initial strategy.
Townie Faction
The lack of information from performed investigative night actions from the dominant mechanic strategy, and setup, led to analysis of players' behaviours, such as role claims. Those were weighted off against each other and analyzed against plausibility in setup. Behavioural patterns, such as voting as well as cooperativeness with the leading strategy became factors to decide the order of day lynches. More subtile patterns, such as timing of role hints, activity in total were picked up on as well, but were secondary as deemed to be non substantial enough. By end of D4 and four lynched townies in a row, the situation for town became unwinnable, however was not perceived as such, as the existence of third party was not discovered and thus disregarded, but giving a false sense of security through the bloated numbers. Inconsistancies in night role action claims against the confirmed night role action used by the mechanic came in as an additional analysis tool as well, however, already at a very late point in game, and too late to turn the tides.

Mafia Faction
Starting off very cautiously assessing the importance of the mechanic, almost no one participating actively in discussions throught the first day phase, or hinting the nature of a role, before going into first night discussions with the team to talk through and align a working strategy. Through following day phases the team succeeded in dodging day lynches in diverting the players to find someone more suspicious or inconsitant to lynch instead. The strategy to pass the Hot Potatoe secondary role to an investigative townie role and blocking it paid off greatly and was overlooked by the other players long enough to almost tie in numbers with remaining factions. The existance of third party, while couple of times mentioned in the internal brain stormings was not seriously enough considered to start looking into the potential candidates for it. The focus remained heavily on dismantling town, even at the point where it was not possible to lynch townies anymore. The end game strategy became working towards reaching a close enough number and win the game with the additional Noble vote, unaware of it belonging to third party as well.

Third Party Faction
With plenty players to go through Threesome candidate took six guesses to join the Lovers' party and their night discussions. The night protection role ensured survival of one mafia kill attempt, and the false claim by an other townie benefited and made him trusted enough to not be lynched. Mafia, while picking the apprenticed Strongman role chose a different target to use it on, making him literally dodge the bullet until making the mafia lover aware of his own existence shortly after. Similarly unaware of the identity of the candidate the lovers were trying to give hints about their own alignment, as discretely as possible to not expose themselves completely. Town lover although passing the potato stayed under the radar during day phases long enough to get day time benefits from the town role on D5. Mafia lover was from then on faced with a bigger challenge to keep the town counterpart alive, but, was trusted within the faction even while persuading to go for alternative options. During the day Mafia lover remained trusted by town also through incriminating mafia faction members, until only one was left and numbers allowed it to win with the votes.
Hot Potato played by @MarmaladeSky D1, @Holt D2, @sakura-aneki D3-D5 (killed D5)

The starting position of Hot Potato was given to a Town-aligned secondardy Third Party out of curiosity to see what they do with it. Through the exchange with the Mafia Lover it was quietly passed on to a Mafia player, to then decide within the team. Mafia team passed it on to role revealed Spy and going forward effectively blocked with the Mafia Escort the investigative role as well as the further passing in one action. Due to the novelty of this role and strategy and no indication of a Mafia Escort in the setup to that point Town did not identify this as highly benefitial Mafia strategy and held the passing Mafia Member accountable up until after the Hot Potato exploded.

In role design we categorized this role as a Priority 3 action to potentially block the movement. If this is going to remain a one-sided pro-Mafia strategy only, perhaps the categorization into Priority 3 need be reevalued again. I think this needs at least two or three games further test runs. In any case the movement of the Hot Potato is an important new information for the players to analyze.


Necromancer played by @Demonspeed (killed N4)

This role starts off basically very vanilla and with progressing game increasingly gains strength. All really depends not only on the Town setup, but also the order in which Townies died, thus bit on the harder side to plan around in game design as it could tilt the balance heavily pro-Town, or be completely useless. This situational usefulness of the role could lead to very unique outcomes and memorable moments, thus looking forward to see what our players will do with it in next games.


Banshee played by @SonOfDaws (lost D8)

Due to the longevity of the player this role could not show all aspects of its functunalities in this game, as the killing action was missing for a full review ( why didn't you die daws ;p). My impression was that similar to all other Townie killing roles it incentivises the player to analyze the player pool in selecting anti-Townie targets. We also drafted it as a Priority 3 action, both selecting and killing, which means it could be blocked. Player raised the question about feedback concerning his viable targets upon death, as he wouldnot know which actions have succeeded and which havenot. Perhaps this need further clarification.


Bulletproof Townie (Lover) by D6 previously (Threesome Candidate) played by @Gajeel (won D8)

Threesome Candidate as secondary role was the new addition in this game, and of course can be paired with a lot of roles on-going. This combination in particular is in the upper spectrum strength wise. Most combinations give this role a solid role claim thus increase the time the player can have to find the other members of the Third Party, thus victory becomes more achievable (as demonstrated in this game). No matter the primary role though, if one Lover dies in the first couple of phases this role has same slim chance as before to guess the remaining member.


Mafia Noble (Lover) played by @Lambu (won D8)

This role was added as a big nerf for the self-confirming Townie Noble. Perhaps also due to the fact that it was added just now the players would rather take it as self-confirming Mafia Noble, thus the Mafia team decided it is best to keep it as a last resort role in end game, when the numbers allow it to lynch a last Townie and win the game. I like to see some more bolder usage of the role in a few more test runs to see if it is versatile enough to allow different playstyles, or it will remain this last resort use. But either way I think it makes the previously drafted Mafia Robber obsolete and see its potential to move it to the chopping board and go on with Mafia Noble alone.
The built game mechanic is right now the best tool to try out different cencepts in the meta and potentially explore new rules or addition of new roles. What we were most curious about was exploring different voting regulations, concept of collective vs individual choice to select varying night scenarios.

Voting concepts: From the three concepts it turned out to be the least impactful. This might or might not have been heavily influenced through the simultaneous introduction of new tie breaking rule, which turned out to shift the timing of the votes more towards the end. Implementation-wise, some inaccurate wordings led to different interpretations of intended concepts, that were unnoticed by us for some time, unfortunately resulting in some frustrations on the side. Generally the hope to observe some different strategies around the voting concepts werenot observable in the scope as hoped in development.

Collective and individual choice concept: Giving the individual players the option to participate in an overarching game mechanic strategy was the second incooperated concept. Players discussing it already on day one, strategizing around it and arguing for/against the respective positions was perceived by us as positively participative. In this format with night actions, not everyone was given the chance to actually influence it individually with their own actions. Changing that is something I might explore in a future game.

Varying night scenarios concept: Coupled with the previous concept of choices the varying night scenarios concept was a very risky endeavour, that was misjudged in game designing phase, thus in hindsight something I would not do again. The role list was build upon the possibilities of these varying night concepts actually occuring, some even in a particular order, which due to the free choices were not going as drafted at all. Lot of these concepts while being big part of the design were not used, thus best done in a set environment only.

 
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Evil3ye

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Mafia Game 86 - Magic: the Gathering - Planechase



The multiverse is an infinitely vast and dangerous place yet most are unaware of even its existence but not you. You (player) are a planeswalker. A powerful mage who can travel between the infitine number of planes, each with their own dangers, each offering the chance to become a hero.

Hosted by @Copy Panda @Evil3ye @desin24



On the plane of Zendikar, the ancient prison holding back the monstrosities know as the Eldrazi (Hosts) have been freed and now threaten to devour every plane in existence. Their hunger for mana will not stop until they have consumed everything in their path, just to travel to the next plane and continue their continuous annihilation of the multiverse.


If you would like to play next time, please announce your participation in the Mafia Game "Discussion" Thread

Game instructions
The MH specific game rules will be explained below. If you would like to play, please announce your participation in the "Mafia Game Discussion" Thread. This thread is strictly for playing the game. Thank you.
Players will be secretly assigned two roles. One group will play the "Mafia" role; the other group will play the "townspeople" role. The townspeople will not know who other townspeople or Mafia members are. However the Mafia members will know who is a Mafia member and who isn't.

During the day phase, all of the players debate the identities of the Mafia members and at the end each person will vote to eliminate a suspect. This is carried out in the "game thread". In the game's "night" phase the Mafia will discuss through PM’s (which will be sent to the host when it’s over) on who they should kill. They will then send the unlucky person’s name onto to the host. Play will then continue until all of the Mafia have been eliminated, or until the Mafia reaches the same number as the townspeople.

A typical game will start with a minimum of 7 players, 5 Townspeople and 2 Mafia members. The members that will be Mafia and Townspeople will be chosen through a random list generator . Whereby the participating player’s names will be put in and after the randomisation the Mafia roles will go to the names at the top of the list. This is to avoid butthurt and favouritism accusations. :'[

Lastly, the numbers of Mafia Members depends on the number of participants! (the numbers are indicative)

7 - 10 = 2 Mafias
11 - 13 = 3 Mafias
14 - 17 = 4 Mafias
18 - 20 = 5 Mafias
21 - 24 = 6 Mafias
etc.
Game Phases
PHASE 1: DAY
This is where you discuss/argue about who is and isn't mafia. As soon as the day phase starts, you are allowed to vote. The day phase will take place strictly inside the “game” thread. Any discussions regarding the day phase outside the thread will be dealt with severely.
VOTE KILL [user]
This will be the manner in which you vote. Make sure it is clearly displayed in your post though caps/coloured or bold font.

You will be only allowed 1 vote change per phase. So use your vote wisely. Day phase will last about 24 hours, or until the host gets a majority on votes for one person (majority = half +1)
PHASE 2: NIGHT
The host closes the game thread during the night phases.
There should be no discussion about the game during the night phase, regardless of the player being still in the game or already out.

During the night phase, the mafia members will collaborate and choose who they want to kill. They will not do this in the thread, but via PM's with each other/other alternative communication channels approved by the host, such as piratepad.

At the beginning of the game the Mafia members will be informed of the other members. The Mastermind (Boss) must PM the host telling them their choice for the night's murder and the murderer from his team. They should also pm the PM discussions separately. There can only be one murder in the night phase therefore the mafia members must come to an agreement.

If the Mafia don't send in their night kill before the night phase ends, then their action will not be performed. The Mafia can also send in their night actions during the previous day phase, if they think they will not be online during the coming night.

The time for the Night phases are set by the host.
MH Specific Game Rules
ACTIVITY RULES

Be active in every day phase and post at least three times. It's a Minor Violation if you don't do that and will result in Penalty Vote(s)/Hostkill and ban from future games (Hall of Shame). If you are going to miss out a period of time due to real life events make sure to inform the host, who is going to judge each situation individually and decide whether or not taking the player out of the game is necessary.
Place at least one vote every day phase. It's a Minor Violation if you forget to place a vote and will result in Penalty Vote(s)/Hostkill and ban from future games (Hall of Shame).
Don't post more than 100 times per day phase. This is to reduce spam and the volume of posts per game. Nobody has time to go through hundreds of one liner posts with the same content over and over again (Imperium Copyright Rule). If you hit the volume restriction, it's a Minor Violation you will get a Penality Vote per 10 additional posts you make.
No talking during Night Phases, except for some roles that it is explicitly allowed and encouraged to. The Night phases are only to send in Night Actions. The scale of punishment for players who are caught discussing game content in the night may vary from Minor Violation to instand Hostkill, depending on the seriousness of the comment and/or warnings given before. NEW
Dead people can't talk. So don't post once your character is dead; do not help others once you are dead. You can however, lurk the thread. If you post regardlessly, you will be banned from future games (Hall of Shame).

OUTER THREAD RULES

Absolutely DO NOT discuss the game outside of the game thread (unless you are Mafia members discussing it with other mafia through pms/piratepad). This is so that people do not reveal their roles and ruin the game. Players violating this rule will be instantly hostkilled and banned from future games (Hall of Shame).
Do not directly comment on the current game, once you are dead. This is so you don't influence the players that are still playing. Violator of this rule will be banned from future games (Hall of Shame).

OTHER GAME RULES

You are not allowed to post any screenshots, PMs or anything similar that can reveal your role, or the role of others, neither fake host PMs. If you do, you will be hostkilled and banned from future games (Hall of Shame).
You are not allowed to pretend being a Daytime Vigilant, Cowboy, or other roles, that have Day Commands. It's a Minor Violation if you do that regardlessly.
You are not allowed to ignore directions sent in to you by the host, for example a mandatory vote change by the Politician. It's a Minor Violation if you fail to respond accordingly. NEW
You are not allowed to majorly edit the content of your posts, nor delete any of your own or someone else's post without the Host's approval. If you do, you may get a Minor Violation punishment or hostkilled immediately and banned from future games (Hall of Shame).

RULE BREAKING, PUNISHMENT & HALL OF SHAME

Minor Violations are "small rules violations", which do not result in a hostkill instantly, but are sanctioned with Penalty Votes first. For the first Minor Violation you get 1 Penalty Vote, for the second you get 3 Penalty Votes and the third gets you hostkilled. Three Minor Violation of any kind will lead to a hostkill. NEW
If you disobey the roles above that are resulting with you being host killed and/or banned from future games, you will get registered in the Hall of Shame.
One violation bans you from the upcoming game.
A second violation of the same kind will ban you from the next three game.
A third violation and you are out from all upcoming games.
No amnesty or prescription until further notice.
MH Specific Hosting Regulations
DAY PHASES & VOTINGS

Each active player has to vote during a day phase. Each player has the chance to change his vote once.
A day phase can be ended earlier, if and only if one player has collected more than a half+1 of the second votes ("locked votes") of all players and each player has voted at least once (Absolute Majority Voting).
If by the end of the the regular time of the day phase two or more players have the same amount of votes, the second votes ("locked votes") are decisive. The player with the most locked votes is being lynched.
If one or more players have the same amount of votes and locked votes, each player is getting the possibility to change his vote one more time. The regular day phase is being expanded for the means of further discussions.
If the voting result is the same by the end of the expanded day phase, both players are being lynched.

NIGHT PHASES & ACTIONS

During the night phase each player that has a role with a night action may send it in to the host via PM.
The player may or may not make use of his action. If the player misses the deadline and does not submit his action within the given time, it is seen as not used action. It is possible, however, to submit it before the start of the night, if the player already knows he has no time to do it later.
The night actions are listed in Priority groups. The higher the priority ranking, the more likely it is that the night action is being executed successfully. First actions to be performed are those from P1, then P2 and ending with P3.
If two night action roles from the same priority group target the same player at night a coin flip will decide which night action is executed first.

NIGHT ACTIONS PRIORITY GROUPS

PRIORITY - "ROLE BLOCKING"
(Prostitute, Hypnotist, Mafia Escort, etc.)
PRIORITY - "SAVING & INVESTIGATING" (& more)
(Doctor, Detective, Spy, Sickly Townie, Hider, etc.)
PRIORITY - "KILLING & RECRUITING"
(Mafia Member, Mafia Boss, Third Party, Time Bomb, Insane Doctor, Maison Recruiter, Pirate's Robbing, etc.)








Planewalkers
@Demonspeed - Ajani (Necromancer) killed on N4
@digitaldude - Ashiok (Townie) lynched on D3
@Erinyes - Chandra (Detective-Insane) (Traitor-Naive) lynched D2
@Gajeel - Elsbeth (Bulletproof Townie) (Lover) previously (Threesome Candidate) won D8
@gnut - Garruk (Mafia Escort) lynched D8
@Goodboy - Gideon (Bodyguard) lynched D1
@GrySun - Jace (Prostitute) killed N3
@Hardy - Karn (Investigator) killed N1
@Holt - Kaya (Mafia Strongman) previously (Mafia Apprentice) ynched D6
@Lambu - Kiora (Mafia Noble) (Lover) won D8
@MarmaladeSky - Liliana (Innocent child) (Lover) won D8
@Moegara - Nahiri (Jesus) killed N7
@Organizized - Nissa (Spirit Medium) killed N5
@sakura-aneki - Ral (Spy) (Hot Potato) killed D5
@Shad - Sarkhan (Doctor-Sane) killed N6
@SirSamuel016 - Sorin (Townie) lynched D4
@SonOfDaws - Tamiyo (Banshee) lost D8
@Takuan - Teferi (Mafia Boss) lynched D7
@xnut - Vraska (Mafia Poisoner) lynched D5


Day logs
End of Day 1 | Votes
End of Day 2 | Votes
End of Day 3 | Votes
End of Day 4 | Votes
End of Day 5 | Votes
End of Day 6 | Votes
End of Day 7 | Votes
End of Day 8 | Votes
Review + Night Actions



At once you feel the ground shake beneath you as the Eldrazi approach towards this plane, their mouths agape seeking to devour this world and everything in it. There is no salvation for this world as the pathway opens for this brotherhood of planeswalkers to flee.
The relief however is only temporary as the Eldrazi will undoubtedly follow you, whether you are ready or not.

New Roles // Experimental Magic
New roles are being tested. For an overview of possible new roles in the game, please look into this post.


Mechanic rules // The Planewalker Wars
As the war wages on, the World around the players will change along with
The World in effect is determined by the number of individual successful night actions performed the previous night


World Effects // The Planes

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









The Eldrazi did not break out on their own as this is an evil plot devised by the ancient dragon planeswalker Nicol Bolas who used his near infinite powers to brainwash your fellow planeswalkers and make them do his biddings. These brainwashed agents of Bolas have been corrupted to the point of no return, leaving total elimination as your only hope for a future of light as you can't risk betrayal when you unite your powers to fight the Eldrazi. Time is of the essence as your numbers dwindle. Will there be enough planeswalkers left to stop the Eldrazi once the traitors are eliminated or will Bolas finally win?



Day End in 24h​
 
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digitaldude

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The World in effect is determined by the number of individual successful night actions performed the previous night. but I dont have.

vote kill liliana
--- Double Post Merged, , Original Post Date: ---

This mechanic can be very intriguing though.
 

Hardy

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--- Double Post Merged, , Original Post Date: ---

I mean sub
 

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ZendikarA tumultuous plane of wild mana, unstable weather, and floating terrain, Zendikar is a world of incomparable natural beauty and danger. The Eldrazi were three inscrutable entities of the Blind Eternities, able to travel between planes to devour worlds. Unable to defeat the titans, ancient Planeswalkers used the hedrons to lure, contain, and immobilize them. They remained trapped in stasis and hidden for millennia until younger Planeswalkers inadvertently released them.

World Effect0~3
Day Time ~ Nothing
Night Time ~ Nothing

Gajeel 0x
SonOfDaws 0x
Takuan 0x)
Goodboy 4x (Gajeel [#269] [#292] Moegara [#353] Hardy [#362] Demonspeed [#391])
SirSamuel016 3x (MarmaladeSky [#251] Holt [#277] GrySun [#394)
Shad 2x (Takuan [#281] sakura-aneki [#329]))
sakura-aneki 2x (Demonspeed [#239] Shad [#272] [#368] digitaldude [#365])

Hardy1x (Lambu [#84])
xnut1x (Goodboy[#193] [#385])
Moegara 1x (SirSamuel016 [#240])
Holt 1x (Erinyes [#265])

gnut 1x (xnut [#271])
digitaldude 1x (Organizized [#303])
Organizized 1x (gnut [#318])
Lambu 1x (SonOfDaws [#380])
Demonspeed 0x (GrySun [#205] sakura-aneki [#249])

MarmaladeSky 0x (digitaldude [#2])
Erinyes 0x (Hardy [#39])
GrySun 0x (Moegara [#223])
19/19 votes

 
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Interesting mechanic.
 

Hardy

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Gonna paint a target on myself with this, but if I understood correctly then thise with less useful abilities shouldn't use them for the time being. 2 lynches and 2 kills is too much, so we should avoid triggering that.

Changing my avatar a bit later when the Husbando round is over. It's in just some hours I think, it should be acceptable I hope.
 

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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
 

Hardy

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I do have an ability btw but I think we can live without me ever using it. That may be all I'm gonna say about my role for days so keep it in mind.

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
I don't think she played much, a bunch of her friends did tho and even made money selling cards lol.
--- Double Post Merged, , Original Post Date: ---

Just based on the mechanic and my own role I think we can easily expect around half of the new roles being used, and some other situational roles. I can see the hosts making us think about using our role blindly every night or not.

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.

If anyone cares I can do a write up of what roles I consider should be used or not...
 

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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.
--- Double Post Merged, , Original Post Date: ---

he World in effect is determined by the number of individual successful night actions performed the previous night. but I dont have.
You're passive too?
 

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That is not a good sign for me lol, I've lost so much in magic
 

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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.
--- Double Post Merged, , Original Post Date: ---

An Investigator not a Janitor*
 

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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.
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:catshrug
 

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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.
--- Double Post Merged, , Original Post Date: ---



You're passive too?
I have no night action.
 

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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.
--- Double Post Merged, , Original Post Date: ---

An Investigator not a Janitor*
WRONGU I dont want this game to last 5 years like last one, seems evil agrees.
 

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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.

I guess the fact that it also affects town roles and that it transforms votes into penalties might counterbalance that idea though:catshrug
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.
--- Double Post Merged, , Original Post Date: ---

WRONGU I dont want this game to last 5 years like last one, seems evil agrees.
Sounds like you want town to lose by day 4 then.
 

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Took the liberty of stickying the thread, as it‘s proper.

Never played Magic nor know anything much about it besides it being a rather popular card game. Even saw in my university people playing with real cards all the time.
--- Double Post Merged, , Original Post Date: ---

Jace is pretty cool tho
 
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