The Game rules
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Standard faction game rules apply and mafia rules.
Day is unlimited and stops when the either the lynch majority has been reached or every player has voted. Modkill limit is at mods discretion (36-48 hours)
Night will be aimed to be instant so all actions must be sent in early.
*As this is an fm game, if your password stops working check your normal account and the thread but please do not give away that you have been replaced!
* Play for your current faction
* Never reveal your current faction (you wont be modkilled, but dont expect to last very long)
* You will only know the player above you in the chain of command
* There is no off thread communication in this game
Each faction has five players with the associated starting money attached.
Captain (100 credits)
Second (50 credits)
Life (10 credits)
Life (10 credits)
Life (10 credits)
Extra rules (check back as these may be updated by queries etc from players)
YOU CAN ONLY VOTE ONCE A DAY.
YOU CAN NOT VOTE FOR NIGHT
IF YOU WISH TO BET - THEN YOU MUST BET WHEN YOU VOTE.
You can bet via pm if you wish but it must be received shortly after or just before the on thread vote
To encourage voting the first third of a successful lynch train get odds of 3-1, next third get 2-1, final third get 1-1 . So the person at the start of a train if they bet 10 will receive 40 back!
Rules regarding credit
- Each player has a credit value
- Betting on the outcome of lynches can increase your credit
- Killing a player will give you their credit
- The captains must bet on the card game
- One life is bet by each captain at the start of each day.
- A a captain is outbet, he must either fold or place another life against the outcome as a bet. If only the captain remains his life is bet.
- Each hand will take a full day with two phases of betting (start of day and end of day)
- Betting on the card game is done off thread through pm, captains are faction leaders and as such should remain hidden at all times.
- The mod will announce bets on thread for other captains to consider.
- Each morning the captain will receive half of his factions money added to his own from any player with more than five credits.
- If you have no money you are automatically killed.
At the end of a days betting the winner can retain the lifes they have earned or cash them in for 50 credits each plus what they have themselves.
Rules regarding lynches
- If a captain is lynched the second receives his money and takes his place (this does not affect the card game betting)
- If any one else is lynched, their credit is split between the lynching players
- A lynch occurs when a majority is reached or If all players have voted the player with the most votes is eliminated.
- A split decision will mean day ends without a lynch and all bets are returned.
Once a captain and the second are gone the faction is destroyed and the remaining lives are distributed to the other factions.
Rules regarding night actions
- Each life (captains and seconds are not lives) has a token which will automatically be spent on healing themselves. Players can choose though to poison another player instead.
- A life requires 2 poison tokens to be killed
- A second requires 3 poison tokens to be killed
- A captain is immune to poison
ACTION ORDER
Guard -Find - Heal - Poison - Kill - Prepare - Replace
Any questions - just ask. The game is meant to be fun and quick, if people want to be serious they should wise up and just enjoy themselves.
I dont recommend fake reveals but....
LIFE PM
Oh dear - life was going so badly you decided to risk it all on a card game, of course being poor the only thing your good for is being a wager.
You have 10 credits
One pill makes you nervous, two makes you dead, heal yourself, heal someone else, or go for broke and poison someone. The choice is yours.
You know XXXXXXXX in your faction.
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Betting order is Kraiklyn, Zakalwe, Jernau.
SPOILERS ARE ALWAYS WELCOME!!!!
ANSWERS TO PLAYERS QUESTIONS
i will not reduce any players credits below 5. If a player has 7 credits at the end of day 1, they will have six at the start of day 2 as half of anything over 5 has been provided to the captain.
You have to play for your faction so i will not accept any actions deliberately harmful actions against your own faction. If you do not know someone is on your faction the action will go through.
You bet your lynch goes through. You do not though have to place any money on a lynch.
If a majority is reached the day ends regardless if everyone has voted so waiting is balanced against that risk
CF is faction only
One action per night means you can heal, or poison etc. not both.
No actions are limited by use, those of you who can poison or heal will be able to do so once every night.
FACTION STRUCTURE
captain
second
life1
life2
life3
the reason for this is that if a captain wins a hand and accepts the life into his faction that player joins the chain
captain
second
life1
life2
life3
life4
life5
life5 will learn life 4s identity even though life four has just joined that faction they are the next person. if the captain loses the next hand and the other does not want so many players life 5 dies first, then life 4 etc.
Just so you all know - seconds + captains will never transfer - they are an automatic cash in. seconds are 75, captains are 100.
Any questions - just ask. The game is meant to be fun and quick, if people want to be serious they should wise up and just enjoy themselves.
use
http://www.random.org/playing-cards/ to draw cards. I have a real deck which i will use.
Find by second or fm give position and faction
Find by bavedict gives shapeshifter or not
suggestions for a future game
a few things. the card mechanics work pretty well, but maybe a limit on the betting time to speed things up.
i would make it so you cant heal yourself more than one night in a row.
alter the fm hunter to know before hand that moving between factions can give them info on the fms whereabouts
alter fm + fm hunter to make them full killers as well ignoring heal tokens
give captains 2 captain vigs.
set 48 hour time limits on days.
remove night abilities of any player who doesnt vote
allow all faction members to see the cards of their captain and to bet with them if the wish.
set a max credit for captains to use against players. say 500 credits. once captain has that many he stops taking his players credits so they can bet more aggressively.
This post has been edited by Hugin & Munin: 08 March 2011 - 09:29 AM