either with the [.b] tag or with the [.vote] tag. Unvotes are unnecessary to change your vote.
3.
Put all votes on a new line
If you disregard this rule, I may or may not count the vote.
4. A majority of votes is needed to lynch. A lynch (unless otherwise altered) ends the Day (a last round will be made, although only moves from before the hammer was dropped will be counted).
5. This setup uses A Day section (broken into rounds) and a Night Section.
6. The deadline to lynch is by Round 14. If there is no majority when Round 14 comes, there will be a no lynch.
7. I reserve the right to change, add or delete any rule in the game. I reserve the right to modkill or force replace or take any other actions I see as necessary.
Activity
1. This game revolves around activity. You are expected to post at least once a day. A prod will be sent out if you have not posted in the past 48 hours (and you were capable of doing so).
Note: this rule is waived for those in the Secluded Villa
2. If you are continually prodded, the moderator may replace you.
3. If you wish to go on Vacation leave, please post it in bold in the thread with your expected time out. Simply setting yourself as VLA on the site is INSUFFICIENT.
Moderator Error
1. The moderator is fallible. If you see a problem with a vote count, mention it in bold in the game. If you have another problem, please don't hesitate to PM the moderator.
2. The moderator has carefully set up systems to make the game run smoothly. However, given the number of moving parts with this game, it is possible if not likely that he will eventually screw up. He will attempt to fix this when possible, but sometimes fixing will only create more problems.
Game Specific Rules
Rounds
1. There are 14 Rounds in each Day. There will usually be 24 hours between rounds. (updated for clarity)
2. The game begins on Round 1, but pre-game/night time moves MAY be made (i.e. moves that will be made on Round 1)
3. There will be a deadline set for move submissions. All moves, etc. must be submitted by this deadline to be included in the round. Although it may be a number of hours before zorastermod can get to it (up to the next morning), the round will be considered as having happened at the deadline.
4. I reserve the right to change the time between Rounds to suit my schedule
(e.g. if I'm out of town for a weekend, I might need to have a Round last 48 hours then compensate by having the next two last only 12 hours)
5. Players may accelerate the Rounds if they agree, by PM to the moderator, unanimously. This is subject to the moderator being able to do the accelerated Rounds and is intended to keep players from having to wait around just for new rounds before ending the day.
Lynch Deadlines
A lynch will occur when there is a majority of votes on one player. Round 14 ends the day. If there was no majority by this time, there is a no lynch.
Regular Moves
Moves may be made to rooms that are adjacent north, south, each or west (i.e. up/down, left/right) but not diagonally.
1.
Daily chits:
Each player (including scum players) on Day 1 gets
1 blue chit
,
2 green chits
, and
2 red chits
. See below for others.
2. A
blue chit
must be used in the first
three
rounds of a Day. A
green chit
must be used in the first
eight
rounds of a Day. A
red chit
may be used at any time that day. A
purple chit
may be used on any day and saved from one day to another.
3.
Moving Other Players:
A player may use
one
chit to move another player in the game.
4.
Moving Yourself:
A player may move himself by spending
two
chits.
5. The most restrictive applicable chit will always be used (blue over green over red).
6.
Multiple Moves:
Making more than one move in a single round will double the cost of each subsequent move (e.g. moving two players in a single round will cost 3 chits total [1+2], moving yourself twice will cost 6 chits [2+4]). This includes doubling ANY move and any insurance. I will double the lowest costing move if the moves are submitted in one PM. Otherwise I will double the move that came second in my inbox.
7.
Saving Chits:
Only
purple chits
are saved from one day to the next.
8. Chits are expended
when the PM is sent,
regardless of whether the move goes through, the move is valid, etc.
9.
Insurance
In the PM a player sends to the mod to move, he may indicate that he wants to spend a chit on "insurance." This means his move will occur before any other move that did not pay an "insurance" chit.
10.
Non-moves
A player may spend the appropriate number of chits (1 for others, 2 for himself) to do a "non-move" -- in other words, to try and keep the intended player from moving. An insurance chit may be used. A non-move will be decided in exactly the same manner as a regular move.
11.
String Moves
See below
12. Moves are due by the posted deadline or will not be counted.
13.
Once submitted by PM, you may change your move by editing or deleting your message. However, once the moderator opens the PM, the move will be made and you will be charged, period. If you try to submit another move, you will be charged according to the "multiple move" provision.
Conflicting Moves
Often there will be two or more moves that conflict with each other. It will be decided in the following fashion:
1. "Mafia Moves" (see below)
2. Insured Moves (if two or more conflicting moves are insured, random order between insured moves)
3. Random order.
Note: Non-moves and most other actions that require a chit (e.g. the door control) work using the same system as the moves. Actions that do not require a chit generally are not on the move system (e.g. throwing the switch)
Spoiler: String Moves
String Moves
Players may act in concert to move another player (or themselves) multiple spaces without spending the extra chits. To do this, though, the order of their moves must be precise.
Example 1
SpyreX and Vi want to move Zoraster from the Nexus to the Secluded Villa in one Round. SpyreX has two chits and Vi has one chit available, so neither can move Zoraster both spaces in one round alone (it would cost 3 chits, see Move Rule 6). Instead, SpyreX could move Zoraster to the Rageatorium with an insured move and Vi could move Zoraster to the Secluded Villa. If there are no other moves that round, it will work because first SpyreX will get to move Zoraster from the Nexus to the Rageatorium. Then Vi's move will work because now Zoraster is in the Rageatorium.
Example 2
SpyreX and Vi attempt the same moves as above. But Faraday has an insured move of Zoraster from the Nexus to the Campfire. It is then random chance whether SpyreX or Faraday's move goes through first. If SpyreX's move fails, then so does Vi's, wasting all of their chits.
Daily Chits
11-20 Alive:
1 blue chit
,
2 green chits
, and
2 red chits
0-10 Alive:
2 blue chits
,
2 green chits
, and
2 red chits
PMing Your Moves
To PM a move, please send some version of the following PM:
PLEASE TITLE YOUR MESSAGE with "ROUND X MOVE" where X is the round you're making the move.
Move PM wrote:Hi Zoraster!
Player to Move:
SpyreX
Room to Move to:
The Switch
Insurance?:
No
Mafia Move:
The mafia get a free move on Rounds 10, 11, 12, and two free moves on Round 14.
Vote Counts and Round Postings
1.
Zoraster
will post vote counts. These will be posted frequently, at least once a real life day but the moderator will try to post once a page when possible.
2.
Zorastermod
will post each Round. This is so that players can isolate zorastermod to see the history of movement without vote counts getting in the way.
A sample Round Post:
Each circle will be filled in with a short version of a player's name (e.g. XReckonerX might be XRX), and that will be the player's identification.
Room Descriptions:
A3. Door Control:
Max 1. A player in the Door Control may, by using an applicable chit, open or close any door in the building. However, a path must always be left open between the Nexus and the Door Control. This works on the same "move" schedule and the move may be insured.
B3. Secluded Villa:
Max 3. The secluded villa is a peaceful place. Players in the secluded villa may only talk in a given QT (the QT will be changed each time a new player enters or exits the villa). Players may not talk in the game thread or any other QTs they have. Players may ONLY do the following actions in game:
Vote, unvote,
and
confirm vote
. Players may do each of those actions ONCE per Round. Players in the Secluded Villa may NOT talk in any other QT. Who knows what other mysteries the villa holds? The QTs given may NOT be linked to to any other player, including scum teammates. QTs may not be copy and pasted from (but may be summarized). There may be only one active Secluded Villa QT at a time (i.e. they shut down after a new player enters or leaves).
C2. Party Room:
Max 1 or 20. A player may spend two chits to throw a party. So long as the party host stays in the room, any player in the game may spend one chit to move himself to the party room. Parties may be started instantly (between rounds). Players who join the party do so before any regular move (but after mafia moves). If the host leaves the party, the party is over. No one is kicked out, but no new party may be thrown until there is only one player in the room again.
C3. Rageatorium:
Max 4. Players in the Rageatorium who cast votes for players in the Rageatorium count as TWO votes. This does NOT increase the number of votes necessary to lynch.
C4. Electric Chair:
Max 1. A player who is in the electric chair when a majority of the players in the switch throw the switch is executed. The chair may only be used once during the game.
C5. Security Room:
Max 1. A player in the security room when night falls may PM the moderator with one of the rooms in the game. That player will watch the room and any player who enters the room during the night to carry out a night action there will be identified to the player by the moderator.
D1. Panic Room:
Max 1. A player in the panic room may be neither killed nor lynched. Any other action may target a person in the panic room.
D2. Monastery:
Max 2. Players in the monastery take two chits to move rather than the normal one (self moves still cost 2)
D3. Nexus
Max 5. The starting point for players in the game. The room does nothing.
D4. The Switch:
Max 5. A player in the switch may PM the mod to "throw the switch" if there are at least two players in The Switch and a majority of players (50%+1) throw the switch that round, the person in the electric chair is executed. A new PM must be sent EACH ROUND.
E2. Move Checker:
Max 1. When a player enters the move checker room, he may pick another player to watch. Each time that player makes a move (whether on himself or another player), the player in the move checker room will be informed of it (as well as who he moved)
E3. Campfire:
Max 5. Any time a player leaves the campfire at Night for any reason, he is spotted by the other players in the campfire.
E4. War Room:
Max 1. A player in the war room receives a
purple
chit if he stays in the room for at least 3 consecutive rounds. He must leave and then come back to earn another purple chit. A purple chit may be used in any round on any day.
F3. Tipping Point:
Max 4 or 5. If this room ever has four players in it (five in D1), the day is automatically accelerated to Round 10 and all players in the Tipping point are transported to the Nexus. If it is already Round 10 or later, no regular moves may be made (mafia moves may still be made) until there are fewer than 4 players in the Tipping Point. When tripped in this second manner, the players in the Tipping point are transported to the Nexus as the last moves of the last round of the day (i.e. right before night). D1 requires 5 to tip the room. All other Days require only 4.
G3. Potion Room:
Max 2. A player who is a power role* that enters the potion room loses his power. (e.g. Town Tracker becomes Vanilla Townie. Mafia Tracker becomes Mafia Goon). A player who lacks a player role and enters the potion room will gain a power. Maximum of one role gained per player per game day. Please note that factional abilities such as the mafia kill and mafia move are unaffected by this room. (*Power roles that have been exhausted [e.g. one shot bulletproof] will not be removed and the player will act as a VT for the purposes of this room only. They will still "flip" their original role plus any role they acquire after).
Night Resolution (IMPORTANT)
You know the following Role exists in this game
Last edited by zoraster on Thu Sep 01, 2011 12:51 am, edited 29 times in total.
Post
Post #3 (isolation #2) » Thu Aug 25, 2011 2:35 am
Postby zoraster »
Round Deadline is 22:00 EDT
today (August 25th). In order to get your move in for Round 1, it must be submitted by this time today.
All players with a QT (e.g. scum) may begin plotting their victories.
Role PMs are going out in a couple of batches starting now.
...And all Role PMs are out.
Quick clarification: No one has to make a move during a round. In fact, you don't have enough chits to make a move in even a majority of the rounds. So pick which rounds you make your move in wisely, but remember that blue chits must be spent in the first three rounds and green chits in the first 8.
Additional Clarifications:
1. Chit totals are NOT public
2. Other than to a person in the move checker on their target, the person who makes a move is not made public.
3. The war room gives a purple chit after three rounds, but the round you move into the war room counts as one. For example, if you are moved into the room on Round 8 and then stay for Rounds 9 and 10, you'll get a purple chit.
4. Mafia moves are factional and in addition to the mafia's regular moves. They are not seen by the move checker.
5. If making two moves in one round, the cheaper of the two moves will be doubled so long as the moves were submitted in the same PM.
5. Although doors stop players from moving at night (either by making their route longer [see night resolution order] or impossible if cut off completely), a room with a maximum number of players in it does not stop a player from entering it.
6. Night actions work like this. Say you're a Tickler (you tickle people). You're in the SV and they're in the Rageatorium. You'll perform your tickle action then return back to the SV. So unless there's power role interference, players that start in one room at night will always be in that same room the next morning.
7. The security room will see people who enter that room. This will be people who entered the room to carry out an action, not passing through or coming back from carrying out an action.
8. When you submit a move, I should send you a response something like "noted" to let you know that I've received and recorded the move. If for some reason you don't, send me a PM asking me about it.
9. Nothing happens if a player doesn't have enough chits. The move just won't go through. If they needed 2 and they only have one, they'll be charged one and the move won't go through.
10. Blue chits may be used on Rounds 1, 2 and 3. This is Round 2. Next round is Round 3. That's the last round you may use the blue chits. Therefore, all blue chits must be used or lost by submitting moves before today's deadline.
11. Just a reminder: non-moves should explicitly state they are a non-move. This is a different action than moving a player to a room that he is already in.
12. For the party room: If the host leaves the party, the party is over. No one is kicked out, but no new party may be thrown until there is only one player in the room again.
13. To perform an action in another room than yours, you don't have to be able to "fit" in there. For example, if I'm in the Door Control room, then a Tickler could still target me to Tickle that night.
Last edited by zoraster on Tue Aug 30, 2011 10:29 am, edited 6 times in total.
Post
Post #4 (isolation #3) » Thu Aug 25, 2011 8:28 am
Postby zoraster »
As we are 90% confirmed, you may now chat!
Keep in mind as it is still essentially Round 0, so we are still in pregame. No votes will be counted until Round 1 begins (either tonight or tomorrow morning). However, you may chat and try to plan strategy, etc. with other players.
One other note: Role reveals will be comprehensive except for VTs. In other words, I'll probably just copy and paste the edited Role PM for those who have died with sensitive information removed.
Post
Post #34 (isolation #4) » Thu Aug 25, 2011 9:16 am
Postby zoraster »
A few more clarifications (by the way, one of the posts on the front page will hold all the clarifications):
1. Although doors stop players from moving at night (either by making their route longer [see night resolution order] or impossible if cut off completely), a room with a maximum number of players in it does not stop a player from entering it.
2. Night actions work like this. Say you're a Tickler (you tickle people). You're in the SV and they're in the Rageatorium. You'll perform your tickle action then return back to the SV. So unless there's power role interference, players that start in one room at night will always be in that same room the next morning.
Post
Post #69 (isolation #5) » Thu Aug 25, 2011 9:53 am
Postby zoraster »
Lost Butterfly wrote:Zoraster: will all visitors to the Villa be able to read whatever posts were made before in the QT, for the rest of the game? Is there a new QT made every time a new arrival shows up?
Is there a new QT made every time a new arrival shows up?
A new QT is made each time a player enters or exits the Villa, even if they've been there before. Previous QTs will be shut down and may not be linked or copied.
Last edited by zoraster on Thu Aug 25, 2011 9:54 am, edited 1 time in total.
Post
Post #118 (isolation #6) » Thu Aug 25, 2011 10:52 am
Postby zoraster »
Klazam wrote:
Mod- is a triple move possible? Ex: 1 insured move to the rageatrium, then 3 regular moves to the secluded villa, then 1 to the door control? This is what i think would happen: the insured move goes through, That player goes to the rageatorium, then it is 75% chance the player will move to the villa, then the extra villa moves all are cancelled out, then the player will move to door control. Does this work the way i think it does?
This would require different players (remember, multiple moves in one round are charged double), but yes, it's possible, though there's a very high chance it won't work. Consider the possibilities:
1. Move to the rageatorium goes through if no other conflicting moves. Then there's a chance the 1 move to the door control goes through first, which is invalid. then one of the moves to the SV goes through. Then the next goes through but already there. etc.
2. Move to rage. Then one of the moves to the SV goes through. Then the move to the DC goes through. Then the move to the SV goes through, still valid. This ends up with a player in the SV instead of the DC.
As you can see, there's actually only a 25% chance in the scenario above that you'd end up with the player in the DC as it would need to be the last move in order to work.
Post
Post #190 (isolation #8) » Thu Aug 25, 2011 1:38 pm
Postby zoraster »
Maruchan wrote:@Mod, can you either Deny, or refuse to comment on the subject as to whether there are any roles that specifically benefit from being in a certain room? Like either say "No there are none" or "I won't comment either way" for me? I either want to have to legitly deal with these accusations, or be told they don't exist.Like either say "No there are none" or "I won't comment either way" for me? I either want to have to legitly deal with these accusations, or be told they don't exist.
What in your wildest dreams would make you believe I'd answer this?
Post
Post #221 (isolation #9) » Thu Aug 25, 2011 2:29 pm
Postby zoraster »
Nobody Special wrote:Sorry. Confusing thread. I checked Feysal's summary and it wasn't there. Just wanted to make sure we didn't waste a move. (I gather that an invalid move would spend the chits but not go through...?)
@MOD:
If an invalid move is submitted (i.e., on a diagonal) would the chits still be spent, even though no move occurred?
Post
Post #256 (isolation #11) » Thu Aug 25, 2011 3:54 pm
Postby zoraster »
Mod: What happens if a player enters the Move Checker room Round 9, chooses player A to check moves, and is himself moved from the Move Checker room during Round 10? Will the player in question see information regarding player A's moves during Round 10?
It depends on whether his target's move occurs before or after he is moved out of the room. If it happens before, he'll get a result. If it's after, he will not.
Post
Post #278 (isolation #12) » Thu Aug 25, 2011 4:43 pm
Postby zoraster »
Klazam wrote:
ZORAMOD- When is the deadline for moves?
It's in the Round Update. So 20:00 EDT (unless it says otherwise, always assume it is the day following)
Maru wrote:1.
@MOD!: Does a Non-Move, if it ends up being used, keep ALL future moves after the non-move is successful from happening, or does it just protect against ONE move? IE: insured chit to non-move maruchan is successful! 3 mafia non-insured moves to move Maruchan to Secluded Villa! What happens here?
All moves that would take you out of the room after the non-move goes into effect that round will be negated.
@Mod!: Possible suggestion, send out a mass PM from zorastermod saying player X started in -- and ended up in --, with all player names on it, just so everyone knows what happened in case they are idiots and not keeping up on the game?
Why would I do this? They can isolate zorastermod and easily tell who moved where. I try to make people's life easier, but this would just annoy those who keep up by spamming their inbox and be ignored by those who aren't keeping up.
@Mod, is there a limit to number of doors I can open every night? Do they get more expensive the more I open/close? Can I INSURE a door open, have someone else insure 2-3 moves into the secret space, then UNINSURED a door close, to get them in and locked all in the same night?
Do you mean Round? If you open more than one door in a round, it'll cost double the chits, just as any multiple move would. But no, there's no limit other than the number of chits you possess.
In the case you suggest, yes. That would cost 2 chits for the first insured and then 2 chits (double) for the uninsured move for 4 chits total.
Post
Post #337 (isolation #14) » Fri Aug 26, 2011 1:19 am
Postby zoraster »
There was a question about LB's vote on LLD being worth two. It should not. Votes are only worth two votes if it's by a person in the rageatorium ON another person in the rageatorium.
As for the circle thing, I'll take a look at it.
Last edited by zoraster on Fri Aug 26, 2011 2:01 am, edited 1 time in total.
Post
Post #433 (isolation #17) » Fri Aug 26, 2011 11:48 am
Postby zoraster »
The Campfire does not show players who pass through at night. It only ever gives results to players who were in the Campfire at the end of the day and on those same players.
Post
Post #476 (isolation #19) » Fri Aug 26, 2011 3:15 pm
Postby zoraster »
Please note that it is not necessary to unvote before voting another player. In fact, I prefer you don't do that though I wont' count it against you if you do.
@ Mod - If a player was fully locked in a room, lets just say move checker throughout the night alone would it be impossible for mafia to kill them?
Yes (unless altered by some sort of role interaction)
Post
Post #584 (isolation #20) » Sat Aug 27, 2011 2:13 am
Postby zoraster »
1. When you submit a move, I should send you a response something like "noted" to let you know that I've received and recorded the move. If for some reason you don't, send me a PM asking me about it.
2. Nothing happens if a player doesn't have enough chits. The move just won't go through. If they needed 2 and they only have one, they'll be charged one and the move won't go through.
3. Blue chits may be used on Rounds 1, 2 and 3. This is Round 2. Next round is Round 3. That's the last round you may use the blue chits. Therefore, all blue chits must be used or lost by submitting moves before today's deadline.
4. Just a reminder: non-moves should explicitly state they are a non-move. This is a different action than moving a player to a room that he is already in.
Post
Post #615 (isolation #22) » Sat Aug 27, 2011 9:54 am
Postby zoraster »
Klazam wrote:Hang on to that idea-
Mod- If there's a party, can other people move any player there, by using 1 chit, or players can only self-move?
Ze Rules wrote:A player may spend two chits to throw a party. So long as the party host stays in the room, any player in the game may spend one chit to move
Post
Post #618 (isolation #23) » Sat Aug 27, 2011 10:00 am
Postby zoraster »
Nobody Special wrote:
@Mod: For clarification, for us dim bulbs in the room: Is going to the party like teleporting? No matter where you are, you go instantly and directly to the party?
Yes. This also occurs before any other moves are made.
Post
Post #679 (isolation #26) » Sat Aug 27, 2011 1:13 pm
Postby zoraster »
Just a clarification about the rounds. The rounds are the things that are about to be posted: The moves. Essentially all the action of talking, etc. happens BETWEEN the rounds. For example, you were just between Rounds 2 and 3 and you're about to be between Rounds 3 and 4. This is why when the Day deadlines on Round 14, it ends when the moves are made, not after or before.
Post
Post #848 (isolation #31) » Mon Aug 29, 2011 1:42 am
Postby zoraster »
Zajnet and tc have been prodded.
Important Information on Night:
Night will last 36 hours. All actions must be in by this time. Once the night actions have been posted and the thread opened, there will be roughly 12 hours in which to make Round 1 move selections.
Last edited by zoraster on Mon Aug 29, 2011 2:06 am, edited 1 time in total.
Post
Post #1061 (isolation #38) » Tue Aug 30, 2011 10:28 am
Postby zoraster »
Clarification about Night:
To perform an action in another room than yours, you don't have to be able to "fit" in there. For example, if I'm in the Door Control room, then a Tickler could still target me to Tickle that night.
Post
Post #1145 (isolation #41) » Tue Aug 30, 2011 4:03 pm
Postby zoraster »
iamausername the Mafia Lawyer was lynched
Spoiler: Role Info
Maruchan's unvote came at 20:01 EDT according to MS. (See Round Rule 3). Therefore, due to the Rageatorium effect, iamausername has been lynched.
Deadline for Night actions is Noon EDT on September 1st
The night actions will go through. Then roughly 12 hours will be given for Round 1 moves to be submitted.
Spoiler: Maru's Question Answered
Maruchan wrote:
zoraster wrote:
G3. Potion Room:
Max 2. A player who is a power role that enters the potion room loses his power. (e.g. Town Tracker becomes Vanilla Townie. Mafia Tracker becomes Mafia Goon). A player who lacks a player role and enters the potion room will gain a power. Maximum of one role gained per player per game day. Please note that factional abilities such as the mafia kill and mafia move are unaffected by this room.
Do you get the power the next round-day or overall-day?
If the second one to I get it to use that night, or do I not recieve it till the next day?
The power is given instantly and may be used as soon as the power may be used (helpful, right?).
Post
Post #1589 (isolation #57) » Sat Sep 03, 2011 1:52 pm
Postby zoraster »
It means it's Saturday and I'm hanging out with my fiancee, and I'll do the round update when I have time in a few minutes, but I wanted to respond to something that was said.