Post by Pleonast on Jul 12, 2010 11:23:09 GMT -5
Mafia: Conspiracy 4: Measure for Measure
Basic Rules
This version of Conspiracy is designed for 25 players, no more or less. There will be no substitutions. There will be no mod-kills of non-participatory players. There may be some forms of limited recruitment. There will be no randomness used by the moderator except in the initial role assignment (see below).
Players are prohibited from communicating outside the game threads unless their role explicitly permits it. Do not edit your posts. There shall be no game discussion at Night, except that players may make claims about their role, powers, or results. There will be no other restrictions on post content.
This is an open rules set, except for one secret power given to each faction. This secret power may be held by one player, or shared among several. All rules questions must be asked via PM to the moderator once the game has started (even in secret forums, because of the possibility of recruitment).
Days are from Friday noon PT (3pm ET) to Wednesday noon PT (3pm ET). Nights are from Wednesday to Friday. Players with Day or Night powers must notify me via PM before the end of the Day or Night or lose use of their power for that period. The game will start in Night Zero. For Night Zero only, players may discuss the game anywhere they may post; no other powers may be used.
Players vote for who they wish to lynch. Players may vote for multiple players. Players may vote for "No Lynch" as well. Votes may be removed by unvoting, and all votes are removed at the beginning of each Day. At the end of each Day the player with the most votes is lynched, provided at least half the players are voting for that player. If no player has the minimum number of votes, or if multiple players are tied for the most votes, or if the most votes is for "No Lynch", then no lynch will occur.
Upon death, only a player's name will be revealed by the moderator. After one Day-Night or Night-Day cycle, the player's faction will be revealed. After another cycle, the player's role will be revealed. This information will always be completely correct; information gained via other sources may be affected by other players' powers.
Powers are resolved simultaneously, except for redirections which take precedence. If, after all powers are resolved, more than one player is attempting to kill a single victim, only the player who last put in the request to kill will proceed. Different modes of failure are indistinguishable (that is, a blocked attack power, protected victim, or doubled-up victim will all look the same to the failed attacker).
No faction will necessarily gain an advantage by a mass role claim. It is unwise to make assumptions about how this game is balanced.
Factions
The players are divided among multiple factions. Each faction has roughly the same chance of winning the game. You win if your side wins, whether you are alive or dead. There may be limited forms of recruitment in this game; however, players will always have the option of choosing an alternative penalty (such as death) instead of recruitment.
The Town does not know the identities or roles of the other Townies. This lack of information is balanced by numerical superiority and/or powerful roles. The Daily lynch is the Town's primary instrument of justice. The Town wins at any time when:
1) At least one Townie is alive.
2) All Wolves are dead.
3) All Undead are dead.
4) Either a) Two or more Witches are alive, or b) all Cabalists are dead.
The Wolves know the identities and roles of the other Wolves. They may speak secretly at Night (on a secret board) and may choose to have a Wolf kill one player each Night.
The Wolves win at any time during the Day (before or after the lynch) when:
1) At least one Wolf is alive.
2) The number of living Wolves is greater than or equal to the total number of other living players (not counting Zombies).
The Undead do not know the identities or roles of the other Undead. They are few in number, but may increase by animating the dead. The Undead win at any time during the Night (before or after the Night kills) when:
1) At least one Undead is alive.
2) The number of living Undead plus Zombies is greater than or equal to the total number of other players.
The Cabal know the identities of the other Cabalists. Though few in number, they may speak secretly (on a secret board) at any time, Day or Night. They may collectively block the powers of one player each Night. The Cabal win when:
1) At least one Cabalist is alive.
2) All Wolves are dead.
3) All Undead are dead.
4) There are one or no Witches remaining.
Roles
There are many possible roles. Not all roles will be in this game, and there may be more than one player in any given role.
While role assignment is typically random in Mafia, for this game players may PM me an ordered list of their role and/or faction preferences. For example, "1. Vampire, 2. Vicar, 3. Cabal, 4. Town". The list may be as long or short as you prefer. I cannot make any guarantees, but I will try to assign each player one of their preferences. I will not disclose any further details of the system I will use to assign roles.
Possible roles are listed here:
You are a Coroner, a member of the Town. You will automatically discover the role of each dead player, even ones under the enchantment of a Witchdoctor, at the beginning of each Day and Night.
You are a Detective, a member of the Town. Each Day you may determine the identity of the killer of one player killed the previous Night. Identification will fail if the killer is a Vampire.
You are a Freemason, a member of the Town. Each Day you may check if one other player is also a Freemason. If the target is a Freemason, both of you will be informed of the discovery. Otherwise, no effect.
You are a Magician, a member of the Town. Each Night you may choose one other player as your stand-in. If you are attacked, your attacker will instead target your proxy. You will discover the identity of your would-be attacker, and he yours. Your trickery will protect you from multiple attackers on a single Night, but once you've successfully evaded attack, you may no longer protect yourself.
You are a Scotsman, a member of the Town. You can survive any one attack, including a lynch. Your role will be revealed to all upon surviving. If you survived a Night attack, you will discover the identity of your attacker. You will survive multiple attackers on a single Night, but after that Night you will become vulnerable.
You are a Seer, a member of the Town. Each Night, you may investigate a single player and discover their role. The Omega Wolf will appear to be a Freemason to you.
You are a Vicar, a member of the Town. Each Day you may bless one dead player (no matter how long dead), including the player to be lynched later that Day. The blessing will fail if the target is under the enchantment of the Witchdoctor or has already been animated into a Zombie. You are immune to attack by Vampires, but will not be aware of being targeted by one.
You are a Vigilante, a member of the Town. Each Night you may choose to kill a player. The Vampire is not immune to your efforts. However if, when the side of your victim is revealed by the moderator, they are also Town, you will be required to target yourself on the next Night. If you are prevented from killing yourself, you recover from your remorse.
You are a Warlock, a member of the Town. Each Night you may enchant one player who, if killed that Night, will activate a curse on their murderer. The killer will then be killed by the curse on the following Night. Once activated, this curse cannot be blocked. Although the Vampire is immune to the curse, it will not rebound onto you.
You are a Witch, a member of the Town. The other Witches are (...). You may talk secretly among yourselves at Night, even when dead (see details below). As a group, each Night you may determine the faction of another living player and/or protect a player from attack. A protected player will not know he was protected; attackers will only know their attack failed. The Witches may investigate and protect if all three are alive. If there are only two Witches alive, they may either investigate or protect. A single living Witch is powerless, except for talking with her dead comrades at Night. All decisions by the Witches must be without dissent among all three, living or dead, Witches. An Omega Wolf will appear to be on the Town side to the Witches.
You are a Witchdoctor, a member of the Town. Each Night you may enchant one player (including yourself) who, if killed that Night only, will come back from the dead the morning after the next Night (i.e., when their faction would normally be revealed). Once activated, this enchantment cannot be blocked. Each player may only be saved this way once. The player who is killed and comes back will know the identity of their killer.
You are the Alpha Wolf, a member of the Wolves. The other Wolves are (...). You lead the Wolves. Each Night, the Wolves may secretly discuss strategy (see details below). Collectively, you may choose a victim to kill and a Wolf to do it. If the Wolves do not reach a majority decision in either choosing a victim or the attacker, the blocs with the Alpha Wolf prevail. There is no more than one Alpha Wolf at any given time.
You are a Werewolf, rank N, a member of the Wolves. The other Wolves are (...). Each Night, the Wolves may secretly discuss strategy (see details below). You will inherit the Alpha Wolf role in order of rank. Collectively, you may choose a victim to kill and a Wolf to do it.
You are the Omega Wolf, a member of the Wolves. The other Wolves are (...). Each Night, the Wolves may secretly discuss strategy (see details below). When investigated, you appear as a Freemason on the Town side. You may not become the Alpha Wolf. Collectively, you may choose a victim to kill and a Wolf to do it.
You are a Vampire, a member of the Undead. Each Night you may kill one player. If the target is a Vicar, your attack will fail, but you will not know why. Vampires are immune to being killed at Night, except by a Vigilante. Anyone else who attempts to kill you at Night will instead be killed; you will know if this happens. Vampires are immune to a Detective's investigative power.
You are a Necromancer, a member of the Undead. Each Night you may attempt to animate a dead player, no matter how long dead. The attempt fails if the target has been blessed by a Vicar, or is under the enchantment of a Witchdoctor. If successful, a new Zombie is created and will be revealed to all. All Zombies are destroyed when their Necromantic masters are killed, although this will not be revealed at the time of death.
You are a Zombie, a member of the Undead. You may not participate in the game, since you are a mindless slave of a Necromancer. However, an intense craving for brains and pompoms may prompt you to make meaningless, crude remarks at Night.
You are a Cabalist, a member of the Cabal. The other Cabalists are (...). You may talk secretly among yourselves, Day or Night, whether alive or dead (see details below). The Cabal may choose to block the powers of one player each Night. The decision must be without dissent. This will prevent the use of the targeted player's powers that Night and stop any attacks they may attempt. Witches are immune to being blocked and your power is ineffective against secret powers.
Past Games
Feel free to peruse past Conspiracy games:
Mafia: The Conspiracy
Secret Boards
Mafia: Conspiracy 2: The Cabal Strikes Back!
Moderator Notes
Witches' Board
Wolve's Board
Cabal Board
Mafia: Conspiracy 3: Three is the Charm
Basic Rules
This version of Conspiracy is designed for 25 players, no more or less. There will be no substitutions. There will be no mod-kills of non-participatory players. There may be some forms of limited recruitment. There will be no randomness used by the moderator except in the initial role assignment (see below).
Players are prohibited from communicating outside the game threads unless their role explicitly permits it. Do not edit your posts. There shall be no game discussion at Night, except that players may make claims about their role, powers, or results. There will be no other restrictions on post content.
This is an open rules set, except for one secret power given to each faction. This secret power may be held by one player, or shared among several. All rules questions must be asked via PM to the moderator once the game has started (even in secret forums, because of the possibility of recruitment).
Days are from Friday noon PT (3pm ET) to Wednesday noon PT (3pm ET). Nights are from Wednesday to Friday. Players with Day or Night powers must notify me via PM before the end of the Day or Night or lose use of their power for that period. The game will start in Night Zero. For Night Zero only, players may discuss the game anywhere they may post; no other powers may be used.
Players vote for who they wish to lynch. Players may vote for multiple players. Players may vote for "No Lynch" as well. Votes may be removed by unvoting, and all votes are removed at the beginning of each Day. At the end of each Day the player with the most votes is lynched, provided at least half the players are voting for that player. If no player has the minimum number of votes, or if multiple players are tied for the most votes, or if the most votes is for "No Lynch", then no lynch will occur.
Upon death, only a player's name will be revealed by the moderator. After one Day-Night or Night-Day cycle, the player's faction will be revealed. After another cycle, the player's role will be revealed. This information will always be completely correct; information gained via other sources may be affected by other players' powers.
Powers are resolved simultaneously, except for redirections which take precedence. If, after all powers are resolved, more than one player is attempting to kill a single victim, only the player who last put in the request to kill will proceed. Different modes of failure are indistinguishable (that is, a blocked attack power, protected victim, or doubled-up victim will all look the same to the failed attacker).
No faction will necessarily gain an advantage by a mass role claim. It is unwise to make assumptions about how this game is balanced.
Factions
The players are divided among multiple factions. Each faction has roughly the same chance of winning the game. You win if your side wins, whether you are alive or dead. There may be limited forms of recruitment in this game; however, players will always have the option of choosing an alternative penalty (such as death) instead of recruitment.
The Town does not know the identities or roles of the other Townies. This lack of information is balanced by numerical superiority and/or powerful roles. The Daily lynch is the Town's primary instrument of justice. The Town wins at any time when:
1) At least one Townie is alive.
2) All Wolves are dead.
3) All Undead are dead.
4) Either a) Two or more Witches are alive, or b) all Cabalists are dead.
The Wolves know the identities and roles of the other Wolves. They may speak secretly at Night (on a secret board) and may choose to have a Wolf kill one player each Night.
The Wolves win at any time during the Day (before or after the lynch) when:
1) At least one Wolf is alive.
2) The number of living Wolves is greater than or equal to the total number of other living players (not counting Zombies).
The Undead do not know the identities or roles of the other Undead. They are few in number, but may increase by animating the dead. The Undead win at any time during the Night (before or after the Night kills) when:
1) At least one Undead is alive.
2) The number of living Undead plus Zombies is greater than or equal to the total number of other players.
The Cabal know the identities of the other Cabalists. Though few in number, they may speak secretly (on a secret board) at any time, Day or Night. They may collectively block the powers of one player each Night. The Cabal win when:
1) At least one Cabalist is alive.
2) All Wolves are dead.
3) All Undead are dead.
4) There are one or no Witches remaining.
Roles
There are many possible roles. Not all roles will be in this game, and there may be more than one player in any given role.
While role assignment is typically random in Mafia, for this game players may PM me an ordered list of their role and/or faction preferences. For example, "1. Vampire, 2. Vicar, 3. Cabal, 4. Town". The list may be as long or short as you prefer. I cannot make any guarantees, but I will try to assign each player one of their preferences. I will not disclose any further details of the system I will use to assign roles.
Possible roles are listed here:
You are a Coroner, a member of the Town. You will automatically discover the role of each dead player, even ones under the enchantment of a Witchdoctor, at the beginning of each Day and Night.
You are a Detective, a member of the Town. Each Day you may determine the identity of the killer of one player killed the previous Night. Identification will fail if the killer is a Vampire.
You are a Freemason, a member of the Town. Each Day you may check if one other player is also a Freemason. If the target is a Freemason, both of you will be informed of the discovery. Otherwise, no effect.
You are a Magician, a member of the Town. Each Night you may choose one other player as your stand-in. If you are attacked, your attacker will instead target your proxy. You will discover the identity of your would-be attacker, and he yours. Your trickery will protect you from multiple attackers on a single Night, but once you've successfully evaded attack, you may no longer protect yourself.
You are a Scotsman, a member of the Town. You can survive any one attack, including a lynch. Your role will be revealed to all upon surviving. If you survived a Night attack, you will discover the identity of your attacker. You will survive multiple attackers on a single Night, but after that Night you will become vulnerable.
You are a Seer, a member of the Town. Each Night, you may investigate a single player and discover their role. The Omega Wolf will appear to be a Freemason to you.
You are a Vicar, a member of the Town. Each Day you may bless one dead player (no matter how long dead), including the player to be lynched later that Day. The blessing will fail if the target is under the enchantment of the Witchdoctor or has already been animated into a Zombie. You are immune to attack by Vampires, but will not be aware of being targeted by one.
You are a Vigilante, a member of the Town. Each Night you may choose to kill a player. The Vampire is not immune to your efforts. However if, when the side of your victim is revealed by the moderator, they are also Town, you will be required to target yourself on the next Night. If you are prevented from killing yourself, you recover from your remorse.
You are a Warlock, a member of the Town. Each Night you may enchant one player who, if killed that Night, will activate a curse on their murderer. The killer will then be killed by the curse on the following Night. Once activated, this curse cannot be blocked. Although the Vampire is immune to the curse, it will not rebound onto you.
You are a Witch, a member of the Town. The other Witches are (...). You may talk secretly among yourselves at Night, even when dead (see details below). As a group, each Night you may determine the faction of another living player and/or protect a player from attack. A protected player will not know he was protected; attackers will only know their attack failed. The Witches may investigate and protect if all three are alive. If there are only two Witches alive, they may either investigate or protect. A single living Witch is powerless, except for talking with her dead comrades at Night. All decisions by the Witches must be without dissent among all three, living or dead, Witches. An Omega Wolf will appear to be on the Town side to the Witches.
You are a Witchdoctor, a member of the Town. Each Night you may enchant one player (including yourself) who, if killed that Night only, will come back from the dead the morning after the next Night (i.e., when their faction would normally be revealed). Once activated, this enchantment cannot be blocked. Each player may only be saved this way once. The player who is killed and comes back will know the identity of their killer.
You are the Alpha Wolf, a member of the Wolves. The other Wolves are (...). You lead the Wolves. Each Night, the Wolves may secretly discuss strategy (see details below). Collectively, you may choose a victim to kill and a Wolf to do it. If the Wolves do not reach a majority decision in either choosing a victim or the attacker, the blocs with the Alpha Wolf prevail. There is no more than one Alpha Wolf at any given time.
You are a Werewolf, rank N, a member of the Wolves. The other Wolves are (...). Each Night, the Wolves may secretly discuss strategy (see details below). You will inherit the Alpha Wolf role in order of rank. Collectively, you may choose a victim to kill and a Wolf to do it.
You are the Omega Wolf, a member of the Wolves. The other Wolves are (...). Each Night, the Wolves may secretly discuss strategy (see details below). When investigated, you appear as a Freemason on the Town side. You may not become the Alpha Wolf. Collectively, you may choose a victim to kill and a Wolf to do it.
You are a Vampire, a member of the Undead. Each Night you may kill one player. If the target is a Vicar, your attack will fail, but you will not know why. Vampires are immune to being killed at Night, except by a Vigilante. Anyone else who attempts to kill you at Night will instead be killed; you will know if this happens. Vampires are immune to a Detective's investigative power.
You are a Necromancer, a member of the Undead. Each Night you may attempt to animate a dead player, no matter how long dead. The attempt fails if the target has been blessed by a Vicar, or is under the enchantment of a Witchdoctor. If successful, a new Zombie is created and will be revealed to all. All Zombies are destroyed when their Necromantic masters are killed, although this will not be revealed at the time of death.
You are a Zombie, a member of the Undead. You may not participate in the game, since you are a mindless slave of a Necromancer. However, an intense craving for brains and pompoms may prompt you to make meaningless, crude remarks at Night.
You are a Cabalist, a member of the Cabal. The other Cabalists are (...). You may talk secretly among yourselves, Day or Night, whether alive or dead (see details below). The Cabal may choose to block the powers of one player each Night. The decision must be without dissent. This will prevent the use of the targeted player's powers that Night and stop any attacks they may attempt. Witches are immune to being blocked and your power is ineffective against secret powers.
Past Games
Feel free to peruse past Conspiracy games:
Mafia: The Conspiracy
Secret Boards
Mafia: Conspiracy 2: The Cabal Strikes Back!
Moderator Notes
Witches' Board
Wolve's Board
Cabal Board
Mafia: Conspiracy 3: Three is the Charm