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1
Non-Mafia Game Threads / hi
« on: July 19, 2017, 01:32:41 am »
whoops

2
Non-Mafia Game Threads / Logic Puzzle Game
« on: October 10, 2016, 11:44:08 pm »
I had an idea for a solitaire game based on "Knights and Knaves" type logic puzzles.

There are 12 characters seated in a circle, each on a seat numbered 1-12, like a clock (the character on seat 1 is neighboured with those on seats 12 and 2, and so on). Your job is to find out on which seat the King is seated and on which seat the Assassin is seated. To this end, you will ask up to 30 yes-no questions, each to a character on a certain seat.

At the start of the game, the King and Assassin are of distance 5 from each other (ie not quite opposite - if the King is on seat 12, the Assassin is on seat 5 or 7). Every third time a lie is told by any character, the Assassin moves one seat closer to the King, switching seats with the relevant neighbour. You will not be informed when this happens. If the Assassin is already next to the King when this occurs, the King is assassinated and you immediately lose.


The characters:

King: Always tells the truth.
Assassin: Always lies.
Optimist: Always says "Yes".
Pessimist: Always says "No".

Positive Alternator: Alternates, starting with telling the truth.
Negative Alternator: Alternates, starting with lying.
Democrat: Gives the answer that the majority of other characters would give.
Diplomat: Says "Yes" if both neighbours would give the same answer, "No" otherwise.

Tracker: Tells the truth if the Assassin has moved an even number of times, lies otherwise.
Copycat: Tells the truth if the previous answer was truthful (or there have been no prior answers), lies otherwise.
Follower: Tells the truth if seated closer to the King than the Assassin, lies otherwise.
Traitor: Tells the truth for the first 15 questions, lies otherwise.


The Alternators are independent of each other, and each only alternates when that particular one answers a question. This is unaffected by the Democrat and Diplomat (ie they check how they would currently answer the question without triggering their alternating).

The characters are seated randomly, with the following constraints: The King and Assassin are of distance 5 from each other, and the Democrat and Diplomat are not neighbours, nor are they both neighbours of the Assassin (to avoid recursion).

All questions must be answerable by every character, ie it must be true that for every character, one of "Yes" and "No" is the truth, and the other is a lie. Any question that fails this - either through a paradox or because the answer is unknown, an opinion, debatable, etc - results in an immediate loss, even if it can be answered by the character you ask (eg you can't ask the Assassin "Will you answer 'No' to this question?" even though that does not cause a paradox, since asking the King would cause one).

You may need to be careful with how you refer to characters, eg asking the character in seat 1 "Are you the King?" or "Is the King in seat 1?" will be treated differently for the purposes of the Democrat and Diplomat.

If a question takes too long to find the answer to (by my estimation), or requires me to look up obscure facts etc, then I will not accept it and ask you to ask a different question. Again, this is independent of which character you ask, eg I won't accept "Are you the King, or is the 100th digit of pi a 9?" even if asked of the King.

If you want to use an objectively true statement, the sky is blue and no other shade or colour.

All characters have full knowledge of the current gamestate and previous gamestates etc.

Please make your questions and the seat they're directed to clear, as well as your final guess. You only get one guess, and it can be taken after any question has been answered, as long as you haven't lost already. The guess must specify the seat of the King and the current seat of the Assassin.


The characters are just whatever I could think of, and the number of guesses and speed of the Assassin are fairly arbitrary, so I have no idea how fun or hard it will be.

The characters have already been seated. The first to reply can decide if they want to do it alone or let others help, and ask the first question (or any questions about the game).

EDIT: You can't ask questions to the same seat twice in a row.

3
General Discussion / Hooray!
« on: June 27, 2015, 10:53:02 pm »
So yesterday I won the Australian National Dominion Championship. It was 4p Base + Prosperity. It took a lot of getting used to dealing with 3 other people, but in the end it was pretty fun and I got pretty lucky at the right time. The prize is either $750 towards flights to a games convention of my choice or $500 store credit in the games shop it was held in. I'll probably just take the store credit.

Also, while I'm making exciting announcements, I'm getting married in December! :D

4
Puzzles and Challenges / Most points without a decision?
« on: May 12, 2015, 07:05:40 am »
What is the highest number of points you can get in a single (non-Possession) turn without deciding to do anything at all?

Entirely trivial decisions such as in which order to play two identical cards are fine, however seemingly trivial decisions such as choosing to play a card, or in which order to play non-identical cards (even if the order doesn't matter), are not allowed.

(You are allowed to choose to end your turn.)

5
Apologies if this is beating a dead horse, but I'm really undecided about this, and I'm still super excited about playing Adventures. Plus, today is about when my FLGS said they'd hopefully have it in stock.

So I currently play IRL Dominion unsleeved, and between a friend and I we have all other sets.

So my question is, to those who have bought or played with the Adventures cards, what would you do? Is the fuss that has been made an exaggeration and I shouldn't worry, should I just cough up and sleeve everything (knowing of course that I'm fine playing Dominion as is unsleeved - it would need to be Adventures that would make the difference), or is it so bad that I should just leave it and wait the undetermined amount of time until good quality copies are available?

I'm assuming I'm not the only one unsure about what to do, and hopefully some kind of community consensus would be helpful.

6
Dominion General Discussion / Dominion: Adventures on GameNight!
« on: May 07, 2015, 09:29:23 am »

7
General Discussion / Dominion: Adventures on GameNight!
« on: May 07, 2015, 09:28:42 am »

8
Dominion General Discussion / Mission
« on: April 25, 2015, 10:51:15 am »
Adventures is the perfect expansion for Mission to exist in. Literally every mechanics-related theme gives you a reason to want extra turns in which you can't buy cards.

Events: As buying Events does not count as buying cards, if there is another Event on the table, often you will want to go on a Mission to get the coins for a $5+ event, or the coins and buys to buy an Event multiple times.

Reserve Cards: A Mission can be a great way to get your Reserve Cards into (or in the case of Wine Merchant, out of) your Tavern more quickly.

Duration Cards: Similar to Reserve Cards, you can devote Missions to getting Duration Cards into play to set up for a good future turn.

Tokens: You can use Missions to set up your tokens, whether that be upgrading cards with Teacher or Events, or flipping your Journey Token so it's ready to go for your next turn.

Travellers: Mission Provides extra cycling, enabling you to exchange your Travellers quicker, even on Mission turns. Also, many of the Travellers either attack or gain, so can be useful on Missions.

In fact, every single Adventures Kingdom Card can be directly useful on a Mission, either through being a Reserve Card, Duration Card or Traveller, using tokens, attacking, gaining or trashing/thinning, except Messenger, Port, Lost City and Storyteller, all of which can help with cycling and/or enable you to play your other cards.

In terms of Events, every other Event except for Borrow (unless you want a 4-card hand) and usually Travelling Fair, can be useful on a Mission, for gaining, trashing, setting up future turns, or setting up tokens.

9
Non-Mafia Game Threads / King's Court Playtest Game 2
« on: March 10, 2015, 08:06:51 am »
Gamestate: https://docs.google.com/spreadsheets/d/1BSljLJc15jmUx3bo91OpkgiN3MbgsjUGxtWYBFcfjp8/edit?usp=sharing

Sorry for the wait! If you're not sure what this is, check out the previous game thread. Currently XP, ADK and Hydrad are signed up to play this game. If anyone else is interested, it's not too late to join this, or I can run concurrent games.

The characters and alignments are rolled, and I hope to start pretty soon, hopefully by early next week. In the meantime I'll reveal a couple of the characters.

I thought it would be good to include Assassin and Doctor in this game, since they were in the previous game and barely used, but they've both changed significantly since then. The other 7 characters have been randomly selected from the 30ish characters I'm currently working on. All 9 characters have 5 Good Action/Evil Alignment cards and 5 Evil Action/Good Alignment cards. Here they are in their current forms (the artwork is just googled clipart):


                   

FAQ: If you reveal an Alignment card but the character survives, leave the revealed card face-up with the Alignment showing.

                   

FAQ: The Doctor does not stop characters from taking damage, he allows them to take more than 4 damage without dying. A character only dies when they are attacked and then have more than 4 damage, they do not die automatically when they have more than 4 damage and are no longer protected.

                   

                             

FAQ: If the planner is dead, he has 0 damage token on him, so 2 cards are looked at.

                   

                      

                   

FAQ: END OF GAME EFFECTS count per card, not just for the active card.

                   

FAQ: If Player 1 gets coins from a Good Researcher card while Player 2 and Player 3 both have Evil Researcher cards in play, only Player 2 gets the coins, since his Evil Researcher card triggers first. When Player 3's triggers, he tries to take the coins from Player 1 but can't because they are already gone, and doesn't take them from Player 2 because he got them from an Evil Researcher card, not a Good one.

                   


10
I just played a game with a 12-year-old who was acting very much like a 12-year-old at the start of the game, but I actually ended up having a reasonable conversation with. Not much else to say, I just found it encouraging. :)

Milloo come on wake up
Milloo baby
Jimmmmm hi
Jimmmmm #vpon
Jimmmmm I'd like to use a VP counter (See gokosalvager.com). You can say "#vpoff" before Turn 5 to disallow it, or "#vp?" to see the score in chat. Say "#vphelp" for more info.
Milloo aaa shut up baby
Milloo aand dont copoy my moves
Jimmmmm are you talking to me?
Milloo aye
Jimmmmm how old are you?
Milloo 12
Jimmmmm ah
Milloo but im smarter than you
Jimmmmm ok
Milloo you must be 11
Jimmmmm 24 actually
Milloo aye divided by 2
Milloo so youre my age
Jimmmmm what country are you in?
Milloo Europe
Jimmmmm not a country, but sure
Jimmmmm i'm in australia
Milloo oooo I love it
Milloo really
Jimmmmm yep
Milloo ive been there once
Milloo miss it so mucj
Jimmmmm whereabouts did you visit?
Milloo sydney, perth, eeee.... sorrento, and... forgot wollongon it could be
Jimmmmm awesome
Jimmmmm i'm in melbourne
Milloo melbourne never been
Milloo I would likr oy go to darwin
Jimmmmm i'm visiting darwin later this year
Jimmmmm anyway, thanks for the game mate
Milloo bye

11
Non-Mafia Game Threads / Forum King's Court (Jimmmmm's card game)
« on: January 21, 2015, 02:06:32 pm »
I'm currently calling it King's Court (for lack of a better name).

Basically the court consists of 9 characters, each of which is either Good or Evil. Think of it as kind of their own game of Mafia, but everyone is uninformed and either side could be the majority.
Each character has action cards that players can play. Some action cards are Good, some are Evil. A Good character has more Good action cards, while an Evil character has more Evil action cards.
When players play action cards, as well as the special action on the card, they will cause the characters to attack and finally kill other characters.
At the end of the game, the side with the most living characters (or, in case of a tie, the side with the fewest dead characters) wins.
Players then get points for having played cards associated with characters on the winning side (regardless of whether the character is living or dead, or whether the card is a Good or Evil action card).

At this stage I'm thinking it will take 2-4 players, and will probably be worst with 4, but I'll take anything in that range.
If I get any interest, I'll release the full current rules and characters/cards.

---

Rules: https://docs.google.com/document/d/1woyUWIm2L7fgJkr52o48p-7eok-BdUp8K9xHgcZnT7I/pub

12
Forum Games / Mafia Hangout! - Saturday 16 August, 4pm forum time
« on: August 15, 2014, 08:28:21 pm »
Let's get this happening!

13
Forum Games / Interest/Availability for Mafia Hangouts
« on: August 13, 2014, 08:06:43 pm »
If we can't all meet up in the flesh, this has got to be the next best thing!

When are people available? My work schedule is pretty full on at the moment, but I should be able to squeeze some time in at some point.

This Friday has been suggested. It doesn't work great for me, but I could probably squeeze a game in at around 10am or 6pm forum time. Saturday would work better for me.

Interest:

Jimmmmm - Friday 10am or 6pm, Saturday 6am-8pm
Eevee - Friday, Saturday
Dsell - Saturday (on the table)
ADK - Friday, Saturday until 11pm
Witherweaver - Saturday night (possibly)
e - Friday, Saturday
Archetype - Friday, Saturday (maybe)
mail-mi - Friday (maybe), Saturday
Voltaire - Friday 9pm, Saturday 9pm
shraeraeye -
EFHW -

14
Mafia Game Threads / RMM16: Dice Mafia (Town wins!)
« on: May 23, 2014, 09:53:25 am »
Dice Mafia

Player List

1. ashersky: Vanilla Townie - lynched Day 4
2. chairs: Town Manipulator - lynched Day 3
3. yuma/2.71828.....: Town Thief - lynched Day 2
4. mail-mi/Archetype: Mafia Tactician - lynched Day 6
5. BoxOfDog: Vanilla Townie - killed Night 1
6. Voltaire: Mafia Roleblocker - lynched Day 1
7. faust: Town Universal Backup - killed Night 4
8. XerxesPraelor: Town Mentalist Advisor - killed Night 2
9. Witherweaver: Town 3-Shot Saboteur - killed Night 5
10. Beyond Awesome: Town Arms Inspector
11. Ichimaru Gin: Town Priest - killed Night 3
12. liopoil: Mafia Noble Brigand - lynched Day 5
13. Hydrad: Town Tinkerer
14. pingpongsam: Town Swindler


co-mod: EFHW

Day 1
Day 2
Day 3
Day 4
Day 5

f.ds Mafia Ruleset (changes in red)

The Golden Rule:

Please remember that this is a game and your main objective is to have fun!  Be considerate of each other, don’t get personal, and enjoy the game.

Please read The Civility Pledge before signing up for this game.  If you have not /pledged there, you cannot play here.

Excessive personal attacks or uncivil behavior may be dealt with by modifiers or modkills.


General Gameplay and Etiquette:

1. You may not quote private Moderator-supplied information (either real or fabricated) of any kind.  Paraphrasing (for role claims, etc.) is acceptable.
2. Personal communication outside of the forum postings is NOT ALLOWED unless your Role PM specifically allows it.
3. All mod communication after the initial role PMs is to be conducted in your Personal/Mafia QT. If you have a role with a Night action, your choices are due by the posted deadline (generally 48 hours from Night start during the first few Nights; later Nights may have shorter deadlines).  If we do not receive your choice by the posted deadline you will forfeit your actions.  In case of multiple submissions, the last valid one before the deadline will be used.  Generally, one team member may submit the Night Actions for all team members.
4. Roles with Night actions will not be able to submit an action on Night 0 (i.e. during the confirmation stage), unless your Role PM specifically allows it.
5. Any player with a Night action may instead submit “No Action" to let the Mods know that you do not want to perform your expected action that Night phase, unless your Action is compulsory.
6. As a general rule you should aim for one post every 24 hours, minimum, to keep the game moving.

Voting, Deadlines, and Player Death:

1. A simple majority (rounded up) of all living members must agree on one person for a lynch to occur prior to deadline. If no player has been lynched by the deadline, no lynch occurs.
2. Once you have reached a simple majority no further unvoting will change someone’s fate.  Further votes will also be ignored.
3. Once a player is lynched the game enters twilight until I post a death scene; all players including the one who was lynched may continue to post during twilight.
4. Please submit votes as: Vote: PlayerName.  Votes will NOT be counted if they are not bold or do not follow this syntax!  Obvious abbreviations or nicknames will be counted so long as they are unambiguous.
5. Please submit vote revocations as either Unvote: PlayerName or Unvote. Unvotes are not necessary before changing votes.
6. You may Vote: No Lynch - a simple majority of these vote types are required to send the game to Night phase without a lynch. If no lynch occurs, the Mafia must attempt a kill on the following night.
7. Once you are killed (either via lynch or night kill) you may no longer post in the game or in shared Quicktopics, except for twilight.  This means that you do not even get a “Bah” post.  The dead in this game are silent, but will be invited to the Spectator Quicktopic.
8. Do not edit or delete posts.  We don't want some players having more information than others.  If you want to clarify posts, feel free to double post.
9. Deadlines: This game will have 10-day Days and 48-hour Nights.

Miscellaneous/Mechanics:

1. Bold, blue text is reserved for the Mod.  No invisible/small text is allowed, nor is cryptography.
2. If you have an issue/problem with the game, please inform the Mods privately.  Do not post issues/complaints in the game thread. This includes question about rules etc. These will only be addressed if asked in your Personal or Mafia QT. If I deem it appropriate, I will make an in-thread announcement to clarify.
3. The Mods may make mistakes - please point out any mistakes gently.  Mistakes will be corrected where possible, but sometimes mistakes are made that cannot be reversed.  These will stand as final to be commiserated over after the game. All mod vote counts are by definition correct. A lynch will either go through or not go through based entirely on the last mod vote count and votes since. We will of course strive for accuracy. If you spot an error, please point it out. I will acknowledge the error in the post in question and also post a new vote count.
4. Please bold all requests to the Mods so that they don’t get missed.
5. Prods of missing players will be issued automatically on request after 24 hours of no activity.  A prodded player has 48 hours to respond or risks replacement.  A player who has been prodded 3 times is subject to replacement without further notice.
6. Rule violations will be dealt with according to their severity, up to and including a Modkill and/or further penalties to the team of the player in question.
7. If you anticipate being unavailable for more than a 48-hour period please post a notice to that effect in the thread.  Treat this game as a commitment.  Be considerate – don’t leave us hanging.

Helpful Links:

--Main Wiki Page

--Newbie Guide

--Frequently Asked Questions

--Commonly Used Abbreviations

--Mafia Theory

TO CLARIFY, I AM NOT A MODERATOR OF F.DS IN ANY WAY, SHAPE OR FORM.  IN THE CONTEXT OF THIS GAME, I AM MODERATING THAT THE RULES ARE FOLLOWED AND HIDDEN ACTIONS ARE COMPLETED PROPERLY.

GAME-SPECIFIC INFORMATION LISTED IN NEXT POST

15
Forum Games / Forum Nomic starting rules discussion
« on: November 24, 2013, 02:32:23 pm »
So I thought I'd have a go at improving the starting rules for forum Nomic. I'm not trying to start a new game with these rules, rather I thought it would be good if we discussed how we want to start off any future games we play. I've copy-pasted the rules mail-mi provided and changed them significantly to something closer to how I'd choose to start a game. It's very much a work in progress and while there may simply be points of disagreement between different people, I'm quite happy to listen to advice on changes.

I think the most important things these rules should do are be clear and concise and allow players to jump right into making interesting rule-changes, rather than messing around with trying to make things workable, and they should have sensible deadlines to keep the game moving at a good pace.

So let me know what you think and how the starting rules can be further improved.

Setup Rules

001. Player order at game start is determined randomly.

002. All players start the game with 0 points.

003. Initially rules in the 100s are immutable and rules in the 200s are mutable. Rules in the 000s simply define the starting gamestate and cannot be retroactively changed.

004. The person who initiated the game thread is the Scribe at the beginning of the game.

Immutable Rules

101. All players must always abide by all the rules currently in effect, in the form in which they are currently in effect.

102. Rules may be immutable or mutable regardless of their numbers.

103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; or (2) the transmutation of an immutable rule into a mutable rule or vice versa.

104. No rule-change may take effect earlier than the moment of the completion of the vote that adopted it, even if its wording explicitly states otherwise. No rule-change may have retroactive application.

105. Each proposed rule-change shall be given a number for reference. The numbers for enacted mutable rules shall begin with 301, and each rule-change proposed in the proper way for the enactment of a mutable rule shall receive the next successive integer, whether or not the proposal is adopted.

106. If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. The first time a rule is amended or transmuted, .1 is added to the end of its number. Any subsequent time it is amended or transmuted, the number after the point is increased by 1.

107. In a conflict between a mutable and an immutable rule, the immutable rule takes precedence and the mutable rule shall be entirely void. For the purposes of this rule a proposal to transmute an immutable rule does not "conflict" with that immutable rule.

108. If a rule-change as proposed is unclear, ambiguous, paradoxical, or destructive of play, or if it arguably consists of two or more rule-changes compounded or is an amendment that makes no difference, or if it is otherwise of questionable value, then the other players may suggest amendments or argue against the proposal during the voting phase. The active player may amend the proposal based on the above concerns. If this occurs, the voting phase restarts and all votes cast are rendered void. If this occurs more than twice in a row, the voting phase ends and the proposed rule-change is rejected.

109. The state of affairs that constitutes winning may not be altered from achieving n points to any other state of affairs. The magnitude of n and the means of earning points may be changed, and rules that establish a winner when play cannot continue may be enacted and (while they are mutable) be amended or repealed.

110. A player always has the option to forfeit the game rather than continue to play or incur a game penalty. No penalty worse than losing, in the judgment of the player to incur it, may be imposed.

111. Whatever is not prohibited or regulated by a rule is permitted and unregulated, with the sole exception of changing the rules, which is permitted only when a rule or set of rules explicitly or implicitly permits it.

112. The Scribe is responsible for keeping a public list of all current rules, a public list of all past and present rules and rule-changes, and a public tally of each player's score.

113. When a player wins, the game is over. If multiple players simultaneously reach the required score, the player/s with the highest score wins.

Mutable Rules

201. Play proceeds as follows: The active player may roll a 6-sided die. The result is added to the active player's score. In the same post as the die was rolled, the active player may propose a rule-change. Once the rule-change has been proposed, the voting phase commences. The rule-change takes effect if and only if the vote is approved. Once the voting phase has concluded, the next player becomes the active player.

202. If 96 hours pass without a proposed rule-change, the next player becomes the active player.

203. There can only be one active player at a time.

204. During any voting phase, players cast votes by typing xxx Vote: Yes or xxx Vote: No in the game thread, where xxx is the proposal number. Before conclusion of the voting phase, players may change their vote. Only the most recent vote by each player is valid.

205. A voting phase for the enactment, repeal, or amendment of a mutable rule is concluded when one of the following occurs:
1) All players have voted.
2) More than 50% of the players have voted Yes.
3) 48 hours have passed since the voting phase commenced and more than 75% of the players have voted.
4) 96 hours have passed since the voting phase commenced.

206. A vote for the enactment, repeal, or amendment of a mutable rule is approved if and only if more than 50% of the voting players voted Yes.

207. A voting phase for the transmutation of an immutable rule into a mutable rule or vice versa is concluded when one of the following occurs:
1) All players have voted.
2) More than 75% of the players have voted Yes.
3) 48 hours have passed since the voting phase commenced and more than 90% of the players have voted.
4) 96 hours have passed since the voting phase commenced.

208. A vote for the transmutation of an immutable rule into a mutable rule or vice versa is approved if and only if more than 75% of the voting players voted Yes. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.

209. An adopted rule-change takes full effect at the moment of the completion of the vote that adopted it.

210. The winner is the first player to achieve 100 (positive) points.

211. If two or more mutable rules conflict with one another, or if two or more immutable rules conflict with one another, then the rule with the lowest ordinal number takes precedence.

If at least one of the rules in conflict explicitly says of itself that it defers to another rule (or type of rule) or takes precedence over another rule (or type of rule), then such provisions shall supersede the numerical method for determining precedence.

If two or more rules claim to take precedence over one another or to defer to one another, then the numerical method again governs.

212. If players disagree about the legality of a move or the interpretation or application of a rule, then the player preceding the one moving is to be the Judge and decide the question. Disagreement for the purposes of this rule may be created by the insistence of any player. This process is called invoking Judgment.

The Judge's Judgment may be overruled only by a unanimous vote of the other players taken before the next turn is begun. If a Judge's Judgment is overruled, then the player preceding the Judge in the playing order becomes the new Judge for the question, and so on, except that no player is to be Judge during his or her own turn.

Unless a Judge is overruled, one Judge settles all questions arising from the game until the next turn is begun, including questions as to his or her own legitimacy and jurisdiction as Judge.

New Judges are not bound by the decisions of old Judges. New Judges may, however, settle only those questions on which the players currently disagree and that affect the completion of the turn in which Judgment was invoked. All decisions by Judges shall be in accordance with all the rules then in effect; but when the rules are silent, inconsistent, or unclear on the point at issue, then the Judge shall consider game-custom and the spirit of the game before applying other standards.

213. If the rules are changed so that further play is impossible, or if the legality of a move cannot be determined with finality, or if by the Judge's best reasoning, not overruled, a move appears equally legal and illegal, then the first player unable to complete a turn is the winner.

This rule takes precedence over every other rule determining the winner.

16
Non-Mafia Game Threads / Pirates' Treasure
« on: November 02, 2013, 10:09:51 am »
So a while ago this problem was posted in the Logic problems thread:

7 pirates have just ended plundering the Caribbean, so they get together to discuss how they will share the 100 gold coin booty. Now, these aren't your normal kind of pirates, they are blood-thirsty, unlimitedly greedy, perfectly rational pirates, and they are ranked by fighting prowess.

Thus, the captain has to propose how to share the booty, knowing that if more than half of his crew starts a mutiny, he will get killed, and the 2nd in command will take his place (who will in turn have to propose how to share the booty, eventually being replaced by the third in command, etc.).

How much gold will each pirate receive?

The answer is, of course, in the thread.

I was wondering if this would make an interesting game.
The game would take place over n rounds, where n is the number of players, ideally 7.
At the start of each round, the ranking for that round is announced, from 1 to n. The player who is ranked 1 starts off as Captain.
Each round proceeds exactly as detailed in the problem: The Captain has 100 gold coins and must propose some way of distributing them. Players (including the Captain who would auto-Accept) then vote to either Accept the proposal or Mutiny. If the majority vote to Mutiny, the Captain is killed and removed from the round, and Captaincy passes to the highest ranked remaining player. When a proposal is Accepted, the coins are distributed as proposed, and the next round begins, wherein everyone is alive and a new ranking is announced.
The ranking for each round is pre-determined randomly such that each player will be each of the n different ranks over the n rounds.
Players may communicate in the game thread and/or privately. Each pair of players will be assigned a QT. Any kind of deals, agreements, alliances etc are allowed, but of course none are binding.
The winner is the player with the most coins after n rounds. Second place goes to whoever has second most and so on.

Any thoughts? Anyone want to play?

1. Archetype
2. liopoil
3. mail-mi
4. heron
5. Jimmmmm

17
Non-Mafia Game Threads / Resistance: Avalon - Advanced (Good wins!)
« on: November 02, 2013, 05:31:04 am »
Resistance: Avalon - Advanced

Set Up:

Merlin
Percival
Mordred/Assassin
Good Lancelot
Evil Lancelot

Excalibur

PMs:


Quote
Welcome, Player1. You are Merlin. Player5 is Evil Lancelot.

Quote
Welcome, Player2. You are Percival. Player1 is Merlin.

Quote
Welcome, Player3. You are Mordred. Player5 is Evil Lancelot. If 3 missions are successful, you may win for Evil by correctly identifying Merlin.

Quote
Welcome, Player4. You are Good Lancelot. At the start of the game, you are aligned with Good.

Quote
Welcome, Player5. You are Evil Lancelot. At the start of the game, you are aligned with Evil.

The following will be sent when appropriate:

Quote
You are now aligned with Good.

Quote
You are now aligned with Evil.

All messages will have the same heading.


Rules for Lancelots (Variant #1):

Quote from: Lancelot promo rules
Set Up
Use both Lancelot character cards included in the promo in place of one Good and One Evil character card.
Build a Loyalty deck of 5 cards –three “No Change” (blank) cards and two “Switch Allegiance” cards.  Shuffle and place the Loyalty deck adjacent to the Score Tableau.
Reveal Phase:
The Evil Lancelot does notopen his eyes, but instead extends his thumb so that he is known to the other agents of Evil.
Play:
Gameplay proceeds as normal, with the following exceptions: At the beginning of the 3rd round and at the very start of each subsequent round flip one card from the Loyalty deck. If the card is “No Change”, there is no change of allegiance and play continues as normal.
If the “Switch Allegiance” card is drawn, Lancelot has had a change of heart.  The two Lancelot players secretly switch their allegiances.  This switch applies to all aspects of game play including victory conditions and rules regarding playing Quest cards.  They do not swap or show their Character cards.   
It is possible that Lancelot will switch allegiance once, twice or even not at all during a game.

Rules for Excalibur:

Quote from: Excalibur promo rules
He who controls Excalibur has tremendous power, for Good or Evil.  Choose wisely, and use cautiously lest the forces of Evil be strengthened.
Excalibur can be added to the game as an optional player power.  Excalibur gives a member of the Quest Team the ability to alter the outcome of the Quest by switching another player’s played Quest card.
During the Team Building Phase, Excalibur is assigned by the Leader to one of the players on the Team by giving that player both a Team token and the Excalibur card.  The Leader cannot assign Excalibur to himself.
During the Quest Phase, Team Members select their Quest card and play it face down in front of themselves so that it is clear which player played what card.  Before collecting the played Quest Cards, the player with Excalibur may tell any one other player to switch their Quest cards (the unplayed card becomes the played card). 
After switching the cards, the player with Excalibur looks at the switched card (the card that was originally played). He thus knows which card that player chose, and if his switch was beneficial or harmful to the Quest.   The Leader then collects and shuffles the played Quest cards before revealing as normal.
Example:  Ron, the Leader, entrusts Sarah to both be on the Team and wield Excalibur.  He also chooses himself and Pat to be on the Team.  After the Team is approved, Ron, Pat and Sarah play their Quest cards in front of themselves.  Sarah elects to use Excalibur and switches the Quest card that Pat had played.  Sarah then looks at the Quest card that Pat originally played (Quest Success) and she knows that her switch has doomed the Quest to Fail.  The Leader collects and shuffles the Quest cards before revealing two Success and one Fail cards.


Note:
1. Good Lancelot and Evil Lancelot are role names, regardless of alignment. If they switch alignment, the player with the role Good Lancelot is now aligned with Evil, and the player with the role Evil Lancelot is now aligned with Good. Whichever one is currently aligned with Good must succeed missions, while the one currently aligned with Evil may choose. No extra information will be given to Merlin or Mordred if and when they swap.
2. Example mission proposal:

Quote
Propose: Player1, Player2, Player3
Excalibur: Player2


For clarity's sake, please specify which player holds Excalibur even for the 2-person missions.
3. Votes are to be sent to me by PM. The Leader for each proposal auto-accepts by default. If you wish to reject a mission you have proposed, please send your vote immediately. To help me keep track of votes, please specify the Mission and Proposal number in the heading of your message.
4. The game will have 48-hour proposal deadlines and 24-hour vote/mission deadlines. If you are holding Excalibur and you know ahead of time what you wish to do, you may submit your Excalibur action along with your mission card. If you choose not to, I will announce when I have received all the mission cards, and you will have 24 hours to submit your Excalibur action, either in the thread or by PM. There is no penalty for missing a deadline other than the possibility that I will search for a replacement if you miss deadlines repeatedly or for an extended period without explanation. Please do your best to meet the deadlines.
5. Once a valid proposal has been made, it cannot be changed. You may change your vote up until I announce the result, and if you are Evil you may change your mission card up until I announce that I have received all mission cards, or the result of the mission is announced.
6. If 3 missions succeed, Mordred will have 48 hours to assassinate a player. This can be changed up until the deadline, unless you indicate that you've made your final choice. All players may discuss freely during this time, and I will reveal nothing about roles or alignments.
7. This is a difficult game. Each role is challenging to play. I recommend you avoid falling into auto-pilot and keenly remember which roles are present.


Players
1. mail-mi
2. liopoil
3. Archetype
4. Twistedarcher
5. WalrusMcFishSr

Mission 1: 2 people: mail-mi, WalrusMcFishSr - SUCCESS!
Mission 2: 3 people: Archetype, Twistedarcher, WalrusMcFishSr - FAILURE!
Mission 2: 2 people: mail-mi, Twistedarcher - SUCCESS!
Mission 2: 2 people: mail-mi, Twistedarcher, WalrusMcFishSr - SUCCESS!
Mission 5: 3 people

Each mission will Fail if at least one Fail card is played.


Mission 1, Proposal 1
Leader: Archetype
Proposed Team: liopoil, Archetype
Excalibur: liopoil
Votes
Accept: liopoil
Reject: mail-mi, Archetype, Twistedarcher, WalrusMcFishSr
Proposal is rejected.



Mission 1, Proposal 2
Leader: Twistedarcher
Proposed Team: Archetype, Twistedarcher
Excalibur: Archetype
Votes
Accept: Archetype, Twistedarcher
Reject: mail-mi, liopoil, WalrusMcFishSr
Proposal is rejected.



Mission 1, Proposal 3
Leader: WalrusMcFishSr
Proposed Team: Twistedarcher, WalrusMcFishSr
Excalibur: Twistedarcher
Votes
Accept: Twistedarcher, WalrusMcFishSr
Reject: mail-mi, liopoil, Archetype
Proposal is rejected.



Mission 1, Proposal 4
Leader: mail-mi
Proposed Team: mail-mi, WalrusMcFishSr
Excalibur: WalrusMcFishSr
Votes
Accept: mail-mi, Archetype, WalrusMcFishSr
Reject: liopoil, Twistedarcher
Proposal is accepted.


WalrusMcFishSr does not use Excalibur.
Results
Succeed: 2
Fail: 0

The mission is a SUCCESS!



Mission 2, Proposal 1
Leader: liopoil
Proposed Team: liopoil, Twistedarcher, WalrusMcFishSr
Excalibur: WalrusMcFishSr
Votes
Accept: liopoil
Reject: mail-mi, Archetype, Twistedarcher, WalrusMcFishSr
Proposal is rejected.



Mission 2, Proposal 2
Leader: Archetype
Proposed Team: Archetype, Twistedarcher, WalrusMcFishSr
Excalibur: WalrusMcFishSr
Votes
Accept: Archetype, Twistedarcher, WalrusMcFishSr
Reject: mail-mi, liopoil
Proposal is accepted.


WalrusMcFishSr does not use Excalibur.
Results
Succeed: 2
Fail: 1

The mission is a FAILURE!



A card is drawn from the loyalty deck...
The Lancelots have SWITCHED!


Mission 3, Proposal 1
Leader: Twistedarcher
Proposed Team: liopoil, Twistedarcher
Excalibur: liopoil
Votes
Accept: liopoil, Twistedarcher
Reject: mail-mi, Archetype, WalrusMcFishSr
Proposal is rejected.



Mission 3, Proposal 2
Leader: WalrusMcFishSr
Proposed Team: Twistedarcher, WalrusMcFishSr
Excalibur: Twistedarcher
Votes
Accept: WalrusMcFishSr
Reject: mail-mi, Archetype, liopoil, Twistedarcher
Proposal is rejected.



Mission 3, Proposal 3
Leader: mail-mi
Proposed Team: mail-mi, Twistedarcher
Excalibur: Twistedarcher
Votes
Accept: mail-mi, Twistedarcher, WalrusMcFishSr
Reject: liopoil, Archetype
Proposal is accepted.


Twistedarcher does not use Excalibur.
Results
Succeed: 2
Fail: 0

The mission is a SUCCESS!



A card is drawn from the loyalty deck...
The Lancelots have SWITCHED BACK!


Mission 4, Proposal 1
Leader: liopoil
Proposed Team: mail-mi, liopoil, Twistedarcher
Excalibur: Twistedarcher
Votes
Accept: liopoil, Twistedarcher
Reject: mail-mi, Archetype, WalrusMcFishSr
Proposal is rejected.



Mission 4, Proposal 2

Leader: Archetype
Proposed Team: mail-mi, Archetype, WalrusMcFishSr
Excalibur: WalrusMcFishSr

Votes
Accept: Archetype
Reject: mail-mi, liopoil, Twistedarcher, WalrusMcFishSr

Proposal is rejected.



Mission 4, Proposal 3
Leader: Twistedarcher
Proposed Team: mail-mi, Twistedarcher, WalrusMcFishSr
Excalibur: WalrusMcFishSr
Votes
Accept: mail-mi, Twistedarcher, WalrusMcFishSr
Reject: liopoil, Archetype
Proposal is accepted.


WalrusMcFishSr uses Excalibur on mail-mi.
Results
Succeed: 3
Fail: 0

The mission is a SUCCESS!

18
Mafia Game Threads / RMM 9: Monster Madness Mafia (Game over)
« on: September 30, 2013, 12:20:39 am »
Monster Madness Mafia

Players
1. pingpongsam
2. Eevee
3. Archetype
4. Jorbles
5. WalrusMcFishSr
6. chairs
7. ashersky
8. theorel
9. Voltaire
10. BoxOfDog
11. xeiron
12. faust
13. EFHW Q, a Townie - lynched Day 1.

Co-mods: mail-mi, yuma


Day 1 start
Day 2 start

f.ds Mafia Ruleset

The Golden Rule:

Please remember that this is a game and your main objective is to have fun!  Be considerate of each other, don’t get personal, and enjoy the game.

Please read The Civility Pledge before signing up for this game.  If you have not /pledged there, you cannot play here.

Excessive personal attacks or uncivil behavior may be dealt with by modifiers or modkills.


General Gameplay and Etiquette:

1. You may not quote private Moderator-supplied information (either real or fabricated) of any kind.  Paraphrasing (for role claims, etc.) is acceptable.
2. Personal communication outside of the forum postings is NOT ALLOWED unless your Role PM specifically allows it.
3. If you have a role with a Night action, your choices are due to all mods by the posted deadline (generally 48 hours from Night start during the first few Nights; later Nights may have shorter deadlines).  If we do not receive your choice via PM your personal QT by the posted deadline you will forfeit your actions.  In case of multiple submissions, the last valid one before the deadline will be used.  Generally, one team member may submit the Night Actions for all team members.
4. Roles with Night actions will not be able to submit an action on Night 0 (i.e. during the confirmation stage), unless your Role PM specifically allows it.
5. Any player with a Night action may instead submit “No Action" to let the Mods know that you do not want to perform your expected action that Night phase, unless your Action is compulsory.
6. As a general rule you should aim for one post every 24 hours, minimum, to keep the game moving.

Voting, Deadlines, and Player Death:

1. A simple majority (rounded up) of all living members must agree on one person for a lynch to occur prior to deadline. If no player has been lynched by the deadline, the player with the most votes is lynched. If there is a tie for most votes, no lynch occurs.
2. Once you have reached a simple majority no further unvoting will change someone’s fate.  Further votes will also be ignored.
3. Once a player is lynched the game enters twilight until I post a death scene; all players including the one who was lynched may continue to post during twilight.
4. Please submit votes as: Vote: PlayerName.  Votes will NOT be counted if they are not bold or do not follow this syntax!  Obvious abbreviations or nicknames will be counted so long as they are unambiguous.
5. Please submit vote revocations as either Unvote: PlayerName or Unvote. Unvotes are not necessary before changing votes.
6. You may Vote: No Lynch - a simple majority of these vote types are required to send the game to Night phase without a lynch. If no lynch occurs, the Mafia must attempt a kill the following night.
7. Once you are killed (either via lynch or night kill) you may no longer post in the game or in shared Quicktopics, except for twilight.  This means that you do not even get a “Bah” post.  The dead in this game are silent, but will be invited to the Spectator Quicktopic.
8. Do not edit or delete posts.  We don't want some players having more information than others.  If you want to clarify posts, feel free to double post.
9. Deadlines: This game will have 10-day Days and 48-hour Nights.

Miscellaneous/Mechanics:

1. Bold, blue text is reserved for the Mod.  No invisible/small text is allowed, nor is cryptography.
2. If you have an issue/problem with the game, please inform the Mods privately.  Do not post issues/complaints in the game thread.
3. The Mods may make mistakes - please point out any mistakes gently.  Mistakes will be corrected where possible, but sometimes mistakes are made that cannot be reversed.  These will stand as final to be commiserated over after the game.
4. Please bold all requests to the Mods so that they don’t get missed.
5. Prods of missing players will be issued automatically after 48 hours of no activity or upon request after 24 hours of no activity.  A prodded player has 48 hours to respond or risks replacement.  A player who has been prodded 3 times is subject to replacement without further notice.
6. Rule violations will be dealt with according to their severity, up to and including a Modkill.
7. If you anticipate being unavailable for more than a 48-hour period please post a notice to that effect in the thread.  Treat this game as a commitment.  Be considerate – don’t leave us hanging.

Helpful Links:

--Main Wiki Page

--Newbie Guide

--Frequently Asked Questions

--Commonly Used Abbreviations

--Mafia Theory

TO CLARIFY, I AM NOT A MODERATOR OF F.DS IN ANY WAY, SHAPE OR FORM.  IN THE CONTEXT OF THIS GAME, I AM MODERATING THAT THE RULES ARE FOLLOWED AND HIDDEN ACTIONS ARE COMPLETED PROPERLY.

GAME-SPECIFIC INFORMATION LISTED IN NEXT POST



19
Forum Games / Honour
« on: August 11, 2013, 09:06:56 pm »
-- You are expected to play with morality and integrity. Do not cheat. Do not game the system. There may be challenges that require you to do something that can't be monitored by mods or other players. This will be kept to a minimum. However, your conscience will have to suffice in these situations. It's just a game--there is no prize. I will say it again: Do not cheat.

I decided to make a new thread because I didn't want to clutter up the Survivor thread. I was just struck when reading this by how lucky we are to have a community in which we can play a game with 15 other people, most or all of whom we haven't met, and be able to trust each one of them to subscribe to the honour system. I just think that's really cool.

20
Forum Games / Informed Majority
« on: July 08, 2013, 07:37:10 pm »
I was thinking about how to do a Mafia-like game in which the Mafia team is in majority, and I came up with this simple idea:

5 people, 2 Good "Townies", 3 Evil "Mafia". The Evil team knows who each other are, the Good team don't. The game takes place over up to 3 rounds. At the end of each round, each player secretly names another player, which are all then simultaneously revealed. If the two Good players named each other, they immediately win. If after 3 rounds this has not occurred, the Evil team wins.

Thoughts? I have no idea if this would be balanced or fun, but I'm happy to run it if people want to give it a go.

21
Non-Mafia Game Threads / The Resistance: Avalon (Evil wins!)
« on: June 11, 2013, 09:55:10 am »
Resistance: Avalon

Roles:

Good
Merlin: knows who the Evil players are
Percival: knows who Merlin is

Evil
Assassin: if Evil loses, names a player, and if that player is Merlin, Evil wins
Mordred: unknown to Merlin
Oberon: unknown to the other Evil players
Morgana: appears to Percival alongside Merlin

Wikipedia page

Players:
1. Tables
2. liopoil
3. Archetype
4. shraeye
5. Dsell
6. Twistedarcher
7. nkirbit
8. mail-mi
9. Qvist ashersky


Mission 1: 3 people - liopoil, Twistedarcher, nkirbit - SUCCESS!
Mission 2: 4 people - liopoil, Twistedarcher, nkirbit, mail-mi - FAILURE!
Mission 3: 4 people - liopoil, Archetype, nkirbit, ashersky - FAILURE!

Mission 4: 5 people - Archetype, shraeye, Dsell, nkirbit, ashersky - SUCCESS!
Mission 5: 5 people - Archetype, shraeye, Twistedarcher, nkirbit, ashersky - FAILURE!



Mission 1, Proposal 1
Leader: nkirbit
Proposed Team: liopoil, Twistedarcher, nkirbit
Votes
Accept: liopoil, Twistedarcher
Reject: Tables, Archetype, shraeye, Dsell, nkirbit, mail-mi, Qvist ashersky
Proposal is rejected.



Mission 1, Proposal 2
Leader: mail-mi
Proposed Team: Dsell, Twistedarcher, mail-mi
Votes
Accept: Dsell, Twistedarcher, mail-mi
Reject: Tables, liopoil, Archetype, shraeye, nkirbit, Qvist ashersky
Proposal is rejected.



Mission 1, Proposal 3
Leader: Qvist ashersky
Proposed Team: shraeye, Twistedarcher, Qvist ashersky
Votes
Accept: shraeye, Twistedarcher, mail-mi, ashersky
Reject: Tables, liopoil, Archetype, Dsell, nkirbit
Proposal is rejected.



Mission 1, Proposal 4
Leader: Tables
Proposed Team: Tables, Dsell, nkirbit
Votes
Accept: Tables, shraeye, Dsell, nkirbit
Reject: liopoil, Archetype, Twistedarcher, mail-mi, ashersky
Proposal is rejected.



Mission 1, Proposal 5
Leader: liopoil
Proposed Team: liopoil, Twistedarcher, nkirbit
Proposal is accepted.

Results

Succeed: 3
Fail: 0

The Mission is a Success!



Mission 2, Proposal 1
Leader: Archetype
Proposed Team: liopoil, Archetype, Twistedarcher, nkirbit
Votes
Accept: liopoil, Archetype, Dsell
Reject: Tables, shraeye, Twistedarcher, nkirbit, mail-mi, ashersky
Proposal is rejected.



Mission 2, Proposal 2
Leader: shraeye
Proposed Team: liopoil, Dsell, Twistedarcher, nkirbit
Votes
Accept: Dsell, Twistedarcher
Reject: Tables, liopoil, Archetype, shraeye, nkirbit, mail-mi, ashersky
Proposal is rejected.



Mission 2, Proposal 3
Leader: Dsell
Proposed Team: shraeye, Dsell, Twistedarcher, nkirbit
Votes
Accept: Dsell
Reject: Tables, liopoil, Archetype, shraeye, Twistedarcher, nkirbit, mail-mi, ashersky
Proposal is rejected.



Mission 2, Proposal 4
Leader: Twistedarcher
Proposed Team: liopoil, Twistedarcher, nkirbit, mail-mi
Votes
Accept: liopoil, shraeye, Dsell, Twistedarcher, mail-mi
Reject: Tables, Archetype, nkirbit, ashersky
Proposal is accepted.

Results

Succeed: 3
Fail: 1

The Mission is a Failure!



Mission 3, Proposal 1
Leader: nkirbit
Proposed Team: Archetype, shraeye, Twistedarcher, nkirbit
Votes
Accept: Archetype, shraeye, Twistedarcher, nkirbit
Reject: Tables, liopoil, Dsell, mail-mi, ashersky
Proposal is rejected.



Mission 3, Proposal 2
Leader: mail-mi
Proposed Team: shraeye, Dsell, nkirbit, mail-mi
Votes
Accept: mail-mi
Reject: Tables, liopoil, Archetype, shraeye, Dsell, Twistedarcher, nkirbit, ashersky
Proposal is rejected.



Mission 3, Proposal 3
Leader: ashersky
Proposed Team: liopoil, shraeye, nkirbit, ashersky
Votes
Accept: liopoil, ashersky
Reject: Tables, Archetype, shraeye, Dsell, Twistedarcher, nkirbit, mail-mi
Proposal is rejected.



Mission 3, Proposal 4
Leader: Tables
Proposed Team: Tables, liopoil, Twistedarcher, nkirbit
Votes
Accept: Tables, shraeye, Twistedarcher 
Reject: liopoil, Archetype, Dsell, nkirbit, mail-mi, ashersky
Proposal is rejected.



Mission 3, Proposal 5
Leader: liopoil
Proposed Team: liopoil, Archetype, nkirbit, ashersky
Proposal is accepted.

Results

Succeed: 3
Fail: 1

The Mission is a Failure!



Mission 4, Proposal 1
Leader: Archetype
Proposed Team: Archetype, shraeye, Dsell, nkirbit, ashersky
Votes
Accept: Tables, liopoil, Archetype, shraeye, Dsell, nkirbit, ashersky
Reject: Twistedarcher, mail-mi
Proposal is accepted.

Results

Succeed: 5
Fail: 0

The Mission is a Success!



Mission 5, Proposal 1
Leader: shraeye
Proposed Team: Tables, Archetype, shraeye, nkirbit, ashersky
Votes
Accept: Tables, shraeye, ashersky 
Reject: liopoil, Archetype, Dsell, Twistedarcher, nkirbit, mail-mi
Proposal is rejected.



Mission 5, Proposal 2
Leader: Dsell
Proposed Team: Archetype, shraeye, Dsell, Twistedarcher, nkirbit
Votes
Accept: Archetype, Dsell 
Reject: Tables, liopoil, shraeye, Twistedarcher, nkirbit, mail-mi, ashersky
Proposal is rejected.



Mission 5, Proposal 3
Leader: Twistedarcher
Proposed Team: Archetype, shraeye, Twistedarcher, nkirbit, ashersky
Votes
Accept: liopoil, Archetype, shraeye, Dsell, Twistedarcher, ashersky 
Reject: Tables, nkirbit, mail-mi
Proposal is accepted.

Results

Succeed: 4
Fail: 1

The Mission is a Failure!

The Evil Team wins!

22
Guilds Previews / Preview #5: Herald
« on: June 07, 2013, 10:21:37 am »
Quote from: Donald X.


How about that medieval Poland? At last we come to the final day of previews. Herald is another overpay card. I could only fit so many themes into 13 cards.

Herald varies from "+1 card +1 action" to essentially "+2 cards +2 actions," depending on your action density. Aim high, that's my advice. When you buy Herald, you get to stack the deck for your next hand. No peeking into your discard pile first to see if you want to buy Herald or not; sorry, them's the rules. But if you overpay by $3, you'll get to look through your discard pile three times; that's value for money. And you can use the overpay to put Heralds on top of your deck, and then when you play those Heralds sometimes they will announce more Heralds. It's Heralds all the way down.

Guilds has 8 more cards, and before long you will have seen them all. It will probably be available at Origins and will come out later this month in any case. It will probably show up on Goko about when it shows up in stores; I have been playtesting it. And then once people can buy it I will post a Secret History.

23
Guilds Previews / Preview #2: Doctor
« on: June 04, 2013, 09:10:54 am »
Quote from: Donald X.


Casimir III's father, Vladislaus the Elbow-High, lived to be 72. During Casimir's long reign, the Black Death hit Europe, and yet the Kingdom of Poland was largely spared. What was their secret? Careful rat management? Good health care? Probably being away from trade routes was a factor, but I like to consider all the angles. We had Rats in the last expansion, so it must be time for a Doctor.

The second main theme of Guilds is overpay. These are cards you can pay extra for to get more out of them. The amount you pay determines how much you get; you don't just get to overpay a certain specific amount. With Doctor, each $1 you overpay lets you look at another card. Overpay by $4 and you will look at the top card, trash it or discard it or put it back, then look at the top card again and make another choice, then a 3rd time, then a 4th time. Get it? If you put the card back you will get it again the next time, so that's not a great option until you are about out of overpays.

Doctor also does something when you play it. You can get rid of something you anticipate not wanting in your next 3 cards. It's exciting enough that you might actually buy one for $3, although you will prefer to buy one for $6 or $10 or something.

Overpay can be fed by coin tokens, just look at that synergy. And your options increase even further. Let's say you have $5 and a coin token, as with yesterday's example. In addition to whatever else, you could get a Doctor and overpay $2, or cash in the coin token and get a Doctor overpaying $3.

Overpay is something that happens when you buy a card. Didn't we have that already in Hinterlands? Well yes, but it doesn't feel especially similar. As the little "+" next to the "3" reminds you, overpay cards don't have a fixed cost (except when you trash them to an Apprentice or something; then Doctor costs $3 no matter what you actually paid). They increase the number of purchase options you have.

24
Forum Games / RMM9: Monster Madness Mafia (signups closed!)
« on: April 18, 2013, 06:39:39 am »
Monster Madness Mafia

Players
1. pingpongsam
2. Eevee
3. Archetype
4. Jorbles
5. WalrusMcFishSr
6. chairs
7. ashersky
8. theorel
9. Voltaire
10. BoxOfDog
11. xeiron
12. faust
13. EFHW

Co-mods: mail-mi, yuma

Just thought I'd open things up to get the ball rolling.  I'm not going to give too much away just yet, but I'll gradually add rules as we get closer to launching. I think it should be pretty awesome.

25
Forum Games / IRL Mafia?
« on: April 16, 2013, 09:36:11 am »
If I can get enough people interested, I'll be hosting some IRL Mafia on Friday, mostly for teenagers. I've never actually played IRL before, so I was hoping for some tips for the best way to do it. I'm assuming the best way to vote is for people to nominate and then everyone in favour puts their hand up, and a lynch happens if they get a majority. What do you tend to do about deadlines? Do you provide flips upon death? The page on Wikipedia (not wiki.mafiascum) seems to indicate otherwise, and while I can't see a good reason not to, I don't want to step on the toes of anyone who has played before. How do you do nights to minimise the chance that someone will perceive something they shouldn't?

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