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26
Variants and Fan Cards / mail-mi's fan cards
« on: May 02, 2014, 02:38:41 pm »
So I've posted most of these before, but I'm going to compile them all into one thread. So here we go!

The set name: Dominion Fantasy, with 2 themes: Junking, and cards in play.



Sorcerer's Apprentice
Action-Reaction, $2
+1 action
Reveal the top card of your deck. Choose 1: Trash it, discard it, or put it back.
--
When you reveal this from the top of your deck, you may put this into your hand. If you do, continue revealing cards as if you hadn't revealed this card, and if it is your turn, +1 action.

I wanted a card that reacted to being revealed from the top of your deck, but that isn't really a very common effect, so I made it into a little self-synergizing card. Combos well with cards like Envoy and Harvest.



Wealthy Village
Action, $4
+1 card
+2 actions
If this is the first Wealthy Village you've played this turn, +$1, +1 buy

A simple village-with-a-bonus. Is +$2 too high? Apparenty yes, so I changed it to +1.

Invaders
Action-Attack, $4
+1 action
+$1
Discard 2 cards.
Each other player discards down to three cards in hand.
--
This stays in play until you play another copy of Invaders. If you do, immediately discard this and +2 cards.

A non-terminal discard attack that hurts you too--but only the first time. And, if you want to play it more than once, you're going to need more than one copy. Is +2 cards just right, or should it be +3?

Junkyard
Action-Looter, $4
+1 card
+1 action
You may gain a Tarnished card (explained later), putting it into your hand.
Discard any number of cards. +1 card for each card discarded. +1 card for each action card discarded.
You may trash this card.
--
When you trash this card, +2 cards.



Convention
Action, $4
+2 actions
If this is the first time you've played Convention this turn, +1 card
+1 card for every two copies of Convention you have in play, including this.

A village that draws more the more copies of it you have.

Cursed Idol
Treasure-Attack-Tarnisher, $5
Worth $1
Each other player gains a Tarnished card. If this is not the first time you've played a Cursed Idol this turn, gain a Tarnished card.

The infamous Treasure-Attack. I thought the best way to make it was to make it hurt yourself if you played it more than once.



Mad Scientist
Action, $5.
+$2
Reveal any number of cards from your hand. If their combined cost is at least $4, trash them. If you do, gain a Positive and a Negative Ion from their piles, putting them on top of your deck.



Positive Ion
Action-Ion, $0*
+2 cards
+1 buy
Discard all Positive Ions from your hand (or reveal a hand with no Positive Ions).
You may play a Negative Ion from your hand.



Negative Ion
Action-Ion, $0*
+1 action
+$2
Discard all Negative Ions from your hand (or reveal a hand with no Negative Ions).
You may play a Positive Ion from your hand.

An old idea I had once. Fun fact: these were first posted in the Bad Card Ideas thread.


Titan
Action-Attack, $6
+2 cards
Reveal your hand. If you revealed a...
...Curse, each other player discards down to 3 cards in hand
...Copper, each other player gains a Curse and a Copper, putting them into his hand.

Tarnished Cards
SET UP: If there are any Tarnisher cards in the kingdom, replace the Curses with these. The same rules apply--10 Tarnished cards per player minus 10.
Each Tarnished Card has this clause after the text written below: "If you trash this in any other way, put this into your hand." They are each worth -1 VP, and their type is "Action-Curse-Tarnished."

Tarnished Well
+1 action. Trash a card costing at least $3 from your hand. If you do, trash this card.

Tarnished Grave
+1 action. Discard 2 cards. If you do, trash this card.

Tarnished Fortune
Reveal cards from the top of your deck until you reveal a Victory or Tarnished card. Put that card back on top of your deck and discard the rest. If you do, trash this card.

Tarnished Gift
+1 action. Gain a Copper, putting it on top of your deck. If you do, trash this card.

Tarnished Maps
+1 action. The player to your left looks at the top 3 cards of your deck and either discards them or puts them back in any order, his choice. If he does, trash this card.

It's not nearly complete yet, but what do you guys think?

27
Game Reports / A really fun kingdom
« on: May 02, 2014, 12:43:10 am »


Code: [Select]
Chapel, Duchess, Squire, Hermit, Fortress, Noble Brigand, Remake, Wandering Minstrel, Margrave, Market
and here's the log (even though it doesn't load): http://www.gokosalvager.com/static/logprettifier.html?/20140501/log.50e20cf4e4b0a47150882831.1399005438150.txt

Anyway, so thought duh, open chapel, so I opened chapel/wandering minstrel. Don't know if this is the best opening, but whatevs. I eventually saw that I could remake Fortresses into Markets and Margraves--and duchies. So I loaded up on fortresses and a few remakes, plus like five silvers, then proceeded to empty out the margrave and market piles. Then, on my last turn, I emptied out the duchy pile with 3 remakes, one fortress, and at least $10 in money. It was a really fun kingdom to play.

28
Welcome to

Mafia XLIV: Donald's Greater Idea Mafia!

Signups are open!
1. Twistedarcher An Adventurer, a Town Tracker--Killed N1
2. Voltaire
3. Robz888 A Tunneler, a Town Hider--Lynched D1
4. Ichimaru Gin
5. Axxle
6. Teproc A Pillager, a 1-shot Town Dayvig--Killed N1
7. Witherweaver
8. scott_pilgrim
9. Beyond Awesome
10. jotheonah A Spy, a Town Cop--Treestumped N1
11. XerxesPraelor
12. A Drowned Kernel A Golem, a 2-shot Bulletproof Serial Killer--Lynched D2
13. EgorK
14. chairs Archetype
15. xeiron A Spy, a Town Cop--Killed N1
16. Nik
...

Mod: mail-mi. Comod: AndrewisFTTW

Basic Mafia Ruleset changes in limegreen

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 any mafia game on this site.  If you have not /pledged there, you cannot play.

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


Game Summary:

Mafia is a social deduction game.  There is an "informed minority" (the mafia) and an "uninformed majority" (the town).  The mafia know who each other are, and are trying to be the only people left alive.  The town doesn't know who anybody else is, and are trying to find and lynch all of the mafia.  The mafia, to make sure the town doesn't know who they are, must pretend to be town to win.  The mafia usually can kill at night, to help them in being the only ones left alive.

1. 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. There is to be NO personal communication outside of the forum postings unless your role PM specifically allows it.  Mafia members may communicate at night and during the confirmation stage.
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 PM by the posted deadline you will forfeit your actions.  In case of multiple submissions, the last valid one before the deadline will be used.  If your Night action was mandatory, it will be decided randomly.
4. Roles with Night actions will not be able to submit an action on Night 0 (i.e. during the confirmation stage).
5. Any player with a Night action may instead submit a “No Action” PM to let the Mods know that you do not want to perform your expected action that Night phase.
6. As a general rule you should aim for one post every 24 hours, minimum, to keep the game moving.

2. 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.
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 the mods lock the thread; all players including the one who was lynched may continue to post during twilight.
4. Day 1 will last 7 days. Subsequent days will last 10 days. IF THERE ARE 6 OR LESS PLAYERS STILL ALIVE, DAYS WILL LAST 7 DAYS.
5. If there is no majority at day deadline, a No Lynch will occur.
6. 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.
7. Please submit vote revocations as either Unvote: PlayerName or Unvote. Unvotes are not necessary before changing votes.
8. You may Vote: No Lynch - a simple majority of these vote types are required to send the game to Night phase without a lynch.
9. Once you are killed (either via lynch or night kill) you may no longer post in the game or in Quicktopics. This means that you do not even get a “Bah” post. The dead in this game are silent.
10. If the thread is locked, you may not post.  Threads can be locked for various reasons, but no matter what the reason, you may not post.  The mod may forget to lock the thread, but if they say it is locked, it is still locked.
11. 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. Mods will not edit posts for you.

3. Miscellaneous/Mechanics:

1. Bold, colored text is reserved for the Mods.  No invisible/small text is allowed, nor is cryptography.
2. If you have an issue/problem with the game, please PM 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 upon request after 36 hours of no activity.  A prodded player has 48 hours to respond or risks replacement.  A player who has been prodded 2 times is subject to replacement under rule 3.10 without further notice.
6. Please do not discuss ongoing games, it can unintentionally affect the other game.
7. Rule violations will be dealt with according to their severity, which may include modkill(s) if needed.
8. If you anticipate being unavailable for more than a 48-hour period please post a notice to that effect in the thread or the V/LA thread.  Treat this game as a commitment.  Be considerate – don’t leave us hanging.
9. Players who discover they are too busy to play in a game or want to leave the game for civility issues are not allowed to officially /out in the thread.  A request to /out must only be done via a PM to the moderator.  Please do not use this as a manipulation technique.  (Note players may continue to threaten to /out or imply that they might as long as it does not include an official request).  Requests to /out are final once submitted.  There will be no /outing and then /inning back into the game so make sure that when you /out you have thought it through and really want to do it. Players that can't be replaced will simply be mod-killed.
10. If a player wants to /out, they may be replaced by anyone on D1-N1.  On D2-N2, no one from the speccy may replace the player.  After this, a player who /outs may not be replaced.  It is up to the mod's discretion whether to modkill the player or do something else under these circumstances.

Helpful Links:

Wiki Links:


--Main Wiki Page

--Newbie Guide

--Frequently Asked Questions

--Commonly Used Abbreviations

--Mafia Theory

Forum Links:

--Vacation/Limited Access announcements

--Mafia Lingo/Dictionary

Game specifics to follow.

29


Code: [Select]
Stonemason, Masterpiece, Steward, Trade Route, Wishing Well, Philosopher's Stone, Remake, Council Room, Margrave, Hunting Grounds
(with colonies)

Looks like an awesome engine board, but no, no villages. So I decide to go for Margrave-BM. And I have what is possibly the worst shuffle luck ever. If my opponent had any semblance of strategy (he opened stonemason with 2 for crying out loud) he would have beat me. I even (jokingly) suggested he buy a masterpiece, and he did--for $4! I bought a Remake (hoping to trash my estates into slivers) but only got to play it twice on account of terminal collision. My Margrave-BM deck took 28 (28!) turns to get 5 colonies.

Anyway, was there something I did wrong? Was there an engine hidden in here somewhere? Or did I just have literally the worst BM shuffle luck ever?

http://gokologs.drunkensailor.org/static/logprettifier.html?20140328/log.50e20cf4e4b0a47150882831.1396067625463.txt

30
Variants and Fan Cards / New junk card
« on: February 27, 2014, 06:42:43 pm »
Introducing---The Tarnished deck!

They are junk cards that replace curses in the event that any "Tarnisher" actions are in the kingdom.

Each of them are worth -1 VP, cost $0, are Action-Curse type, and after the text on the card have this clause: "If you trash this card in any other way, return this card to your hand."

Like ruins, there are 10 of each:

Tarnished Well:
+1 Action. Trash a card costing at least $3 from your hand. If you do, trash this card.

Tarnished Grave:
+1 Action. Discard 2 cards from your hand. If you do, trash this card.

Tarnished Fortune:
Reveal cards from the top of your deck until you reveal a victory or Tarnished card, put that card on top of your deck, and discard the rest. If you do, trash this card.

Tarnished Gift:
+1 Action. Gain an estate and copper, putting them on top of your deck in any order. If you do, trash this card.

Tarnished Maps:
+1 Action. The player to your left looks at the top 5 cards of your deck, and either discards them or puts them back in any order, his choice. If he does, trash this card.

I am wondering about the idea, and names for the unnamed ones.

31
Non-Mafia Game Threads / mail-mi's Intext Adventure!
« on: February 15, 2014, 10:13:41 pm »
Okay so this was happening at another forum I frequent, and I thought it was cool so I thought I'd try it out. It's this:

http://en.wikipedia.org/wiki/Interactive_fiction

Basically, I am the player, and you are the Gods. You make things happen, I react to them, you react to my reactions, etc.

Example:

yuma: You're in a room with only a ceiling fan and a locked door. A knock comes to the door

mail-mi: I ask who it is.

xeiron: A voice says "Let us in, mail-mi. You know who we are."

mail-mi: I feign confusion.

etc.

Rules!

1. You can't kill off other's characters. Period. You may, however, kill off your own.

...and that's about it. If there are others, I'll put them here.

I'm excited to see what you guys come up with for me!

32
Game Reports / Market Square, Fortress, Salvager, Upgrade... TFB mania!
« on: December 29, 2013, 11:33:34 pm »
http://dominionlogs.goko.com//20131229/log.50e20cf4e4b0a47150882831.1388377796136.txt

So awesome. Just.... awesome.

(If someone could prettify this, that would be awesome.)

33
Puzzles and Challenges / Farmland and Silver
« on: December 15, 2013, 03:43:01 pm »
this may be a bit easy, but let's say I buy a farmland. We started with estates and poor house is not in the kingdom. How do I gain a silver and the farmland and keep all the other cards in my deck?

Edit: Highway and Bridge are also not in the kingdom.

Edit 2: Or black market or quarry.

34
Mafia Game Threads / RMM13: Wheel of Time Mafia! FORSAKEN WIN!
« on: December 08, 2013, 11:28:13 pm »
The Wheel of Time turns, and the Ages come and pass. What was, what will be, and what is may yet fall under the shadow.

Let the Dragon ride again on the winds of time.


Welcome to
RMM13: Wheel of Time Mafia!

Mod: mail-mi. Comod: Jorbles

Signups are closed
1. Archetype Lanfear, the Daughter of the Night, a 1-shot Nymphomaniac Godfather--WINNER!
2. yuma Aviendha of the Nine Valleys sept of the Taardad Aiel, a Maiden of the Spear, a Vig of All Trades--Endgamed on D5
3. XerxesPraelor Egwene al'Vere, a Dreamwalker, a Semi-Innocent Mailman--Killed N3
4. xeiron Matrim (Mat) Cauthon, the Lucky Ta'veren, a Semi-Ascetic Townie--Killed N3
5. faust Elmindreda (Min) Farshaw, a Viewer (Voyeur)--Killed N1
6. Twistedarcher Padan Fain, Mordeth's Tainted Darkfriend, a 1-shot Forsaken Immune Thieving Serial Killer--Lynched D3
7. Witherweaver Rahvin, the Diplomat, a Redirector--Killed N2 BUT STILL A WINNER
8. shraeye Loial son of Arent son of Halan, an Ogier 1-shot Commuter.--Killed N1
9. sudgy Elayne Trankand, a Ter'angreal Maker (Inventor)--Lynched D1
10. A Drowned Kernel Rand al'Thor, the Dragon Reborn, a Tainted Cop--Dayvigged D2
11. AndrewisFTTW Nynaeve al'Meara, the Wisdom, a Split Jailkeeper--Lynched D5
12. Jimmmmm Faile Bashere, a Hunter of the Horn, a Tracker--Endgamed D5
13. ashersky Moghedien, the Spider, a Rolecop--Lynched D4 BUT STILL A WINNER

Basic Mafia Ruleset Changes in limegreen

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 any mafia game on this site.  If you have not /pledged there, you cannot play.

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


Game Summary:

Mafia is a social deduction game.  There is an "informed minority" (the mafia) and an "uninformed majority" (the town).  The mafia know who each other are, and are trying to be the only people left alive.  The town doesn't know who anybody else is, and are trying to find and lynch all of the mafia.  The mafia, to make sure the town doesn't know who they are, must pretend to be town to win.  The mafia usually can kill at night, to help them in being the only ones left alive.

1. 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. There is to be NO personal communication outside of the forum postings unless your role PM specifically allows it.  Mafia members may communicate at night and during the confirmation stage.
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 PM by the posted deadline you will forfeit your actions.  In case of multiple submissions, the last valid one before the deadline will be used.  If your Night action was mandatory, it will be decided randomly.
4. Roles with Night actions will not be able to submit an action on Night 0 (i.e. during the confirmation stage).
5. Any player with a Night action may instead submit a “No Action” PM to let the Mods know that you do not want to perform your expected action that Night phase.
6. As a general rule you should aim for one post every 24 hours, minimum, to keep the game moving.

2. 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.
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 the mods lock the thread; all players including the one who was lynched may continue to post during twilight.
4. This game will have 10 day deadlines and 48 hour night deadlines.
5. If there is no majority lynch by deadline, it will be a no lynch.
6. 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.
7. Please submit vote revocations as either Unvote: PlayerName or Unvote. Unvotes are not necessary before changing votes.
8. You may Vote: No Lynch - a simple majority of these vote types are required to send the game to Night phase without a lynch.
9. Once you are killed (either via lynch or night kill) you may no longer post in the game or in Quicktopics. This means that you do not even get a “Bah” post. The dead in this game are silent.
10. If the thread is locked, you may not post.  Threads can be locked for various reasons, but no matter what the reason, you may not post.  The mod may forget to lock the thread, but if they say it is locked, it is still locked.
11. 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. Mods will not edit posts for you.

3. Miscellaneous/Mechanics:

1. Bold, colored text is reserved for the Mods.  No invisible/small text is allowed, nor is cryptography.
2. If you have an issue/problem with the game, please PM 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 are up to you. They are not sent automatically.
6. Please do not discuss ongoing games, it can unintentionally affect the other game.
7. Rule violations will be dealt with according to their severity, which may include modkill(s) if needed.
8. 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.
9. Players who discover they are too busy to play in a game or want to leave the game for civility issues are not allowed to officially /out in the thread.  A request to /out must only be done via a PM to the moderator.  Please do not use this as a manipulation technique.  (Note players may continue to threaten to /out or imply that they might as long as it does not include an official request).  Requests to /out are final once submitted.  There will be no /outing and then /inning back into the game so make sure that when you /out you have thought it through and really want to do it. Players that can't be replaced will simply be mod-killed.

Helpful Links:

Wiki Links:


--Main Wiki Page

--Newbie Guide

--Frequently Asked Questions

--Commonly Used Abbreviations

--Mafia Theory

Forum Links:

--Vacation/Limited Access announcements

--Mafia Lingo/Dictionary

Specifics to follow!

35
Variants and Fan Cards / OP with, or UP without?
« on: December 02, 2013, 10:16:51 pm »
Here's my card.

Junkyard
Action-Looter, $5
You may gain a Ruins, putting it into your hand.
Discard any number of cards from your hand.
+1 card per card discarded.
+1 card per action card discarded.
+1 card per Ruins discarded.
You may trash this card.
--
When you trash this card, +2 cards.

What I'm wondering is if I should include the italicized part or not.

36
Variants and Fan Cards / Unlimited buys
« on: November 29, 2013, 12:17:23 pm »
What would you cost a card that said:

You may buy any number of cards this turn.

I know it's broken with gardens. Just wondering

37
Non-Mafia Game Threads / f.ds Nomic! (Jimmmmm's turn!)
« on: November 22, 2013, 12:04:43 am »
Player Order--Score:
1. liopoil--4
2. Tables
3. Jack Rudd--3
4. Jimmmmm--2
5. Geolib--3
6. sudgy--13
7. Voltaire
8. heron
9. Kirian
10. Grujah--10
11. Watno--10
12. Florrat
13. WalrusMcFishSir
14. scott_pilgrim

Game Description is here.

Rules are here (and will be updated throughout.)

Immutable Rules (can't be changed (exception: see rule 103))

101. All players must always abide by all the rules then in effect, in the form in which they are then in effect. The rules in the Initial Set are in effect whenever a game begins. The Initial Set consists of Rules 101-116 (immutable) and 201-213 (mutable).

102. Initially rules in the 100's are immutable and rules in the 200's are mutable. Rules subsequently enacted or transmuted (that is, changed from immutable to mutable or vice versa) may be immutable or mutable regardless of their numbers, and rules in the Initial Set may be transmuted regardless of their numbers.

103. A rule-change is any of the following: (1) the enactment, repeal, or amendment of a mutable rule; (2) the enactment, repeal, or amendment of an amendment of a mutable rule; or (3) the transmutation of an immutable rule into a mutable rule or vice versa.

(Note: This definition implies that, at least initially, all new rules are mutable; immutable rules, as long as they are immutable, may not be amended or repealed; mutable rules, as long as they are mutable, may be amended or repealed; any rule of any status may be transmuted; no rule is absolutely immune to change.)

104. All rule-changes proposed in the proper way shall be voted on. They will be adopted if and only if they receive the required number of votes.

105. Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes. Amended. See rule 302

106. All proposed rule-changes shall be written down before they are voted on. If they are adopted, they shall guide play in the form in which they were voted on.

107. 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.

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

If a rule is repealed and reenacted, it receives the number of the proposal to reenact it. If a rule is amended or transmuted, it receives the number of the proposal to amend or transmute it. If an amendment is amended or repealed, the entire rule of which it is a part receives the number of the proposal to amend or repeal the amendment.

109. Rule-changes that transmute immutable rules into mutable rules may be adopted if and only if the vote is unanimous among the eligible voters. Transmutation shall not be implied, but must be stated explicitly in a proposal to take effect.

110. 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.

111. 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 before the vote. A reasonable time must be allowed for this debate. The proponent decides the final form in which the proposal is to be voted on and, unless the Judge has been asked to do so, also decides the time to end debate and vote.

112. 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.

113. 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.

114. There must always be at least one mutable rule. The adoption of rule-changes must never become completely impermissible.

115. Rule-changes that affect rules needed to allow or apply rule-changes are as permissible as other rule-changes. Even rule-changes that amend or repeal their own authority are permissible. No rule-change or type of move is impermissible solely on account of the self-reference or self-application of a rule.

116. 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.

Mutable Rules (Can be changed/ammended)

201. Playing order will be determined randomly, players taking one whole turn apiece. Turns may not be skipped or passed, and parts of turns may not be omitted. All players begin with zero points.

202. One turn consists of two parts in this order: (1) proposing one rule-change and having it voted on, and (2) throwing one die once and adding the number of points on its face to one's score. Amended. See rule 308

203. A rule-change is adopted if and only if the vote is unanimous among the eligible voters. If this rule is not amended by the end of the second complete circuit of turns, it automatically changes to require only a simple majority. Amended. See rule 301.

204. If and when rule-changes can be adopted without unanimity, the players who vote against winning proposals shall receive 10 points each. Repealed by rule 304

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

206. When a proposed rule-change is defeated, the player who proposed it loses 10 points. Repealed by rule 305

207. Each player always has exactly one vote.

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

209. At no time may there be more than 25 mutable rules.

210. Players may not conspire or consult on the making of future rule-changes unless they are team-mates.

The first paragraph of this rule does not apply to games by mail or computer. (basically you can skip this rule if you wanna)

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.

When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players.

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 or during the turn of a team-mate.

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.

Rule Changes and Amendments

301: (mutable): When a rule-change is finalized by the player proposing the rule change, it will be voted on. Players will post their votes in-thread unless the people who aren't the player proposing the rule could gain points or some other benefit from the outcome of the vote. If this is the case, players will submit their votes via PM to mail-mi. Votes will preferably be presented in the form Vote: Yes on rule ---, or Vote: No on rule ---. The player proposing the rule will by default vote yes unless they say otherwise. Once over half of the players have voted yes, the proposal is passed. Once either half the players have voted no, or the player proposing the rule chooses to end the voting, the proposal fails. Once the proposal has been resolved, all votes will be revealed if they were sent via PM to mail-mi. If a proposal has been in the voting stage for 60 hours or more and has not been resolved, all players who have not yet voted do not become eligible voters for this vote only. This effectively ends the vote with only players currently voting. Amended. See rule 315.

302: (mutable) Every player is an eligible voter. Every eligible voter must participate in every vote on rule-changes Repealed by rule 306

303: (mutable) A player may propose up to three rule-changes in a single turn if all such rule-changes are either repeals or transmutations. These rule-changes will be voted on together and will either be all approved or all rejected. The number of votes required for approval will be the minimum required for a single proposed rule-change. This rule takes precedence over any rule allowing only one rule-change per turn.

304. (mutable) Repeal Rule 204

305. (mutable) Repeal Rule 206

306. (mutable) Repeal Rule 302

307. (mutable) At any time, a person not playing may post in-thread that they want to join the game.  They must bold their request to be in.  When this happens, after the current turn is over, they are inserted into the player order by being put in before the player whose turn was just finished.  They start with 0 points.

308. (mutable) Amend rule 202 to say: "One turn consists of proposing one rule-change and having it voted on."

312. (mutable) At the beginning of their turn, a player must post a draft proposal for a rule change. When making the final proposal, he may change some details of the draft but the intention and spirit of the rule must stay the same.

313. (mutable) If players disagree about the legality of a move or the interpretation or application of a rule, then the question is to be decided by a vote of all players.  Disagreement for the purposes of this rule may be created by the insistence of any player, who has to announce the interpretation of the rule in question that he thinks should be applied. This process is called invoking Judgment.

When Judgment has been invoked, the next player may not begin his or her turn without the consent of a majority of the other players. If more than half of the players agree with the proposed interpretation within 24 hours, it shall be applied, otherwise the game shall proceed as if no Judgement has been invoked

New Judgement decisions are not bound by old ones. However, only matters that affect the turn in which Judgment was invoked or the previous one can be called into question. All decisions by players voting on disagreements 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 they shall consider game-custom and the spirit of the game before applying other standards.

314. (mutable) On his or her next turn after this rule is enacted, each player must choose a color, which will personally represent him or her in this game (referred to as "your color", "player's color", etc.).

This will be done by posting in thread a color in the format (Red Value, Green Value, Blue Value), where each Color Value is an integer between 0 and 255. So for example, (0, 0, 0) would be black, (255, 0, 0) would be red, (0, 255, 0) would be green, and so on. A player may change his selected color as many times as he or she likes until the end of his or her turn; the last bolded and correctly-formatted color posted will be counted as the official choice. Players may not change colors or choose additional colors on subsequent turns.

White (255,255,255) may not be chosen as a personal color, nor may colors with all Color Values greater than 200. Players are encouraged to choose colors which are as unique and distinct as possible, and may not choose colors which are too similar to white or previously chosen colors. Whether the color is distinct enough may be settled by judgment if necessary.

315: (mutable) Amend rule 301 to say the following: "When a rule-change is finalized by the player proposing the rule change, it will be voted on. Players will vote by posting in thread. Votes should be presented in the form Vote: Yes on rule ---, or Vote: No on rule --- (where '---' denotes the proposal number). The player proposing the rule will by default vote yes unless they say otherwise. Once over half of the players have voted yes, the proposal is passed. Once either half the players have voted no, or the player proposing the rule chooses to end the voting, the proposal fails. Once the proposal has been resolved, all votes will be revealed if they were sent via PM to mail-mi. If a proposal has been in the voting stage for 60 hours or more and has not been resolved, all players who have not yet voted are not considered eligible voters (for this vote). This effectively ends the vote with only players currently voting."

316: (mutable) If a player has not proposed a rule within 72 hours of the start of their turn, their turned is skipped in it's entirety.

317. (mutable) The official currency of f.DS Nomic shall be the Nomic Dollar. The abbreviation for Nomic Dollars shall be N$.

Each player shall have a personal quantity of Nomic Dollars, which shall be listed in the opening post. This quantity may not be altered except where explicitly permitted in the ruleset.

38
Goko Dominion Online / not letting me log in?
« on: November 20, 2013, 05:28:19 pm »
I've tried at least 5 times to log in, but whenever I do, it says it's wrong! I've typed as slowly and as accurately as I can, and yet it still says its wrong. What's up, Goko?

This just in, mail-mi has changed his Goko passcode, and literally 1 minute later he typed it in and it didn't work? What's going on? Can anyone help this poor Pawn?

39
Forum Games / BM15: The Willy-Nilly Werewolves of f.DS. (Open for signups!)
« on: November 13, 2013, 05:10:37 pm »
Welcome to BM15: The Willy-Nilly Werewolves of f.DS!

Those willy-nilly werewolves are up to no good (again) and it's your job to stop them!

Signups!

Comods: mail-mi, yuma


1. chairs
2. Archetype
3. sudgy
4. shraeye
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.

This will be nothing like my other BM game, I promise there are actual scum! This will be more like jotheonah's BMV or Archetype's BMX.

Basic 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 any mafia game on this site.  If you have not /pledged there, you cannot play.

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


Game Summary:

Mafia is a social deduction game.  There is an "informed minority" (the mafia) and an "uninformed majority" (the town).  The mafia know who each other are, and are trying to be the only people left alive.  The town doesn't know who anybody else is, and are trying to find and lynch all of the mafia.  The mafia, to make sure the town doesn't know who they are, must pretend to be town to win.  The mafia usually can kill at night, to help them in being the only ones left alive.

1. 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. See the game-specific rules.
2. There is to be NO personal communication outside of the forum postings unless your role PM specifically allows it.  Mafia members may communicate at night and during the confirmation stage.
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 PM by the posted deadline you will forfeit your actions.  In case of multiple submissions, the last valid one before the deadline will be used.  If your Night action was mandatory, it will be decided randomly.
4. Roles with Night actions will not be able to submit an action on Night 0 (i.e. during the confirmation stage). Rule cut.
5. Any player with a Night action may instead submit a “No Action” PM to let the Mods know that you do not want to perform your expected action that Night phase.
6. As a general rule you should aim for one post every 24 hours, minimum, to keep the game moving.

2. 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.
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 the mods lock the thread; 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.
7. Once you are killed (either via lynch or night kill) you may no longer post in the game or in Quicktopics. This means that you do not even get a “Bah” post. The dead in this game are silent. See other specific rules.
8. If the thread is locked, you may not post.  Threads can be locked for various reasons, but no matter what the reason, you may not post.  The mod may forget to lock the thread, but if they say it is locked, it is still locked.
9. 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. Mods will not edit posts for you.

3. Miscellaneous/Mechanics:

1. Bold, colored text is reserved for the Mods.  No invisible/small text is allowed, nor is cryptography.
2. If you have an issue/problem with the game, please PM 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 2 times is subject to replacement without further notice. You guys must request for prods.
6. Rule violations will be dealt with according to their severity, which may include modkill(s) if needed.
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:

Wiki Links:


--Main Wiki Page

--Newbie Guide

--Frequently Asked Questions

--Commonly Used Abbreviations

--Mafia Theory

Forum Links:

--Vacation/Limited Access announcements

--Mafia Lingo/Dictionary

40
Mafia Game Threads / Speccy thread thread.
« on: October 30, 2013, 05:39:21 pm »
This is the list of people who automatically want the speccy of any game they aren't playing:

liopoil
Voltaire
Archetype
Sudgy

This is the list of people always willing to sub games they aren't playing:

Eevee
Chairs
shraeye

41
Welcome to MXXXIII: Toy Story Mafia!

Mods: mail-mi, chairs.

Sign ups! (13 players!)

1. Voltaire Andy, a Town Toy Fixer -- Burned N4
2. Robz888 Stinky Pete, a Fire Mafia Goon -- Frozen N2
3. liopoil Big Al, a Fire Mafia Goon -- Frozen N4
4. Archetype Barbie, a Vanilla Townie -- Lynched D2
5. ashersky Mrs. Potato Head, a Vanilla Townie -- Frozen N1
6. sudgy The Little Green Man, a Vanilla Townie -- Lynched D5
7. Yuma Buzz Lightyear, un Puerblerino Vainilla -- Quemado N3
8. Voltgloss Rex, a Vanilla Townie -- Burned N1
9. 2.71828..... Wheezy, a Vanilla Townie -- Frozen N3
10. faust Bullseye, a Vanilla Townie -- Lynched D1
11. Gveoniz Hamm, a Vanilla Townie -- Endgamed
12. Eevee Lot's O' Huggin' Bear, an Ice Mafia Goon -- Burned N2 BUT STILL A WINNER!
13. NHSederholm Jimmmmm Big Baby, an Ice Mafia Goon -- WINNER!

This game will be very Newbie-friendly!

The following RULES OF MAFIA will be used with the following changes. Please read them if this is your first time playing!

- Day deadlines will be 7 days and nights 48 hours.
- During the first 24 hours of night, please PM the mod(s) to confirm that you are still playing. After 24 hours, if you have not PM'd us, the mod(s) will PM you to check to see if you are still in fact playing. If we have not received a confirmation by the time Night is supposed to end, Night will continue as we look for a replacement.
- Prods will not be issued automatically--that's up to the players.

Set-up specific info in next post.

42
General Discussion / Pixar Conspiracy Theory!!!
« on: September 20, 2013, 10:05:51 pm »

43
Game Reports / I bought one curse, she got all ten.
« on: September 18, 2013, 11:47:28 pm »

44
Game Reports / Holy Doctor!
« on: September 13, 2013, 11:33:44 pm »
I mean, does doctor luck get any better? I didn't play this optimally, and lost, but still,

http://dom.retrobox.eu/?/20130913/log.5136e2dee4b07cef820a1126.1379129570803.txt

45
Non-Mafia Game Threads / 2 rooms and a boom.
« on: September 11, 2013, 10:26:14 pm »
Well, I saw one game of this on here, and I was really intrigued by it, so I decided to do another.

Rules

Round 1 will last 2 days, round 2 1 day, and round 3 1 day.

RULE CHANGES/CLARIFICATIONS/MODIFICATIONS:

1. Revealing your card: In this game, there will be 2 types of reveals: Public reveal and co-reveal.

1a. Public reveals: In your QT at any time you may post in bold your role and color (you must do both) like this: I am the Red Mod. If you do this, you CANNOT BE LYING.

1b. Co-reveals: If you would like to co-reveal with someone, post in bold in the QT: Propose co-reveal with [playername]. That person then can confirm/deny it by saying Confirm co-reveal with [playername] or Deny co-reveal with [playername]. If they confirm it, then both players MUST send a PM to the other containing ONLY their color and role name. If you are the shy guy, you MUST deny a co-reveal unless you have been "cured" by the Psychologist.

1c. Private Reveal. You may post in the room thread Private Reveal with [playername]. You then PM the person your role and color. They don't have to return the favor. This is how the Psychologist cures the Shy Guy.

2. Whispering You may whisper to anyone by posting Whisper with [playername]. You then may PM the person. The PM can be of any length, HOWEVER, you only have 5 whispers per round. You don't have to send the PMs to me also, but I would appreciate it  :D.

3. Choosing a Leader At the start of the round, players may make proposals for who they think the leader should be. As soon as there are 2 proposals, each player MUST in their next post vote for either of them like this: vote: [playername]. If there is a tie, start from the beginning.

I think that's it. If you have any questions, ask them now!

ROLES:
1 president
1 bomber
1 shy guy (could be either)
1 psychologist
and the rest as blue-team and red-team cards.

Signups:
1. Tables
2. chairs
3. Liopoil
4. Archetype
5. Fperfect
6. Ahoppy
7. jotheonah
8. Jimmmmm

47
Game Reports / Did I do something wrong?
« on: September 07, 2013, 02:17:49 pm »
... or did he just have incredibly good shuffle luck against my bad?

http://dom.retrobox.eu/?/20130907/log.50e20cf4e4b0a47150882831.1378577779867.txt

48
Forum Games / How to solve a Murder.
« on: August 13, 2013, 12:32:35 am »
Okay so I've totally changed my idea. I think this will work much better as a forum game. Who's ready to solve a murder?

1. chairs
2. EFHW
3. liopoil
4. Davio
5. Witherweaver
6.
7.
8.

So, what is this game?
In this game, you get to try to solve a murder. You will each receive a character, and get more information about yourself that you will try to hide and stuff about others that you need to reveal. One of you will be the murderer, but you may not know you are until the last round (and maybe not even then!)

It will be played in 3 rounds. At the start of the game, each of you will be introduced to the rest of us, and you will receive some information about yourself that is not in the introduction. Once everybody has read this, the death will be explained, and Round 1 will start. In each round, you will receive more info about how you were involved in the murder that you don't want getting out there, and dirt on others that you must get out there.

RULES:

1. You could be the killer. You just don't know it yet.
2. You cannot lie. If someone asks you about something about yourself, you must either answer truthfully or deflect the question.
3. More will come.

Spoilers:
1. It's camelot themed.
2. It's completed in 3 rounds, and your need to have pretty good availability to play.

49
Goko Dominion Online / Small bug?
« on: July 22, 2013, 06:55:30 pm »
Playing now with Trade Route, I bought the first nobles, so the coin token went to the trade route map in the bottom left corner of the screen, so now it says 1. I just checked my opponent's trade route mat (gman314, btw) and it has 0. Bug?

also, on his screen, his mat says 2 and mine says 0.

50
Puzzles and Challenges / Counting House, Sage, and Upgrade?
« on: July 22, 2013, 01:52:29 pm »
So I was looking at counting house yesterday, and noticed something interesting. I then looked through all the other cards, well most of the other cards, and I now have this.

1. Counting House
2. Sage
3. Upgrade
4. Knights Randomizer

What do these four have in common?

Hint:
1. It has nothing to Do with what the card does.

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