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Author Topic: RMM15: Innovation II - TOWN WINS!  (Read 171224 times)

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EFHW

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RMM15: Innovation II - TOWN WINS!
« on: March 27, 2014, 02:06:42 pm »

INNOVATION 2

Police have road-blocked the town, so the dastardly mafia goons cannot escape. But this state of siege means that neither the detectives nor the mafia in the town can bring in supplies from outside except by carrier pigeon. So, each detective and each criminal only receives one item a night to help him or her either rid the town of criminals, or overpower the town, depending on their motivations. The mafia know the detectives have gone undercover, so they are pretending to be undercover police as well. When any of these twelve meet each other in the street, they greet each other pleasantly and compare "crime-fighting" notes. Sometimes it gets heated, but then they go to the local pub and have Cokes or beers together and chill out for awhile. They often find their comrades at the pub as well, and a surprising amount of investigation gets done just sitting together at the tables! At closing time, they all pretend to yawn and to want nothing more than sleep. But the mafia secretly convene in their subterranean hideaway under the police station to bake potatoes, and the detectives each go home alone to their houses to receive their items and plan their strategies. If only they knew who to trust!

12 players
3 mafia (1 Arsonist, 1 Backup Arsonist, 1 Goon), 9 detectives (1 IC, 8 VT)
4 items: badge, magnifying glass, bandages, paper
8 day Days, 3 day Nights

PLAYER LIST

1. PPS
2. mail-mi Voltaire
3. Archetype Vanilla Townie  Killed N1
4. yuma
5. faust
6. chairs sudgy  Innocent Child
7. Xerxespraelor  Mafia Backup Arsonist  Lynched Day 2
8. Witherweaver
9. A Drowned Kernel
10. xeiron 
11. Jimmmmm Vanilla Townie Killed N2
12. ashersky

Tags: Teproc, AndrewisFTTW

Comod: Archetype


At the END of each night, each player gets a random item (N0 TWO identical items are given to each player), evenly distributed among the 4 possible items (exact proportions will be announced if not symmetrical). At the START of each night, starting with N1, each player may send one item to one person. This phase ends after 24 hours. At any time during the rest of the night up until 2 hours before deadline, each player may build and use one or more powers according to the items they possess. Players may make up to as many powers in one night as their items will allow, or make none. Powers may be used immediately or saved for later (with the exceptions of Embezzler, which must be used in the first 24 hours of night, and passive powers, which go into effect immediately). All orders end 2 hours before deadline.

Each item alone gives a 1-shot relatively weak power. Combinations of two items give better powers, but two of an item always does nothing. 4 of a single item is the most powerful. Table of items and powers here

Mafia Nightkill: Hot Potato Bomb: Mafia choose a sender and a target within the first 6 hours of the night.  They can submit their order before day ends if they wish.  For the first 48 hours of the night, that target can choose a different target to send the bomb to, and so on. The first person to receive the bomb 2 times dies, unless bombproof. If no one receives the bomb 2 times, the last person holding the bomb can choose to let it explode or opt to have the recipient chosen randomly from among all the recipients that night. IF YOU HAVE NOT YET RECEIVED THE BOMB, IT IS IMPORTANT TO CHECK-IN 1 HOUR BEFORE DEADLINE IN CASE YOU ARE THE LAST PERSON HOLDING THE BOMB.  The mafia first sending the bomb may not target their initial target again in the same night, but their partners may. Only the first sending of the bomb is visible to investigations. The first order can be placed via the mafia QT.  All subsequent bomb orders, including mafia orders, should be by new PM’s (not replies) with your target in the subject line.

Mafia Arsonist: “Primes” one player a night, or chooses to blow up the primed players all at once. Cannot prime and blow up on the same night and can only ignite once. If the Backup Arsonist becomes the Arsonist, a second ignition of newly primed players is possible.

Order of action resolution:
Resolving when received, which must be before 6 hour mark (or time designated by mod):
Defuser (this order may be submitted before day ends)
Send Hot Potato Bomb (this order may be submitted before day ends); see Potato resolution chain below

Resolving at 24 hour mark:
Send items
Send Message with item
Embezzle

Resolving at 70 hour mark:
Last Bomb recipient
Exaggeration
Send Message (without item)

Resolving at 72 hour mark:
Make powers
Send Message (without item)
Block: Dazzling Light, Cryptographer, Security Guard
Protect: Stealth, Firefighter
Prime/Ignite/Accelerant, Hot Potato Explosion
Investigate: Be/Impersonate Police Officer, Reconnaissance, Spy, Telescope, Binoculars

Hot Potato resolution:
Protect: Stealth, Defuser, Bounce, Privacy Curtain
Subterfuge
Receive
Send

PM’s
TOWN:

Quote
Dear Detective [name here], You are in hot pursuit of three wicked mafia goons who are hiding in plain sight in your town.  You will receive items that will allow you to purchase powers to identify and stop these creepy people.  Here is the table of item combinations that give you powers.  These are your first two items:

item 1      item 2

You win when all threats to town have been eliminated.

IC TOWN:

Quote
Dear Chief Detective [name here], You and your team are in hot pursuit of three wicked mafia goons who are hiding in plain sight in your town.  As chief detective you are universally trusted – an Innocent Child, so to speak.  You will receive items that will allow you to purchase powers to identify and stop these creepy people.  Here is the table of item combinations that give you powers.  These are your first two items:

item 1      item 2

You win when all threats to town have been eliminated.

MAFIA

GOON:

Quote
Dear [Mafioso [name here], the detectives in this town are all looking for you!  You and your partners [name one] and [name two] will receive items that will allow you to purchase powers to elude these pesky crimefighters, and you also have the handy Hot Potato Bomb!

Each night, one of you chooses a target for the hot potato bomb.  This order is placed via your QT, in bold.  The recipient then passes it on, etc.  If the initial sender receives the bomb, he or she may not send it back to the original target.  If a mafia partner receives the bomb, he or she may target the original target.  The first person to receive the bomb twice gets exploded.  This could be one of you or someone from town.  Only the initial sending of the bomb can be seen by investigations.  Also, all bomb sending orders after the first must be sent by PM in new messages with the target in the subject line.

You may speak to your mafia partners each night in your secret den: [mafia QT]

Here is the table of item combinations that give you powers.  These are your first two items:

item 1      item 2

You win when the number of mafia equals or exceeds the number of  detectives, or when nothing can stop that from happening.

ARSONIST:
Quote
Dear [Mafioso [name here], you are an Arsonist.  The detectives in this town are all looking for you!  You and your partners [name one] and [name two] will receive items that will allow you to purchase powers to elude these pesky crimefighters, and you also have the handy Hot Potato Bomb!

Each night, one of you chooses a target for the hot potato bomb.  This order is placed via your QT, in bold.  The recipient then passes it on, etc.  If the initial sender receives the bomb, he or she may not send it back to the original target.  If a mafia partner receives the bomb, he or she may target the original target.  The first person to receive the bomb twice gets exploded.  This could be one of you or someone from town.  Only the initial sending of the bomb can be seen by investigations.  Also, all bomb sending orders after the first must be sent by PM in new messages with the target in the subject line.

As Arsonist, you may choose one player each night to “prime”.  They will not know they have been primed.  Once you have primed 1 or more players, you may choose to ignite instead.  This instantly kills all the primed players at once.  You may only ignite once.  Once you have done an ignition, you cannot prime any more players.

You may speak to your mafia partners each night in your secret den: [mafia QT]

Here is the table of item combinations that give you powers.  These are your first two items:

item 1      item 2

You win when the number of mafia equals or exceeds the number of  detectives, or when nothing can stop that from happening.

BACK-UP ARSONIST:
Quote
Dear [Mafioso [name here], you are the Back-up Arsonist.  The detectives in this town are all looking for you!  You and your partners [name one] and [name two] will receive items that will allow you to purchase powers to elude these pesky crimefighters, and you also have the handy Hot Potato Bomb!

Each night, one of you chooses a target for the hot potato bomb.  This order is placed via your QT, in bold.  The recipient then passes it on, etc.  If the initial sender receives the bomb, he or she may not send it back to the original target.  If a mafia partner receives the bomb, he or she may target the original target.  The first person to receive the bomb twice gets exploded.  This could be one of you or someone from town.  Only the initial sending of the bomb can be seen by investigations.  Also, all bomb sending orders after the first must be sent by PM in new messages with the target in the subject line.

As Backup Arsonist, you become the Arsonist if the first Arsonist is killed.  The Arsonist may choose one player each night to “prime”.  They will not know they have been primed.  Once 1 or more players have been primed, the Arsonist may choose to ignite instead.  This instantly kills all the primed players at once.  The Arsonist may only ignite once.  As Back-up Arsonist, if there has already been an ignition at the time you become Arsonist, you can have a second ignition of players you have primed. If there has not already been an ignition, you can ignite all primed players, both those primed by your predecessor and those primed by you.

You may speak to your mafia partners each night in your secret den: [mafia QT]

Here is the table of item combinations that give you powers.  These are your first two items:

item 1      item 2

You win when the number of mafia equals or exceeds the number of  detectives, or when nothing can stop that from happening.


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.
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 deadlines (see Order Resolution list) (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). Items may be built and used on N0
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.

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. The length of deadlines is up to the mod's discretion.
5. What happens when the deadline is hit and nobody has a majority of votes is up to the mod's discretion.
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 or be unable 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 48 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.  As a general rule you should aim for one post every 24 hours, minimum, to keep the game moving.
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 let us know as soon as you know so a replacement can be found.  Please do not use this as a manipulation technique.  /outing as an expression of "pique" is strongly discouraged.  It often can strongly affect the rest of the game for the remaining players. (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 accepted.  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 needs 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 the mod may decide not to replace the player.  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
« Last Edit: June 14, 2014, 05:20:16 pm by EFHW »
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ashersky

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #1 on: March 27, 2014, 03:24:13 pm »

/tag for now
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f.ds Mafia Board Moderator

2013, 2014, 2015 Mafia Mod of the Year
2015 f.ds Representative, World Forum Mafia Championships
2013, 2014 Mafia Player of the Year (Tie)

11x MVP: M30, M83, ZM16, M25, M38, M61, M76, RMM5, RMM41, RMM46, M51

pingpongsam

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #2 on: March 27, 2014, 03:32:35 pm »

/in
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AndrewisFTTW

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #3 on: March 27, 2014, 05:35:42 pm »

This looks like it's a little beyond me so /tag!
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Wins: M39, M41, M48, M96, M97, M102, M105
Losses: M40, M43, M45, BM17 (?), RMM13, RMM17, RMM20, NM7, ZM18, M100, M109
MVPs: M97
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Jimmmmm

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #4 on: March 27, 2014, 05:47:22 pm »

/tag
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mail-mi

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #5 on: March 27, 2014, 06:18:29 pm »

/in
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I currently imagine mail-mi wearing a dark trenchcoat and a bowler hat, hunched over a bit, toothpick in his mouth, holding a gun in his pocket.  One bead of sweat trickling down his nose.

'And what is it that ye shall hope for? Behold I say unto you that ye shall have hope through the atonement of Christ and the power of his resurrection, to be raised unto life eternal, and this because of your faith in him according to the promise." - Moroni 7:41, the Book of Mormon

Teproc

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #6 on: March 27, 2014, 06:24:03 pm »

/tag
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yuma

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #7 on: March 27, 2014, 07:24:28 pm »

/tag at least

need to see where I am with games
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Archetype

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #8 on: March 27, 2014, 07:34:07 pm »

Wooooooo!

/in!
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Voltaire

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #9 on: March 27, 2014, 09:46:42 pm »

/tag at least
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yuma

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #10 on: March 27, 2014, 09:53:57 pm »

just saw the spreadsheet... so this is going to be an open RMM game?

I am totally /in. I'll make room
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faust

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #11 on: April 06, 2014, 06:45:43 am »

This looks crazy complicated, I like it! I'll /in if this doesn't start before April 14, which I dont think it will.
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chairs

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #12 on: April 08, 2014, 11:32:06 am »

/in

Jimmmmm

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #13 on: April 08, 2014, 11:37:21 am »

/in

chairs! :D
Literally an hour or so ago I checked your profile to see when your last post was and was sad to see that it was in February!
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chairs

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #14 on: April 08, 2014, 09:46:07 pm »

Life's been... interesting.

XerxesPraelor

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #15 on: April 18, 2014, 05:00:29 am »

/in
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EFHW

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #16 on: April 24, 2014, 11:12:51 am »

bump!
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Witherweaver

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #17 on: April 24, 2014, 11:35:37 am »

/in
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Re: RMM15: Innovation II (Sign-ups open)
« Reply #18 on: April 27, 2014, 11:08:33 pm »

Bump!

Seriously, guys, join! It's going to rock!
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A Drowned Kernel

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #19 on: April 27, 2014, 11:49:01 pm »

/in
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xeiron

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #20 on: April 28, 2014, 03:05:35 am »

/in
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EFHW

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #21 on: April 28, 2014, 10:01:45 am »

Two spots left!  ashersky, are you hammering?
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ashersky

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #22 on: April 30, 2014, 05:20:04 pm »

Two spots left!  ashersky, are you hammering?

Call me Thor.
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f.ds Mafia Board Moderator

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11x MVP: M30, M83, ZM16, M25, M38, M61, M76, RMM5, RMM41, RMM46, M51

EFHW

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #23 on: April 30, 2014, 05:29:02 pm »

Two spots left!  ashersky, are you hammering?

Call me Thor.
ok, Thor
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A Drowned Kernel

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Re: RMM15: Innovation II (Sign-ups open)
« Reply #24 on: April 30, 2014, 05:31:57 pm »

Sorry, I'm going to have to /out I think, I'm going to sign up for Monsters U and I don't want to be in too many games at once.
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