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Author Topic: Mafia 74 - X-Shots 2 - Apocalypse Now! (Game Over)  (Read 112004 times)

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yuma

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Mafia 74 - X-Shots 2 - Apocalypse Now! (Game Over)
« on: December 24, 2015, 09:09:53 am »

Mafia 74: X-Shots 2: Apocalypse Now!

Mods: yuma

This is a normal, open, 13- player mafia game. The setup is invented and has been titled, X-Shots. It is based on a closed version run a year ago. This open setup is slightly modified from that closed version. See setup details in the next post.

This game will not start until after the start of the new year regardless of how quickly it fills up.

Players:
1. WW
2. EgorK
3. gkrieg
4. roadrunner
5. silverspawn
6. awaclus
7. ashersky
8. hydrad
9. ADK
10. faust
11. Teproc
12. EFHW
13. Xerxes

tagged:

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, check with the mod if you need clarifications.
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 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. See rule 7 under miscellaneous below if you anticipate being VLA while having a PR.
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 a “No Action” PM 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 more than one post every 24 hours, minimum, to keep the game moving. Please treat this game as a commitment. If you can't commit to this game because of outside activities/responsibilities, other forum games or other contributing factors please /out before the start of the game.


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 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.
7. Once you are killed (either via lynch or night kill) you may no longer post in the game or in 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. This game will have 7 day deadlines and 2 days nights.
10. Lynch rules vary by the number of players alive.  With 10 or more players alive, the player with the most votes at the end of the day will be lynched.  Ties are broken by coin flip.  With nine or less players alive, if a majority lynch is not reached by the deadline, no lynch occurs.
11. Rule Update: Players must have avatars that are unique to themselves. If multiple players have the same avatar and neither are willing to change they will both be mod killed.

Miscellaneous/Mechanics:

1. Bold, brown 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 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. In the event of an incorrect vote count the mod has the right to revert the game state back to the state before the erroneous vote count. This means that any votes cast in the meantime will become void. Any time that was lost during this even will be added back onto for deadlines. Please note that if a mistake is not caught before a flip, the erroneous vote count will become binding.
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 24 hours of no activity (VLA posts in the official VLA thread negate automatic prods). A prodded player has 24 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, or beyond.
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. If you have a Power Role and go on VLA for longer than 2 days (the time period of a Night) please submit a temporary Night Action before leaving on VLA. This will be a placeholder action in the event that you will be absent during the night. Failure to submit an action before leaving will result in a "no action" that night.
8. 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.
9. All players will be given a personal QT to post thoughts, ideas in throughout the game. Scum can use these to pretend to be town. Night actions may be submitted to the mod, as may mod questions. Content from QTs may be posted within the thread verbatim, but not linked. Any interaction with the mod (asking questions, receiving answers, friendly banter, or any other content that deals with the mod or references the mod should not be posted. If you aren't sure, ask).
« Last Edit: February 02, 2016, 10:25:07 am by yuma »
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yuma

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Re: Mafia 72 - X-Shots 2 - Apocalypse Now!
« Reply #1 on: December 24, 2015, 09:10:00 am »

Welcome to X-SHOTS. An open 13-player setup created by yuma. In X-SHOTS both town and non-town will be given an X amount of PRs with an X amount of shots. Shots will be cumulative for the entire faction to use. Town will not be informed at any time of how many shots they start with as a whole, how many shots remain or if a specific shot was successful unless it yields a PM-able result. Mafia will not be informed of how many shots they bring into the game for the whole of mafia to use.
 
The following are possible roles and the number of shots that each role brings into the game.

1- Cop (1 shot) (Investigative)
2- Vig (2 shot) (Killing)
3- JK (2 shots) (Blocking)
4- Roleblocker (3 shots) (Blocking)
5- Watcher (3 shots) (Investigative)
6- Bodyguard (3 shots) (Protective)
7- Doc (3 shots) (Protective)
8- Tracker (4 shots) (Investigative)
9- Rolecop (4 shots) (Investigative)
10- Shot Changer (2 shots) (Shot)

The following rules will determine how roles are used and assigned.

1. Four randomized rolls (1-10) will be performed. The number that corresponds with the number will result in that role being used. There can be replicates of any role of any number.

2. If the first three roles are all 1, 2, or 3s (Cop, Vig, JK) then the town will only receive 3 PRs with an additional 2 shots added.
Example1: Role: 2, 1, 3 = Vig (2), Cop (1), JK (2) + 2 shots for a total of 7 shots.

3. If town, in the first three rolls, receives a duplicate of 1, 2 or 3 (Cop, Vig, JK) then the town will only receive 3 PRs with an additional 2 shots added.
Example2: 2, 2, 5 = Vig (2), Vig (2), Watcher (3) + 2 shots for a total of 9 shots.

4. If the fourth role causes there to be a duplicate of a 1, 2 or 3 then it will be added as a role, but bring in zero additional shots.
Example3: 2, 7, 8, 2 = Vig (2), Doc (3), Tracker (4), Vig (0) = 9 shots

5. If town receives no 1, 2 or 3s (Cop, Vig, JK) in its first four rolls then the town will receive an extra fifth roll. However, this additional roll will bring in zero additional shots for town. If a 1, 2, or 3 is rolled for the fifth shot, 2 shots will be removed from the town total.
Example4: Role: 6, 4, 4, 10 extra roll is 9 = BG (3), RB (3), RB (3), Shot Changer (2) + extra roll: 9 = Rolecop (0) for a total of 11 shots.
Example5: Role: 4, 6, 5, 10 extra roll is 2 = RB (3), BG (3), Watcher (3), Shot Changer (2) + extra roll: 2 = Vig (-2) for a total of 9 shots.

Mafia will be three members large. The mafia team starts with 5 shots and a Shot Remover. The mafia team will receive shots beyond the initial 5 shots dependent upon the number of shots that town receives as follows:

If Town has X then Mafia gets Y:

5 shots mafia gets: Shot Changer + Rolecop + Goon. Total: 5 shots
6 shots mafia gets: Shot Changer + Roleblocker + Goon. Total: 5 shots
7 shots mafia gets: Shot Changer + Rolecop + Goon. Total: 6 shots
8 shots mafia gets: Shot Changer + Roleblocker + Goon. Total 6 shots
9 shots mafia gets: Shot Changer + Rolecop + Goon. Total 7 shots
10 shots mafia gets: Shot Changer + Roleblocker + Goon Total 7 shots
11 shots mafia gets: Shot Changer + Rolecop + Roleblocker. Total 8 shots
12 shots mafia gets: Shot Changer + Roleblocker + Bus Driver. Total 8 shots
13 shots mafia gets: Shot Changer + Rolecop + Roleblocker . Total 9 shots
14 shots mafia gets: Shot Changer + Roleblocker + Bus Driver. Total 9  shots
15 shots mafia gets: Shot Changer + Rolecop + Roleblocker. Total 10 shots
16 shots mafia gets: Shot Changer + Roleblocker + Bus Driver. Total 10 shots

Mafia NKs do not count as using up shots.

The Mafia team also has access to a universal JOAT (Strongman, Ninja, Cop Immune and Bulletproof) that can be used by any player during the game under the following rules.

JOAT Rules
1. Each JOAT modifier can be used once per cycle during the course of the game. If all four abilities are used up the cycle starts over.
2. A cycle also starts over if a mafia player who has performed or used a JOAT modifier dies at any point in the game.
Example: Player X used Strongman on Night1. On Night2 the Strongman power cannot be used again by any player and Player Y uses Bulletproof. On Day3, Player X is lynched. Now, a new cycle has begun for the Strongman. On Night3, another player may now use Strongman, but not Bulletproof as that was used and kept in cycle on Night2.
3. JOAT abilities will only overcome one corresponding town role per night. In the event that multiple roles of the same time are used by town the one that overcomes the JOAT modifiers will be randomized.
4. JOAT modifiers require one shot to use unless a JOAT modifier is used to modify a role that already required a shot, it will not count extra.
5. Only one JOAT ability can be used by an individual player each night.
Example: a Ninja NK will count as one shot used.
Example: a Strongman Roleblock will count as one shot used.

Shot Changer Rules:
- Shot Changers can be Town or Mafia.

Town Shot Changers:
- Town Shot Changers may attempt to target a Power Role each night to give Town Shot Pool an additional shot.
- Targeting of Vanilla Townies will result as no effect.
- PRs will not be informed of receiving shots from a Shot Changer.
- A Town Shot Changing does not use up a shot, but it does require the Town Shot Pool to not be at zero at the time of the Shot Change.
- If a Mafia PR is targeted the Mafia Shot Pool will receive an additional shot.
- Town Shot Givers count as a Town PR that shots can be added to if targeted.

Mafia Shot Changers:
- Mafia Shot Changers may attempt to target a Power Role each night to remove a shot from the Town Shot Pool.
- Targeting of Vanilla Townies will result as no effect.
- PRs will not be informed of having shots removed from a Shot Changer.
- A Mafia Shot Changing does use up a shot from the Mafia Shot Pool.
- If Mafia targets another Mafia Player the Mafia Shot Pool will lose a shot.
- Town Shot Givers count as a Town PR that shots can be removed from if targeted.

Night Action Resolution:
Bus Drive
Blocking Roles
Shot Changer
Protective Roles
Killing Roles
Investigative Roles

- Roles of the same type will occur simultaneously.
 
Notes:
- Each PR brings X shots into the player pool. All PRs may access the pool.
- Town will not know the number of shots available to the whole at any time.
- PRs will not be informed of how many shots they bring into the game.
- Mafia will not be informed of the number of shots available to them at any time.

- If a lynch of a town PR occurs, 1 shot will be removed from the Town Shot Pool.
- If a Night Kill of a PR occurs, 0 shots will be removed from the Town Shot Pool.
- If a Mafia PR dies via either method, 0 shots will be removed from the Mafia Shot Pool.

- Goons and Vanilla Townie return “Vanilla” to Rolecops
- Rolecops will be unable to distinguish between Town Shot Changers and Mafia Shot Changers.
- Investigative roles that are blocked return “No Result.”
- Investigative roles that are attempted but unable to be used due to a lack of shots will return "No Result"
- Trackers/Watchers will receive results of "No Result" when targeting a Ninja modified action or when targeted player had no applicable action to see. This is an intended deviation from typical Mafiascum rules.
- Watchers will not see themselves as a targeting action.
- Cops return results of “Guilty” or “Not Guilty.”
- Players that are Jailkept may be investigated while in jail.
- JOAT modifiers must be specified as belonging to a player for the night.
- Strongman overcomes one blocking/protective role.
- Ninja is unobservable from all tracking roles.
- Bulletproof stops a kill from one shot.
- Kill flavor is not indicative of who performed the kill.
- Bulletproof and Cop Immune abilities are passive and may not be blocked.
- Players without roles will be called "Vanilla Townies" or "Mafia Goons."
- An individual mafia can’t perform an action and night kill the same night unless only 1 mafia player is alive.
- If the game progresses to a point where at night more actions are being performed than shots available the night action resolution will prioritize which actions are used and which are not.
- If a shot is blocked for any reason it is still effectively considered to be “used up.”
- Roles may self target and will use up a shot, but unless the self targeting was caused by bus driving the role will not have an effect.
- Players of both alignments will not be informed if their night action was successful or not except in the case of investigations getting results back.
- PRs will not flip the number of shots they brought into the game upon death

TL;DR Summary:
- Town can have between 3 to 5 roles with 5-16 shots of any combination out of the 10 listed above.
- Shots may be used by any PR in the faction to which shots are assigned.
- Mafia has a Shot Changer, a Universal JOAT and 5 shots to start. An additional 5 shots may be added with additional PRs dependent upon the number of shots Town receives.

PM specifics:
- Town will receive PMs with their role in green text.
- Mafia will receive PMs with their role in red text.
- Town's win condition is: you win when all threats to town have been eliminated
- Mafia's win condition is: you win when there are no town players alive and there is at least one mafia player still alive, or when nothing can be done to prevent that.
« Last Edit: January 15, 2016, 06:17:57 pm by yuma »
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Witherweaver

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Re: Mafia 72 - X-Shots 2 - Apocalypse Now!
« Reply #2 on: December 24, 2015, 09:10:15 am »

\in
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EgorK

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Re: Mafia 72 - X-Shots 2 - Apocalypse Now!
« Reply #3 on: December 24, 2015, 09:59:04 am »

I would be /in if Marvel (or my participation in it) will finish and Board game into N2 (or I am killed there)

A couple of question - there is a SK PM, but no mention of it otherwise in the setup. Also not all roles have PMs
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Witherweaver

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Re: Mafia 72 - X-Shots 2 - Apocalypse Now!
« Reply #4 on: December 24, 2015, 10:09:26 am »

SK hunting is scummy!
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yuma

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Re: Mafia 72 - X-Shots 2 - Apocalypse Now!
« Reply #5 on: December 24, 2015, 10:14:45 am »

There is no SK in this setup. That PM is a leftover from the previous version. It, along with a couple of other changes will be made shortly.
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gkrieg13

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #6 on: December 24, 2015, 11:02:52 am »

/in
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Roadrunner7671

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #7 on: December 24, 2015, 11:55:52 am »

/in but I might chicken out.
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silverspawn

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #8 on: December 24, 2015, 01:14:30 pm »

/in times of need, play mafia!

Awaclus

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #9 on: December 24, 2015, 02:40:27 pm »

/in
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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #10 on: December 24, 2015, 03:18:06 pm »

/tag
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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #11 on: December 24, 2015, 03:40:12 pm »

Disappointed my auto in wasn't registered.
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Hydrad

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #12 on: December 24, 2015, 07:05:29 pm »

/in
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For anyone else, such a statement would be a scum tell.  For Hydrad, it's simply a tell that you're reading something from Hydrad.

scott_pilgrim

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Re: Mafia 72 - X-Shots 2 - Apocalypse Now!
« Reply #13 on: December 24, 2015, 07:43:41 pm »

/tag

I really like this set-up.  But there are some things that confuse me.  It doesn't matter which shots correspond with which role for scum, right, since they won't be told anything anyway?  So this part could be cleaned up like this:

5 shots mafia gets: Shot Remover + Rolecop + Goon. Total: 5 shots
6 shots mafia gets: Shot Remover + Rolecop + Roleblocker. Total: 5 shots
7 shots mafia gets: Shot Remover + Rolecop + Goon. Total: 6 shots
8 shots mafia gets: Shot Remover + Rolecop + Roleblocker. Total 6 shots
9 shots mafia gets: Shot Remover + Roleblocker + Goon. Total 7 shots
10 shots mafia gets: Shot Remover + Rolecop + Roleblocker. Total 7 shots
11 shots mafia gets: Shot Remover + Rolecop + Roleblocker. Total 8 shots
12 shots mafia gets: Shot Remover + Roleblocker + Bus Driver. Total 8 shots
13 shots mafia gets: Shot Remover + Rolecop + Roleblocker . Total 9 shots
14 shots mafia gets: Shot Remover + Roleblocker + Bus Driver. Total 9 shots
15 shots mafia gets: Shot Remover + Rolecop + Roleblocker. Total 10 shots
16 shots mafia gets: Shot Remover + Roleblocker + Bus Driver. Total 10 shots

I think this is easier to read and understand than assigning different numbers of shots to each role (which doesn't end up mattering).
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A Drowned Kernel

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #14 on: December 26, 2015, 07:20:44 pm »

/in
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Witherweaver

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #15 on: December 26, 2015, 11:06:51 pm »

Woo!
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faust

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #16 on: December 27, 2015, 08:02:37 am »

/in
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yuma

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #17 on: December 27, 2015, 12:22:00 pm »

Disappointed my auto in wasn't registered.

someday I will remember...
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yuma

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Re: Mafia 72 - X-Shots 2 - Apocalypse Now!
« Reply #18 on: December 27, 2015, 12:24:34 pm »

/tag

I really like this set-up.  But there are some things that confuse me.  It doesn't matter which shots correspond with which role for scum, right, since they won't be told anything anyway?  So this part could be cleaned up like this:

5 shots mafia gets: Shot Remover + Rolecop + Goon. Total: 5 shots
6 shots mafia gets: Shot Remover + Rolecop + Roleblocker. Total: 5 shots
7 shots mafia gets: Shot Remover + Rolecop + Goon. Total: 6 shots
8 shots mafia gets: Shot Remover + Rolecop + Roleblocker. Total 6 shots
9 shots mafia gets: Shot Remover + Roleblocker + Goon. Total 7 shots
10 shots mafia gets: Shot Remover + Rolecop + Roleblocker. Total 7 shots
11 shots mafia gets: Shot Remover + Rolecop + Roleblocker. Total 8 shots
12 shots mafia gets: Shot Remover + Roleblocker + Bus Driver. Total 8 shots
13 shots mafia gets: Shot Remover + Rolecop + Roleblocker . Total 9 shots
14 shots mafia gets: Shot Remover + Roleblocker + Bus Driver. Total 9 shots
15 shots mafia gets: Shot Remover + Rolecop + Roleblocker. Total 10 shots
16 shots mafia gets: Shot Remover + Roleblocker + Bus Driver. Total 10 shots

I think this is easier to read and understand than assigning different numbers of shots to each role (which doesn't end up mattering).

If the setup rules stay the same I will modify it to this format. i am still tinkering with a ruling that I used in the previous iteration that if a PR is lynched or NK they take the amount of shots that they brought with them to their death. But that involved some complicated rules that I don't necessarily want to use again.
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yuma

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #19 on: December 28, 2015, 01:26:15 pm »

I believe the setup is now cleaned up and ready to go. 3 slots left. If full this game will start January 1, 2016.
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EgorK

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #20 on: December 29, 2015, 09:50:09 am »

I believe the setup is now cleaned up and ready to go. 3 slots left. If full this game will start January 1, 2016.

I assume town shot changer can't self target, right?
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yuma

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #21 on: December 29, 2015, 10:15:46 am »

I believe the setup is now cleaned up and ready to go. 3 slots left. If full this game will start January 1, 2016.

I assume town shot changer can't self target, right?

That is correct. Nor may any other role self target.

- No role may target itself.
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Witherweaver

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #22 on: December 29, 2015, 10:36:33 am »

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yuma

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #23 on: December 29, 2015, 10:37:45 am »

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faust

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Re: Mafia 74 - X-Shots 2 - Apocalypse Now!
« Reply #24 on: December 29, 2015, 08:25:05 pm »

- No role may successfully target itself.
Fixed that for me.

Does that mean that if someone is bus driven onto himself, the action will fail?
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You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did
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