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Author Topic: RMM 9: Monster Madness Mafia (Game over)  (Read 105321 times)

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Jimmmmm

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

Monster Madness Mafia

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

Co-mods: mail-mi, yuma


Day 1 start
Day 2 start

f.ds Mafia Ruleset

The Golden Rule:

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

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

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


General Gameplay and Etiquette:

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

Voting, Deadlines, and Player Death:

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

Miscellaneous/Mechanics:

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

Helpful Links:

--Main Wiki Page

--Newbie Guide

--Frequently Asked Questions

--Commonly Used Abbreviations

--Mafia Theory

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

GAME-SPECIFIC INFORMATION LISTED IN NEXT POST


« Last Edit: October 26, 2013, 09:53:25 am by Jimmmmm »
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Jimmmmm

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Re: RMM 9: Monster Madness Mafia
« Reply #1 on: October 01, 2013, 01:35:35 am »

Welcome, friends, to Monster Madness Mafia!

Please take a seat. You will all have a chance to show your heroism when the time comes. I'm here to debrief you so we can finally begin.

After dealing with the Mafia threats in all of your respective towns or cities or universes, you have come together to deal with this very great threat. Out of desperation, the Mafia have called together a collection of Monsters to help them take control. Together, you must defeat these Monsters and rid this part of the multiverse from Mafia scum for good. But, as always, the Mafia have infiltrated your ranks. Three of your number have betrayed the forces of Good and been recruited by the Mafia. They will work together with the Monsters to try to bring the Town to its knees, but must also fight against them so as not to give themselves away.

Each of you has been given a personal QT that will be used for all private communication with the Mods. These are separate from the shared Mafia QT, which will only be unlocked at Night.

Each Day you will be confronted with a new Monster. In order to fight these Monsters, each player will begin the game with some number of dice in their supply. Unless stated otherwise, all dice in the game are normal, fair, 6-sided dice.

Each Monster will have a different Reward for defeating it, and a different Threat for failing to do so. Details on these will not be publicly announced ahead of time, and may or may not be publicly announced when the Monster is defeated or otherwise. Each Monster will also have different rules for how to defeat it, which will include a target that must be reached. Threats are designed to be bad for Town and/or good for Mafia. Rewards are designed to be good for Town and/or bad for Mafia.

Once per Day, each player may roll any number of dice from their supply, by typing Roll: x in your personal QT, where x is the number of dice you wish to roll.

If you roll 1 die, you may either play it by typing Play: y in the game thread, or discard it by doing nothing. Played dice will count towards the target either by y as a default, or by the amount specified for the particular Monster. Discarded dice are gone from the game. There is no way to confirm what any other player has discarded.

If you roll 2 or more dice, you must play one. Failure to do so will have one randomly selected to be played for you.

If you roll 3 or more dice, you may also choose to store one by posting Store: y in your personal QT.

Updates of the number of dice in your supply and the values of stored dice will be provided as necessary in your personal QT.

After rolling, if you wish to or must play a die, you must do so as soon as possible. Once you have seen the result, please play the die you wish to play in your very next post. You may not disclose the result of your roll prior to playing the die. Failing to adhere to this may result in the die being discarded, or a random die being played, at my discretion.

It is imperative that you do not, either deliberately or accidentally, play a value that you have not rolled. Doing so accidentally may result in a penalty for yourself or your team, at my discretion. Repeated offenses, or any attempt to game the system by trying to play a value you have not rolled will be dealt with severely.

The only part of the combat process which takes place in the main thread is the playing part. All rolling, storing and discarding takes place in your personal QTs.

The Mods will update the current total score of the played dice as necessary.

When a player is lynched or the deadline is reached, any players who have rolled 2 or more dice but not played any will have a random die of theirs played. If the Total is equal to or greater than the Target, the monster is defeated. Either way, any dice that were played are discarded.

There are a few ways to use your stored dice. Instead of rolling new dice, you may simply play a die straight from your store. If you do so, two dice will be discarded from your supply.

There are also some Mafia-related actions that you can purchase with your stored dice. You may choose which dice are discarded, so long as the total on the dice add up to at least the cost of the action.

TOWN ONLY:
1-shot Vigilante: 10
1-shot Cop: 15

MAFIA ONLY:
1-shot Godfather: 18
1-shot Strongman: 12

EITHER:
1-shot Bulletproof: 10

Vigilante and Cop are used on the night they are purchased. The rest are used up only when needed. You will not be informed if and when they are used up. Cops will receive the result Town or Mafia. Each action may only be purchased once per player.

I am preparing to send your PMs now. At least one of you has a role related to fighting the Monsters. At least one of you does not. If you do not have a specific Monster-related role, do not fear! There is still plenty for you to do. There may or may not be traditional Mafia roles.

All roles which assist in fighting the Monsters have been distributed entirely independently of alignment. None of these roles are compulsory, and there is no way for a Townie to investigate another player's role.
« Last Edit: October 04, 2013, 03:51:10 pm by Jimmmmm »
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Jimmmmm

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Re: RMM 9: Monster Madness Mafia
« Reply #2 on: October 01, 2013, 11:29:50 am »

THE MONSTERS

Note: p is the current number of living players. xd6 is a number, the result of rolling x 6-sided dice. Eg 1d6 will be 1,2,3,4,5 or 6.

DRAGON
Target: 5p.
1s and 3s are doubled, 2s count negative.
Threat: DEVOUR.
Reward: VINDICATE.

GOBLIN
Target: 2p.
2s, 3s, 4s count negative.
Threat: SPY.
Reward: BAG OF PURITY.

ORC
Target: 4p.
If a 2 is played, the Orc automatically wins.
Threat: SPITE.
Reward: CLUE.

TROLL
Target: 24p.
The value on each die is squared.
Threat: STUN.
Reward: HEALING WATER.

WITCH
Target: 2p. 1d6 is added to the target whenever a die is played.
Threat: CURSE.
Reward: POTION.

OGRE
Target: p/2, rounded up.
Only 1s count.
Threat: PILLAGE.
Reward: TREASURE.

SUMMONER
Target: pd6, not revealed until Day end.
Threat: SUMMON.
Reward: COUNCIL.

SHADOW
Target: ?
Threat: ?
Reward: ?
This is actually the next Monster in disguise.
« Last Edit: October 15, 2013, 07:43:33 pm by Jimmmmm »
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Jimmmmm

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Re: RMM 9: Monster Madness Mafia
« Reply #3 on: October 01, 2013, 11:46:38 am »

Some example PMs:

Quote



Welcome, mail-mi. You are Luke Skywalker, a Townie.

You win when the Mafia has been eliminated, or nothing can prevent this from occurring.

Your personal QT is here: [QT link]

Quote



Welcome, yuma. You are Darth Vader, a Mafia Sith Lord, along with your fellow Mafia, [player1] and [player2].

Each Day you may use force-choke on a Monster.

You win when the Town has been eliminated, or nothing can prevent this from occurring.

During the pre-game and each Night, you may chat with your fellow Mafia members here: [QT link]

Your personal QT is here: [QT link]

A reminder that flavour character, alignment and roles related to fighting the Monsters are entirely independent. If Luke Skywalker had a role, Townie would read, for example, Town Jedi Knight.
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Jimmmmm

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Re: RMM 9: Monster Madness Mafia
« Reply #4 on: October 01, 2013, 11:52:20 am »

Day 1 is due to start around 3am forum time. If you have not done so, please post in a QT to confirm that you have received your PM and you are playing.

Please thoroughly read the rules prior to starting the game. If anything is unclear, please ask about it in your personal QT.

With the exception of non-players who simply want to /tag, Thread Locked.
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mail-mi

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Re: RMM 9: Monster Madness Mafia
« Reply #5 on: October 01, 2013, 12:00:53 pm »

/comodtag
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Jimmmmm

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Re: RMM 9: Monster Madness Mafia
« Reply #6 on: October 01, 2013, 12:01:31 pm »

Also, you may never provide your QT link to anyone else. This includes Mafia members, they may not provide their individual QT links to each other. A reminder that you are never allowed to quote anything you receive by PM or in a QT from a Mod. Paraphrasing is fine, as normal.

With the exception of non-players who simply want to /tag, Thread Locked.
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shraeye

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Re: RMM 9: Monster Madness Mafia
« Reply #7 on: October 01, 2013, 12:03:35 pm »

/yellow monster text very hard to read...try orange.
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yuma

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Re: RMM 9: Monster Madness Mafia
« Reply #8 on: October 01, 2013, 12:15:08 pm »

/tag. I still have mod status, yes?
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Jimmmmm

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Re: RMM 9: Monster Madness Mafia
« Reply #9 on: October 01, 2013, 12:18:23 pm »

/tag. I still have mod status, yes?

Yep.
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Jimmmmm

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Re: RMM 9: Monster Madness Mafia
« Reply #10 on: October 01, 2013, 01:01:56 pm »

With the exception of non-players who simply want to /tag, Thread Locked.
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Re: RMM 9: Monster Madness Mafia
« Reply #11 on: October 01, 2013, 04:41:53 pm »

/tag
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Kooshie

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Re: RMM 9: Monster Madness Mafia
« Reply #12 on: October 01, 2013, 04:43:29 pm »

/tag
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Jimmmmm

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Re: RMM 9: Monster Madness Mafia
« Reply #13 on: October 01, 2013, 09:15:50 pm »

For anyone who's confused about how the Monsters work, I'll sum it up. You privately roll any number of dice that you have, then choose one of them to play and count towards reaching the target.
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Jimmmmm

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Re: RMM 9: Monster Madness Mafia
« Reply #14 on: October 01, 2013, 09:45:56 pm »

A few rule updates based on questions I've received:
If you have fewer than 2 dice in your supply, you may still play a die from your store, and discard what you have.

Purchasing actions with stored dice does not require you to discard dice from your supply.

In general, you may only play one die per Day. This can either be by rolling from your supply or directly from your store.
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Jimmmmm

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Re: RMM 9: Monster Madness Mafia
« Reply #15 on: October 02, 2013, 05:08:32 am »

Apologies for the delay. Day 1 will start in 4-5 hours.
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Jimmmmm

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Re: RMM 9: Monster Madness Mafia
« Reply #16 on: October 02, 2013, 12:15:17 pm »

Ash Ketchum, Astro Boy, Batman, Dipper Pines, Gabriel Knight, Ice King, Iron Man, Nathan Drake, Ned Stark, Q, Spike, Temeraire and Van Helsing stand gathered together. Suspicion is rife. They know evil is among them. Each is ready to fight. Many have hands on or near their weapon of choice, whether that be a gun, a Pokéball, a crossbow or a utility belt.

"Sir, I'm detecting a rather large..."

"I see it, Jarvis."



A giant Cave Troll lumbers up to the group, with an enormous club in one hand. The club smashes into the ground in the middle of the group, but by the time it hits, the thirteen fighters have dashed out of the way. They surround the Troll, each preparing to fight and at the same time each wary of the other twelve.

(A reminder that flavour is entirely independent of role and alignment. I am more likely to refer to characters which I am more familiar with.)

A Troll has attacked!


Vote Count 1.0

not voting (13):
pingpongsam, Eevee, Archetype, Jorbles, WalrusMcFishSr, chairs, ashersky, theorel, Voltaire, BoxOfDog, xeiron, faust, EFHW

Day ends at 12pm October 12 forum time, or when a lynch occurs. If the Total is at least the Target, the Troll will be defeated.

Target: 312
Total: 0


Day 1 has begun!

Thread Unlocked.
« Last Edit: October 02, 2013, 01:00:16 pm by Jimmmmm »
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pingpongsam

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Re: RMM 9: Monster Madness Mafia (Day 1! PM for speccy QT)
« Reply #17 on: October 02, 2013, 12:48:42 pm »

Play: 5
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You are the brashest scum player on f.ds.

xeiron

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Re: RMM 9: Monster Madness Mafia (Day 1! PM for speccy QT)
« Reply #18 on: October 02, 2013, 12:49:56 pm »

So, finally it starts.

I think we should focus on the troll first.
Hopefully we have enough content to scumhunt afterwards, skipping the RVS- stage.
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Jimmmmm

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Re: RMM 9: Monster Madness Mafia (Day 1! PM for speccy QT)
« Reply #19 on: October 02, 2013, 12:51:14 pm »

Target: 312
Total: 25
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Eevee

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Re: RMM 9: Monster Madness Mafia (Day 1! PM for speccy QT)
« Reply #20 on: October 02, 2013, 12:52:26 pm »

some discussion about dice strategy would be welcome. I'm very lost as to what to do with monsters.
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xeiron

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Re: RMM 9: Monster Madness Mafia (Day 1! PM for speccy QT)
« Reply #21 on: October 02, 2013, 12:56:20 pm »

Some theory.
Rolls of 6 Is whats counts when defeating the troll.
We need eight 6'es  and one 5 to win.
And we need more than one 3 and one 5 or two 4's to make up for one 6.
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Jorbles

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Re: RMM 9: Monster Madness Mafia (Day 1! PM for speccy QT)
« Reply #22 on: October 02, 2013, 01:03:54 pm »

With this troll it seems better to try and play high numbers. 6s are probably good.

 If it's possible for anyone to roll above 6 it would make things a lot easier. (For instance if it were even possible for someone to roll a 17 we could beat it with just one more die roll (by combining dice rolls or rolling a d20 or something like that)). I have no idea if our abilities make such a thing possible, but Jimmmmm's description make me think that it is at least possible to roll better than a normal die number.

If it is possible I am not sure if it's worth it to out that you can do that at this point in the game though.
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Re: RMM 9: Monster Madness Mafia (Day 1! PM for speccy QT)
« Reply #23 on: October 02, 2013, 01:08:01 pm »

Yeah, I'm with xeiron here...we should deal with the monster.

So, we should discuss some of what's going on here...
Let's see, monster is 24p = 312
So, players need to average a contribution of 24.  Values are squared, so if everyone contributed a 5 we'd win.  That's unlikely to be possible...so what's the effect of contributing a 6?
36-24=12.  So that adds ~12 to someone's result, which means we need at least a 4, even if we roll a 6.  Of course, multiple 6's can add together and all, but I'm trying to get a feel for about what we need.
IF every person got a result of 4-6 on their die, then assuming an even split among those numbers we'd win (with a bit to spare).

If everyone rolls 1 die, we've got ridiculous small chance of that working out (1/2)^13=0.01%
If everyone rolls 2 dice though, then you've got a 3/4 chance of getting a 4-6 result.  Which is like a 2% chance of everyone contributing a 4-6.
If everyone rolls 3 dice we get 7/8 chance of 4-6 result which is a whopping 17% chance for everyone.

That's kind of fast and loose though.
If we get say 4 6's, 4 5's, and 4 4's out of 12 players we'd have 12*4+4-8*4=20 extra.  So the last player could have a 2 and we'd still make it.  Yeah, that's not engendering huge confidence.

We might have some powers that will help here...but, this looks pretty rough to me, from a loose probability viewpoint.
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xeiron

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Re: RMM 9: Monster Madness Mafia (Day 1! PM for speccy QT)
« Reply #24 on: October 02, 2013, 01:22:52 pm »

I think we should organise the dice rolling in some way.
We could make a rolling queue so that no 1. roll and play, then no 2. do so after knowing the first result and so on.
This has the benefit of letting the late-roller know whether we are on the way to making the goal, whether we have already made (then there is no point in rolling) it or whether the first rolls were so weak we no longer have any chance to win (still no pont in rolling).
Obviously the players who rolls late has an advantage, so the challenge is for us to maximize the possibilty that scum roll early.

One possibility i can think of is rolling popcorn style. That is, one player rolls, plays and name the second person. The second person rolls, plays and name the third and so on.
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