Public Information:
Player List
1. gkrieg13
2. 2.7
3. Roadrunner7671
4. faust
5. iguanaiguana
6. silverspawn
7. Mail-mi
8. Chairs
9. Witherweaver
Game Specific Terminology & Notes
--------------------------
Town will be known as a "member of the Seitch" or "Seitch-aligned" in this game.
--------------------------
No player alignments are able to change once the first dawn has broken.
--------------------------
Water used to rule on Arrakis. Now there is plenty. The spice melange is back to being the most precious commodity in the universe.
Everyone on Dune is addicted to spice. From birth, we inhale and ingest it. Without it comes pain, then madness, and finally death.
Everyone starts the game having just eaten a spice cake. After each game cycle, each player requires half a dose of spice to hold off the pain. Each consecutive game cycle passed without spice leads to worse effects.
1 game cycle without spice: pained
2 game cycles without spice: maddened
3 game cycles without spice: dead
Spice is an item players can possess. Some in-game effects and actions can directly affect that spice. If a player does not post for a 48-hour period, one dose of possessed spice will be destroyed.
Players may freely give each other spice, in increments of half a dose. To do so, type Give Spice: PlayerName in the game thread. It may be refused and returned to the giver.
--------------------------
Mechanics
Clear mind. To successfully attempt an action, you need to be ready for anything. Players may have to ingest spice to perform an action.
Targeted actions. All action names are verbs in the imperative mood (i.e., “kill” or “eat”). When an action is being used, the player must write the action name followed by a colon, one space, and the target’s player name in their personal QT. The entire phrase must be bolded. For example: Salute: sudgy.
Day actions. Actions that are restricted to day phases must, and actions that do not specify a game phase may, occur during the “day action window.” The day action window begins 24 hours into each day and closes 48 hours later. The first 24 hours of a day and all time after 72 hours have passed are action-free. The day action window will not be announced.
All day actions are resolved in the order in which they are posted, whether in thread or in QT. In the extremely unlikely situation of simultaneous orders, something akin to natural order resolution will be implemented.
Night actions. Actions that are restricted to night phases must, and actions that do not specify a game phase may, be submitted in the first 24 hours of night. That is the "night action submission deadline" as seen in all of my games.
Leader of the Sietch. At the start of the first day, one player is randomly selected as the Leader of the Sietch. That player cannot be lynched by votes. If the day ends without a lynch being selected by the majority of players (including a successful "No Lynch" vote), the Leader of the Sietch dies.
The Leader can be changed if one-third of living players (rounded up) vote to do so. Players should type Leader: Playername in bold to vote for a new Leader.
If the Leader survives the night, the same player will be Leader of the Sietch the following day.
Each day, one player may challenge the Leader of the Sietch for power. To do so, type Challenge Leader: YourName, LeaderName in bold. After a challenge is issued, only the Leader or the Challenger can be lynched. The winner of the challenge will be the Leader for the following day and cannot be changed or challenged.
--------------------------
A note on balance:
As with all games, I strove for balance in designing all aspects of this game. And as with all games, balance at the start of a game does not guarantee balance at later points in the same game. Decisions players make and the actions they take all affect the balance of a game, and so at times, what was once balanced may not be so.
I think we all know this, but I wanted to make it clear from the start. There are more moving pieces in this game than we've ever seen, and the Butterfly effect cannot be contained.