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Theme TBD Mafia
Posted Mar 24 2018, 07:55 PM
Game will start with however many players sign up within like four days or something as long as there’s at least eight. If there aren’t enough players to use every role, the OP at the start of the game will say which roles are in play.
Baddies – BTSC, group NK, group tiebreaker (can add 0.5 votes to any player each day)
Wincon: Insurmountable majority
Wincon: Wipe out baddies and indy (if present)
Kill + Role and Faction spy. All on the same target. Spies succeed only if kill succeeds.
Save. Cannot target self, but can be redirected to self and end up self-saving.
Redirect. Is told if he successfully redirects an action.
Follow spy. If you follow Beep spy, you see the first target on his list. Does not see factional abilities (including RID machine gun if an indy is present).
Vote multiplier. x0-2 on anyone.
Beep spy. Find out if there’s one baddie among a group of three targets. If redirected, the first choice of three targets gets redirected.
Mimic. Name a player during the day and gain their ability for the next night/day cycle. Each player can only be mimic’ed once. Factional abilities (including RID machine gun if an indy is present) aren't copied.
Inheritor. Gain the ability of the first player that dies. Does not affect your faction. Factional abilities (including RID machine gun if an indy is present) aren't copied.
Coroner. Learn the role of successfully NK-ed players.
Block. Appears in the NP. You’re told whether it successfully stops an action at night. It does prevent actions that would occur on the following day, but if that happens you will only be told going into the day phase that it did not stop a night action.
Messenger. 300 characters max counting spaces. Smilies count as the number of characters within and including the colon tags.
The factional alignment of each role will not be public knowledge when the game starts and the choice of which roles are goodie and which are baddie might or might not be random. Except for the Kill + Role and Faction spy; if that one's in play it will be goodie 'cause otherwise it'd be too OP. The number of goodies and baddies in the game will be shown publicly when the game starts. If I feel like there needs to be an indy for balance, the following indy will be in the game and the fact that an indy is present will be publicly known.
Wincon: Last standing
Has one of the normal abilities, plus an ODTG RID machine gun: Name however many RIDs you want and if they’re all correct they all die. Unblockable, unredirectable, and unsaveable. But if any are incorrect then the kills all fail and you lose the ODTG.
NP shows all kill attempts (except failed RID machine gun), needed saves, blocks.
If a Mimic or Inheritor performs an action that would appear in the NP, then it appears as being performed by the Mimic or Inheritor and not the copied role.
Lynch shows faction and not role.
Tie lynch rules: Baddies have a tiebreaker ability, but if they don't use it and it's a tie then no one dies.
Posted Mar 24 2018, 07:58 PM
If you want to run Slick's Kitchen then go ahead and post signups and I'll let this design get actually reviewed. If you don't want to host, then I'll move this to signups since it's empty and we can do simultaneous review and signups.
I'm thinking about whether I want to do a KaTSWiLM thing of letting people vote every night phase for a role to faction reveal.
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