Day Actions: TrumpsUPDATE: Host requests
Don't cross these cause you'll make your host unhappy and that's not good
1) PLEASE DON'T DELETE SEQUENCES! ... Ever. Even if you are the initiator.Whatever is initiated stays there. Once you start something, at most it will be FAILED or VETOED but never deleted!
2) PLEASE USE THE SAME NAME when voting / proposing a sequence - otherwise I have to check them by hand, line by line, (instead of searching with CTRL+F).
With or without the trailing number (Shadow7, Framm18, GMaster479), I don't care. Just be consistent. Please. Otherwise, some of your votes MAY be left out!
and ... 3) From Day 2 (because now is too late, already spent more than an hour to recheck them)
Please don't change the order of the sequences, especially when they are passed. Don't move them around.
COLORS can be used for PASSED/VETOED/GRAY.
But don't move them. It makes visual inspection MUCH EASIER if the order is NOT CHANGED.
You can group them by type i.e. All spies in order, then all courier, then all lynch, whatever. It makes it easier to see them if they are grouped by type. But don't change the order!
Rule of thumb: Please think for a second if what you are doing will have negative impact on someone who needs to verify all the sequences and all the posts!!! Thank you!
Day voting: sequences and rules
Actions during the day are done using Trumps. Due to the Trump-jamming effect, more players are required to act in order for an action to be successful. In short, it is a day-voting system very similar to the one in Warcraft III Battle with several differences.
~~~~~~~~~~~~~~~~~(1) What are sequences?
Instead of one massive mandatory host-started kill-vote during the day, the players can themselves start independent voting structures called "sequences"
. Each sequence is started by an "initiator" and targeted to a "victim". People can vote FOR the sequence or AGAINST the sequence.
~~~~~~~~~~~~~~~~~(2) What types of sequences?
There are three types of sequences:
- end-of-day actions
: e.g. "Lynch" - if successfully passed will result in the victim being lynched at the END OF THE DAY.
- immediate actions
: Only immediate sequence is Courier. This type of sequence, if passed, can be started anytime between the moment of passing and the end of that day.
- veto action
: This special sequence can ONLY be started by the victim of a passed (end-of-day) sequence. If a Veto is passed, the original sequence is veto-ed and remains frozen, although a new sequence of the same type (and with the same victim) can be reinitiated (by the same initiator or other).
~~~~~~~~~~~~~~~~~(3) How to start/vote on a sequence?
The following notation is used for sequences:
(SequenceType VictimName by Initiator) – [PRO-X] Players voting in favor [CON-Y] Players voting against
E.g. of voting:
Player1 initiates: (Spy Player1 by Player2) – [PRO 1] Player1 [CON 0]
Player2 votes: (Spy Player1 by Player2) – [PRO 1] Player1 [CON 1] Player2
Player3 votes: (Spy Player1 by Player2) – [PRO 1] Player1 [CON 2] Player2,Player3
Player4 votes: (Spy Player1 by Player2) – [PRO 2] Player1, Player4 [CON 2] Player2,Player3
Player5 votes: (Spy Player1 by Player2) – [PRO 3] Player1, Player4, Player 5 [CON 2] Player2,Player3
Player5 also starts his own action: (courier Player2 by Player5) - [PRO 1] Player5 [CON 0]
Player4 changes his vote: (Spy Player1 by Player2) – [PRO 2] Player1, Player 5 [CON 3] Player2,Player3, Player4.
~~~~~~~~~~~~~~~~~(4) How does a majority pass a sequence?
Everyone has x1 voting power. Everyone can vote (if he or she chooses) exactly once on each sequence that is brought up. Votes can be changed around but only until the sequence is passed or denied.Absolute majority
– total number of living players divided by two (ignoring the .5 on the end if there is an odd number of living players) and adding 1.
E.g for 8 living players absolute majority is 8/2+1=5, for 9 players it is 9/2-0.5+1=5.Simple majority
– total number of players that voted for that sequence divided by two (again ignoring the .5 on the end) and adding 1. Simple majority requires at least 2 votes
for the same option.
E.g. if a sequence has 3-PRO and 2-CON at the end of day, it has 5 players who voted so a simple majority is 5/2-0.5+1=3. So it passes.
E.g. if a sequence has 1-PRO and 0-CON at the end of day, it does not pass since it requires 2 votes for the same option. If it has 2-PRO and 0-CON (or 1-CON) at the end of the day, then it is passed.
Sequences can be:
- passed immediately if an absolute majority votes PRO
- denied immediately if an absolute majority votes CON
- passed at the end of day if the sequence has a simple majority voting PRO
- denied at the end of day if the sequence has a simple majority voting CON
** If you are the player that adds the vote that passes / denies the sequence with the absolute majority rule, you must acknowledge it by marking it as PASSED
(color it as green) or FAILED
(color it as red). The host is not needed to confirm or deny whether a sequence passed because everyone has 1 voting power. The host will only intervene if there are disputes.
** At the end of the day, the host will pass/fail the sequences according to the simple majority rule.
** Some sequences can only be passed by absolute majority rule.
** If a veto sequence is PASSED, then the sequence that it vetoed is colored gray.
~~~~~~~~~~~~~~~~~(5) More rules?
There are no limits to the number of sequences that can be initiated at one time. Even more than one sequence of each type is allowed as long as these rules are followed:
* NO-MASS-SPYING: as initiator, you cannot start more than one Spy Sequence in the same day [unless first was vetoed]
* NO-MASS-SPIED: a person cannot be victim to more than one Spy Sequence in the same day [unless all but one were vetoed]
* REASON-FOR-VETO: a person can only start a Veto Sequence if:
( A ) they are the victim of a previously passed sequence (by absolute majority)
( B ) or a victim of a sequence that can win by simple majority if no one votes further in that sequence.
More precisely, a victim can preemptively defend and initiate a veto sequence if they are the victim of a sequence which has already reached simple majority.
However, at the end of the day, three situations are possible:
( B1 ) if the original sequence achieves absolute majority and the veto does not achieve absolute majority, the veto fails (Absolute trumps Simple Veto rule)
( B2 ) if the original sequence does not achieve absolute majority but it is passed by simple majority, then the veto is passed even with simple majority (Simple Veto trumps Simple)
( B3 ) if the original sequence does not even achieve simple majority, then the discussion is pointless.
** The Veto sequence should specify the exact sequence it tries to veto. A veto sequence can only negate previously started/passed sequences and has no effect on sequences initiated afterwards.
~~~~~~~~~~~~~~~~~(6) What are the actual sequences?
: Initiator learns faction of victim.
: Target is blocked for the night.Lynch
: Target is lynched and identity is revealed at the end of the day. Can only be passed by absolute majority.Kill
: Target is killed but identity is NOT revealed at the end of the day. Can only be passed by absolute majority.Veto
: Victim can negate a passed sequence against him. Courier
: Initiator can send one message to target and receive a response
(make sure the host is CC'd or forwarded for both messages, otherwise … you don’t want to know what the consequences are!)
. UPDATE: Don't CC the host. Seriously. Changed my mind. Don't CC or FW me. Thanks.
The Courier sequences cannot be vetoed as they can take place immediately after being passed.
~~~~~~~~~~~~~~~~~(7) What's the catch?
The day has 36 hours:
- 24 hours in which you can initiate sequences
- final 12 hours in which you can ONLY VOTE on already initiated sequences.
You can also use the final 12-hours of the day to send an action for the next night. It will be taken into consideration after the day ends and all sequences are evaluated by host.
~~~~~~~~~~~~~~~~~(8) How is it different from Warcraft III Battle style?
- simple majority can also pass a sequence at the end of day (+all rules deriving from that)
- a more intuitive way of representing votes so that the result is obvious immediately
- separate lynch/kill actions (in case you want your target to be killed and revealed or not)
- 36 hour-day in which last 12 are special - no sequences can be initiated then. This is a trade-off to avoid flash-sequences at the end of the day. This post has been edited by araver: Apr 4 2011, 01:09 PM