Hoopla Productions in association with Quilford Enterprises
A highly modular experiment in organised chaos.
-Grey- kraska77 gerryoat Fishythefish Kison gigabyteTroubadour Maxous drealmerz7 Vecna Dunnstral Lil Uzi Vert TheWayItEnds Vifam
Drone, Townie with A♥ and Q♠ was lynched D1. Creature, Townie with A♠, 9♦, and 6♣ was killed N1. rb, Townie with J♥, 4♠ and 2♦ was killed D2. Jackel98, Townie with K♣, J♣ and 5♦ was lynched D2. MariaR, Mafia Goon with A♠, Q♠ and 9♦ was lynched D3. Titus, Townie with K♦ and 5♦ was killed N3. Transcend, Townie with J♠ and 10♣ was killed D4. ArcAngel9 milkshakeMagnaofIllusion, Townie with 8♥ and 6♠ was lynched D4. davesaz, Townie with 9♣, 7♥, 6♦, 10♠ and 3♣ was killed D5. McMenno, Townie with 8♣ and 3♦ was lynched D5. MathBlade Vedith, Townie with 2♠, 8♠ and J♣ was lynched D5. SpyreX, Townie with 9♠, 8♠ and 2♠ was killed N5.
Last edited by Quipla on Tue Jan 17, 2017 11:23 am, edited 30 times in total.
> The Basics 1) Do not talk about other ongoing games. 2) Do not quote/screenshot any communication you have with us, the moderator of the game. You may paraphrase things (such as cards you have, abilities and results) but direct quoting is not allowed. 3) Do not use small/invisible text, steganography or advanced forms of coding/cryptography. 4) Do not use any form of "trust tell" or let external influences into the game. 5) Votes should be bolded or in vote tags, like so; VOTE: Quipla 6) A lynch will occur when a player achieves 50% +1 of the votes. 7) The town may opt to 'no lynch' in lieu of lynching a player on any day. VOTE: No Lynch is the format for this. No lynching requires only 50% of the town's votes to go through, as opposed to a majority. 8) Do not try to exploit any loopholes there may be in this rule-set. We reserve the right to add, remove or modify existing rules at any time.
> Activity & Deadlines 1) Day 1 deadline is set for 12 days, while every Day phase thereafter is set for 9 days. 2) Nights will have a 48 hour deadline. 3) Prods will be issued after 48 hours in a row without posting or under request from players. Multiple prods will probably lead to your replacement. 4) In the event of a deadline ending without a player gaining a majority of votes, there will be no lynch. 5) In the event of replacements or any other disturbances, we may grant a deadline extension. Laziness isn't an excuse though.
> Game Mechanics 1) This setup has 5 Mafia and 18 Townies. 2) There are two identical 52-card decks of playing cards (104 cards total), each with a Suit and Rank power (208 powers total). 3) There will be a pre-game draft to determine which cards each player get. Any card can be claimed by either alignment. 4) Each card has a rank power and a suit power. Rank powers are typically active abilities (though not exclusively), and suit powers are typically modifiers and passive abilities (though not exclusively). 5) At the start of each phase (Day and Night), the top card of the deck is revealed and becomes the "trump card" for that phase. 6) Only powers that match either the rank or suit of the "trump card" will be active for this phase. For example; if the seven of spades is trumps for D1, only sevens and spades will be active powers on D1. Then, at the start of N1 the next card will be flipped and that card will be trumps for N1. 7) Some abilities are Day only, but for the most part, the majority of potential abilities can be active during the Day or Night. 8) Day phases will operate as modified Deep South with active abilities resolving in order of the time they are submitted. 9) However, to prevent the start of Day phases from being a race to the trigger, Day's will have a 48-hour Morning period where any action submitted during this time will resolve simultaneously at the 48 hour mark of the day. From then on, actions submitted will resolve per timestamp. 10) All actions are submitted privately to the mod. 11) A player can use only one active ability per phase, though they may have multiple passive abilities in play and these will all automatically be active. However, duplicate passive abilities, like say, two Beloved/Vengeful/Bulletproof modifiers will not be stackable. 12) Cop/Card Cop investigations, Fruit Vending, Neighbourising, Deck Alterations and Kill attempts will resolve immediately during the Day, while Blocking powers, Protection powers, Trackers and Watchers are considered Rest-Of-Day actions and will last for the rest of the Day as soon as they submitted. Trackers and Watchers will receive their results at the end of the Day. 13) If a day-kill (or day-kills) occur, and the voting threshold is due to be lowered, it will not be lowered until 24 hours after the kill(s) have been resolved inthread. 14) Player's cards will go in the discard pile upon death, as will expired trump cards. 15) Night phases will operate as usual, using Natural Action Resolution (as will the Morning phase). 16)Mafia have daytalk, and a factional kill that can be used once per Day/Night cycle, ie; scum can use their kill on D1 OR N1, and then again on D2 OR N2. 17) If Natural Action Resolution fails to resolve actions which modify each other, the action committed by the player who is higher in the draft order resolves first.
> The Draft 1) Once signups have been completed, every player in the game will send the moderator a whole number of at least 1. 2) The lowest unique number submitted will be first in the draft, followed by the second lowest unique number and so on until all the unique numbers have been ordered. Then, the lowest number submitted twice will be next, followed by the next lowest double-ups etc. This continues for triple-ups and quadruple-ups and so on until the order is complete. 3) Players who submit the same number as another player will have a diceroll to determine who gets placed higher. 4) Once the draft order is set, it will be publicly revealed and every player will now simultaneously bid for three cards that they want. 5) The first player will get their requests resolved first, and then the second player and so on. 6) Remember, there are TWO of each card, and once a card has been selected twice, any later bids on that card will fail. 7) It is possible that a player could receive no cards if they only bid on expired cards.
> Town and Scum role PM
Last edited by Quipla on Wed Dec 21, 2016 5:47 am, edited 1 time in total.
- There are two identical decks of 52 cards (104 cards total), with two powers on them each (208 powers total). These powers, their description and their frequency of distribution are listed below along with the following key categorising the type of power:
[A] - Active Power [P] - Passive Power (triggered powers like PGO/Vengeful/Governor are classified as passive) Teal Text - Power that will be active Day OR Night Gold Text - Power that will be active only during Day phases
8x Doctor [A] Protect a player from one kill. 8x Card Cop [A] Investigate a player and find out what cards they are currently holding. 8x Jailkeeper [A] Simultaneously roleblock and protect a player from one kill. 8x Fruit Vendor [A] Send a piece of fruit of your choice to a player in the game. 6x Tracker [A] Track a player and find out who they target (if anyone). If used during the Day, you will receive results at the end of the phase. 6x Cop [A] Investigate the alignment of a player in the game. You will receive results of Guilty/Innocent/No Result. 6x Neighbourise [A] Select a player in the game to neighbourise. This will start a private thread with that player that will be open permanently regardless of trumps. 6x Draw Card [A] Draw a card into your hand from the top OR bottom of the deck. 4x PGO [P] If a player targets you with any action, you will simultaneously shoot them. 4x Roleblocker [A] Select a player in the game to block. 4x Watcher [A] Watch a player or the deck at night to see who visits them/it (if anyone). If used during the Day, you will receive results at the end of the phase. 4x Inventory [A] Investigate the deck to find out how many of a rank/suit/specific card of your choice is in there. 4x Suit Veto [A] Select a suit the next phase’s trump card cannot be. If the trump is poised to be that suit, it will be publicly discarded. 4x Card Revive [A] Select a card in the discard pile and give it to a player of your choice. You cannot select a card that would have any activated powers on this current phase. 4x Rank Veto [A] Select three ranks the next phase's trump card cannot be. If the trump is poised to be any of those ranks, they will be publicly discarded. 2x Governor [P] If a lynch occurs you will be asked via PM if it should resolve. This will count as the Day's lynch if vetoed. 2x Suicide [P] You will attempt to commit suicide at the end of this phase. This cannot be roleblocked, however a protection role can save you. 2x White Mage [A] Protect a player from one kill. Unlike a Doctor, this protection lasts for two phases. 2x Mafia Factional-Kill Disabler [P] The mafia’s factional kill will be disabled for the remainder of the current kill cycle (if they haven’t used it already) 2x Poisoner [A] Select a player in the game and a rank. If/when that rank comes up as trumps next, that player will be poisoned at the end of that phase. A protective role can prevent this on the phase the hit is poised to resolve. 2x Alpha Vig [A] Select a player in the game to kill. If there is another Alpha Vig in the game, only the player higher in the draft will succeed. 2x Beta Vig [A] Select a player in the game to kill. If there is another Beta Vig in the game, only the player lower in the draft will succeed. 2x Royalty Vig [A] Select a player in the game to kill. This will only succeed if the target is holding a Jack, Queen or King. 2x Stealth Vig [A] Select a player in the game to kill and a specific card (both rank and suit). This kill will only succeed if that player is holding the card you selected. 2x Loverise [P] If this power becomes active and anyone else alive has this power, you will automatically become lovers with this player for the rest of the game.
14x Fruit Allergy [P] If you get sent a piece of fruit while your allergy is active, you will die. 8x Bulletproof [P] You are protected from one kill from a bullet. 6x Hearts Neighbourhood [P] While hearts are trumps, you may talk in the Hearts neighbourhood. 6x Clubs Neighbourhood [P] While clubs are trumps, you may talk in the Clubs neighbourhood. 6x Diamonds Neighbourhood [P] While diamonds are trumps, you may talk in the diamonds neighbourhood. 6x Spades Neighbourhood [P] While spades are trumps, you may talk in the spades neighbourhood. 4x Vengeful [P] If you are lynched, you may attempt to vengekill a player in the game. 4x Miller [P] You will investigate as Guilty to any Cops. 4x Strongman [P] If this power is active while you make a kill, you will override any Roleblocks/Protections/Bulletproofs. 4x Beloved [P] If you are lynched, the next Day phase will be skipped. 4x Hated [P] It takes one less vote than usual to lynch you. 4x Shuffle [A] Shuffle the deck. 2x Lights Out Lynching [P] The town will be allowed a second lynch during the Day phase if someone has this power. The flip won't be revealed until the end of the Day, however. 2x Alpha Deck Rig [A] Select a card from your hand (other than this one) and place it face up on the top of the deck. If there is another Alpha Deck Rigger alive, only the player higher in the draft will succeed. 2x Beta Deck Rig [A] Select a card from your hand (other than this one) and place it face up on the top of the deck. If there is another Beta Deck Rigger alive, only the player lower in the draft will succeed. 2x Ascetic [P] You will be immune to all actions except kills. 2x Doctor [A] Protect a player from one kill. 2x Double Vote [P] You have a hidden extra vote that you can control via PM with the moderator. This will be represented as either XXX or YYY in the vote count. 2x Roleblock [A] Select a player in the game to block. 2x Innocent Child [P] During Day phases only, you may ask the mod via PM to confirm your innocence in thread. This power will only succeed if you are town. 2x Ninja [P] If this power is active while you use an active ability, Trackers and Watchers will not detect you. 2x Godfather [P] You will investigate as Innocent to any Cops. 2x Lynchproof [P] You cannot be lynched while this power is active. Nothing will happen if the town attempts to do so. 2x Card Flip [A] Select either the first OR second card of the deck to publicly flip. 2x Card Spy [A] Privately look at the top three cards of the deck. 2x Vig Disabler [P] If this power is active, all vig shots will fail. 2x Cop Disabler [P] If this power is active, all Cop investigations will fail. 2x Doc Disabler [P] If this power is active, all Doctor's protections will fail. 2x Watch/Track Disabler [P] If this power is active, all Trackers/Watchers will fail.
DAY 1 BEGINS NOW! THE DECK HAS BEEN SHUFFLED, SO LETS FLIP THE FIRST TRUMP CARD SHALL WE?
All club powers are now active. As are all Queen powers. Passive powers will automatically be active, while any active action must be sent in privately to the mod.
The first 48 hours of the Day phase is considered Morning and all actions submitted during this period will resolve simultaneously at the 48 hour mark of the Day. Thereafter, actions will resolve by timestamp. Good luck everybody!