QUICK LINKS: Day 2 Start: http://forums.sirlin.net/showthread.php?t=5803&page=40 Day 3 Start: http://forums.sirlin.net/showthread.php?p=165023#post165023 POLARITYHUNTPolarityHunt is the summation of years of experience in mafia-type games. In this I offer my viewpoint on many common problems that plague most setups. 16 players total: 11 town roles and 5 witch roles. Game flow: The game begins on day 1 and alternates between day and night. Lynching and nominating a nightguard take place during the day. Lynching takes place when a majority is reached, followed by night. Neither role, polarity, nor alignment will be revealed upon death. Night action precedence: Lodestone's polarity change Magneto's polarity inversion Check results Loose Cannon kill Coven kill Iron Golem polarity shift (when applicable) Demon's results Revival Seamstress target Old Geezer on death ability Game Mechanics: Voting: Lynch votes occur with a majority; deadline votes are allowed. Night guard is elected with a plurality vote. Revivals also are plurality. Witches win nightguard/revival in the event of a tie with one other person; any other case is determined randomly. If there are 3 or more people tied for nightguard, then no nightguard is elected that cycle. Polarity: Every role has an assigned polarity (positive, neutral, negative). All witches have a neutral polarity. Witches have two types of kills: positive kill and negative kill. In order for a kill to succeed, the witches must match the proper polarity kill with the kill target (e.g. A positive kill on Magneto would fail). If there is a mismatch, the kill fails and no announcement is made (neither to the targeted player nor publicly). Either kill type will work on a neutral polarity. Roles that use abilities that target other players "visit" that player when they perform their action (this applies to Lodestone, only). Night Patrol: Every day, the town must choose someone (by plurality vote) to stand guard at night. The chosen player will learn who the witches targeted (and with what type of kill) as well as a transcript of everything said in witchchat during the past day/night. NO NIGHT ACTIONS WILL AFFECT THIS PLAYER. However, after being made nightguard, you cannot be elected nightguard for two days after your election. Witches: At the beginning of the game, witches will be sent a list of all other witches (excluding the Loose Cannon). They must use assigned names when speaking in witch chat. Witches may speak in their group QT at any time. Roles and pseudonyms are known to witches, nothing else (not even their names!). The LC knows who the witches are and nothing else. Afterlife Revival: If you die, don't despair! You aren't out of the game, yet. Once you die, your soul goes to the Mystical Burial Grounds, where you chat with all the dead players. Once every two nights, the dead players MUST choose someone to return to the world of the living. Beware, though! Dead witches can possess one player of their choice at the beginning of revival nights. If that player is selected to be revived, the witch gets revived along with him! All players retain use of their respective night actions when they die. The two exceptions are below: +/-: Plus and Minus lose the synergy benefit when visiting opposite polarities when dead. Seamstress: Seamstress no longer sews targets to herself; instead, she chooses a living witch to sew a person to. WITCHES WIN THE REVIVAL IN THE EVENT OF A TIE. In the case of two witches possessing the same target, only the first witch (chronological order) will be revived. Base polarity does not change upon death/revival (i.e. Magneto cannot permanently alter a person's polarity if he visits them on the night of their death). A witch loses the ability to possess once they successfully steal a revive. Definition of "participate:" the channeler and zombie will both receive pseudonyms with which to post in deadchat with as well the ability to cast a revival vote. They retain said pseudonyms upon their death and may post and vote under either name. THEY ESSENTIALLY GAIN AN EXTRA VOTE UPON THEIR DEATH. If the channeler is banished, he loses use of both his normal name AND pseudonym. Banishing: On the beginning of revival nights, a dead witch may either attempt to banish any dead person by naming their role or possess another player. Should they be successful, the banishment will be announced in the burial ground chat and the banished player is essentially removed from the game. THE PLAYER'S ROLE IS NOT REVEALED UPON A SUCCESSFUL BANISHMENT. The banished player may still observe dead chat, but they may not speak nor be revived. If a banish fails, the attempt will be revealed (e.g. "There was an attempt to banish <playerx> as Iron Golem!"). Witches may fake such an attempt on themselves (or actually do so, though this is questionable play). Witches must have their action ready before the end of the day for it to count. Witches must have their banish/possess action in BEFORE the revival night begins or else it will not be counted. The Loose Cannon can banish AND possess on revival nights. Odd tidbits: Romeo and Juliet do not have day chat. New role: Capacitor (NEUTRAL): On revival nights it may sacrifice itself to revive another player. Its death is indistinguishable from a night kill. It may use this ability when dead on a revival night. If it is in the graveyard when it uses this ability, it gets banished from the game. If he targets a banished person while alive, he is informed that his target was not valid and no one is revived (and he doesn't die). Grandpa + Grandma become Old Geezer (POSITIVE) which shifts a vote from one person to another (cannot target self) upon death. Both players are notified of the loss/gain. Channeler is now NEGATIVE. Seamstress functions in the same way, except the person dies with the nightkills the morning after her lynch. The night after her revival, only the lynch protection function of her ability works. The person sewn will not die on the day she is revived. Lodestone gains a night visit which acts as a nexus (all actions on the player he targets affect him instead). Demon ALWAYS receives info. Additionally, Demon gains a oneshot ability. Once per game he can submit false reports for any (or all) of the four investigative roles (Compass Bearer, Scientist, +, -) Role List: TOWN ROLES Old cards: http://i54.tinypic.com/353czg3.png http://i56.tinypic.com/w0oyzp.jpg http://i52.tinypic.com/10cp2mf.jpghttp://i51.tinypic.com/2qjyqoi.jpg WITCH ROLES Old cards: http://i56.tinypic.com/no64x4.png Player list Archon Shiva beruru Prime Intellect Ehrgeix RoieTRS Souless-Solace fivexthethird Kai- bbobjs Arkaal A Killer Cuppa Tea Geneti Marabu Deceptive aerinon Ixtaccihuatl Mirdini AlexSierra Alternates Marabu Feel free to ask about anything and suggest anything. This will be the thread for the second game.