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-   -   WW XXIV: Treasure Hunt (GAME OVER!) (https://forums.operationsports.com/fofc//showthread.php?t=47267)

Barkeep49 02-16-2006 05:28 PM

WW XXIV: Treasure Hunt (GAME OVER!)
 
The rules you see below are pretty much the rules the game will run under, with only perhaps 1 or 2 minor changes between now and then. Please ask any questions or poke holes in the rules, as I wish to have the best set of rules possible.

Background:
BLAHOOP FINDS GOLD!

(Blahoop City) The small south pacific island country of Blahoop has discovered abundant gold reserves throughout the island. In an effort to spur tourism the country is opening the entire island, without restriction, to be dug by treasure hunters. However, in order to maintain some semblance of the country's natural beauty only a limited number of permits will be issued. All treasure hunters will be housed in a hut at the center of the island and treasure hunters will be limited in the hours they can search. The authorities promise severe penalties to anyone who violates these rules, though they have been known to be more than happy to assist those who offer small tips in appreciation. While some call these bribes, the Blahoopians deny that their government is anything but upstanding


Game Basics:

This game will center around finding and then harvesting gold. There are the traditional two sides, referred to as the pirates (the wolves) and the treasure hunters (the villagers). The complete rules will be contained here by the start of the game, including all roles and items. I’ll apologize upfront for the somewhat confusing cycle names, but well, I try and create a convincing game world, and who goes treasure hunting in the dark???

Game Etiquette
Please do not post any PMs you might receive from me. Feel free to paraphrase but outright posting is not allowed. What happens in the game should be based on what has happened in the game. Unless allowed by your role, please do not communicate with other players outside of the thread. If you are concerned that a strategy might not be allowed by the rules please contact me before attempting the strategy. Finally, lynched players are not necessarily dead and so they should refrain from posting or contacting others; if you need to commiserate send it my way :). Dead players, on the other hand, are dead and out of respect for the remaining players should not post or talk to other living players.

The last game of werewolf went well and I’m sure this game will be just as much fun.

Victory Conditions:

Each side has its own set of victory conditions.

For the treasure hunters victory is achieved when enough gold has been pooled together, to bribe the Blahoopian government to create a monopoly. Any person not contributing to the pool, including other treasure hunters, loses. This amount will be revealed when the final number of players is known.

For the pirates, victory is achieved when ALL other players are dead. Alternatively they may hire a group of mercanaries. The amount needed for mercanaries will be announced during the first Evening Cycle.

Cycles

The game will run on the following schedule (all times Eastern):
Evening (normally known as Day): This will run from approximately 9:30 AM (or whenever I finish processing the Morning cycle) to 8 PM. Someone will be arrested during this time.

Morning (normally known as Night): This will go from the time I post the lynch to 11 PM. All orders regarding are due at this time.

Afternoon (not normally in a game): This will go from 11 PM to approximately 9:30 AM and will be the time when I carry out the orders submitted. Once in a while a player might have a decision to make during this time, though I do not expect that to happen frequently.

Evening Cycle:

During the evening players adjourn to the hut provided by Blahoop. Any player who is not at the hut for two consecutive Evening Cycles, will die. As the players will know that some among them are pirates, who will stop at nothing to capture all the gold for themselves even through illicit means, unlike the treasure hunters who would NEVER use illicit means (*wink* *wink* *nudge* *nudge*).

All players will vote for a player who is to be arrested by the Blahoopian police on suspicion of being a pirate and murderer. The player with the most votes will be arrested and taken to jail. A tie will create confusion among the police (they’re simple island folk after all) and result in no arrest. While a player is in jail they may not vote or communicate with the rest of the players, but may be sprung from jail with a bribe.

No information about a player’s role is revealed when they are jailed. All of that player’s clothing and gold will be stored in the evidence room. Since it is evidence any gold the player is carrying when he is arrested CANNOT be used for bail. However, all property is returned to a player if they are bailed out.

Votes should be the last part of a post and be in bold

Example:
Quote:

I hate Barkeep.
Vote Barkeep49

Evening cycles will also feature auctions. Shady Sam will offer some good or service, normally not available through other places, which will go to the highest bidder. All bidding will be done in the thread. The person with the highest bid at the end of the Evening Cycle will win the item. Bids should be bold and appear at the end of a post (in other words bidding and voting must be done in separate posts). A player may bid any amount they wish, even if they do not have it, but bids may not be retracted and if a player can not pay the amount they will not like the consequence. If needed, funds in the bank will be automatically withdrawn.

Bids should look like this:
Quote:

That looks good.
Bid 2 Gold


Morning Cycle:

During the Morning Cycle players may go out to hunt for treasure. Each player will be granted a base amount of action points which they may use which are listed below. They should PM me with how they wish to use their action points. The PMS should look something like
Quote:

AP 1:
AP 2:
AP 3:
AP 4:
AP 5:

If something costs you more than one AP just do
AP 1-2:

The seperate lines are crucial for my ability to track everything.

Some items grant the ability to decrease the costs of performing certain actions, there by costing less action points (AP). Each player must return to the hut at the conclusion of the Morning Cycle except if using the “Camp Out” ability listed below. A player may issue conditional orders, such as “If there is a player in my square follow him, otherwise dig.” But please try and respect my sanity when issuing a conditional order.

Each Action Point is the equivalent of an hour and I ask that you please clearly differentiate your actions being used either through bolding or returns. Thanks.

Afternoon Cycle: Blahoop is very hot in the afternoon and so people don’t do much of anything except lie about. During this cycle I will send out results of individual’s Morning cycle and public information, such as the revelation of certain items bought (after all, how are you going to hide a bike in a hut with nothing, but a whole bunch of hammocks?) and who has died, will be posted to the thread. Any player killed will have their role revealed.

The Map
The map may be found here. All players start their Morning Cycles in square D4 (dead center of the map/island). Each square is a fairly big piece of land so players will not necessarily know if other players are in the same square, though when in a specific location in the square (such as a store) they will.

Some geographical features:
Jungles: The first time a player explores a particular jungle square it will cost 2 AP to use the move action. After that a player will have some bearings and it will cost 1.5 AP to use the move action through that square.

Mountains: Moving through a mountain square costs 2 AP

Road: Roads can decrease the movement cost for people with bicycles or who use a taxi. Note that that the road bonus applies when moving to a square with a road. So no bonus if a player moves from D2-D1, but the player will get the bonus if moving from D1-D2.

River: If a player is attempting to “cross” the river it costs 2 AP. The river runs approximately through the middle of the square. So for instance it costs 2 AP to move from F6 to F7 or G7, but any other movement will allow the player to stay on the same side of the river thus costing the normal AP. Note that the river can also cause some diagonal moves, such as from E6 to F7 to cost 2 AP.

Actions Available to All:
All actions cost 1 AP, unless otherwise specified. Other actions are available only to specific roles. All actions for a given turn are processed simultaneously. If needed, conflicts, such as two people trying to dig on a space with only 1 GP, will be decided randomly.

Buy: You may buy an item or service. You must be at the appropriate location to purchase the item or service.

Camp Out (May be used once per game and costs 0 AP): You will not return to the hut at the end of the Morning Cycle. Instead you will get 3 more APs which you may use. You will not be around to vote in the subsequent Evening Cycle. During the following Afternoon Cycle you will start in the last square you were in (rather than D4).

Dig: You will dig for gold in your current square. May be used in any square except D4. A repeated dig may or may not result in more gold, though all digs on a particular square will result in the same amount of gold (0-5 gold pieces or GP).

Give: A player may give another player an item or gold. Both players must be in the same square. The person receiving the item is not charged an AP. This action may also be used during the Afternoon and Evening Cycles, without any AP cost. However, if used during the Afternoon or Evening Cycles it should be posted in the thread and is considered public information, except that the pirates may pass their knife from one to another by PM’ing me.

Hide: You will hide in your current square. Any person watching you will be unable to do so. This may only be used once per day.

Move: You may choose to move from one square to another. You should specify where you are moving to and from. For instance “I move from D4 to E4”. You may move to any adjacent square, including diagonally. Certain traits and items/services allow you to move more than one square per AP. Also, certain squares might require additional action points to move through.

Watch: You will watch a person. That person must be in the same square as you when you use it. You will learn what that person does that turn, and if they are moving you will follow them. An attempt to use it on a second consecutive turn, unless the watcher has the sneaky trait, will result in the person being watched learning they are being watched. The person will automatically hide from the watcher, without an cost of an AP, on the next turn, while still being able to perform their designated action. The watcher will match the move AP costs of anyone being watched, such as through mountains or over rivers. The watcher will automatically use any equipment or knowledge they have to reduce movement costs.

Roles:

All roles will be in the game, though there may be more than 1 of some. Roles will either have traits, allowing for some additional ability, or actions, allowing for additional actions, or both.

Note: All pirates start the game with walkie talkies, replacement batteries, and 1 knife for the group.

Athlete (Treasure Hunter)
Fleet of Foot Trait: Once per Morning Cycle this player may move the equivalent of two AP with one move action

Cut Throat (Pirate)
Fleet of Foot Trait: Once per Morning Cycle this player may move the equivalent of two AP with one move action
Kill Action: If this player has the knife they may kill another play who is in the same square as they are.

Investigator (Treasure Hunter)
Sneaky Trait: This player may watch another player for additional turn without being noticed.

Paranoid (Treasure Hunter)
Shiftiness Trait: If this person is watched at any time they will know it, but not who is following them, and will automatically avoid being watched by that person the next turn, regardless of whether the person to watch them.

Scourge (Pirate)
Fleet of Foot Trait: Once per Morning Cycle this player may move the equivalent of two AP with one move action
Kill Action: If this player has the knife they may kill another play who is in the same square as they are.
Stalker: At the cost of 2 AP this player may use the sneaky trait, for a total of 3 AP to watch a player for 2 turns without being noticed. If this role is being used it should be clearly noted in the PM.

Swashbuckler (Pirate)
Fleet of Foot Trait: Once per Morning Cycle this player may move the equivalent of two AP with one move action
Friend with the Foes: This Pirate through his debonair attitude will once per game be able to Bail any person out of jail, including himself, for free.
Kill Action: If this player has the knife they may kill another play who is in the same square as they are.

Thug (Treasure Hunter)
Rob Action: Once per game this player may rob another player in the same square as they are. The Thug will gain all items and gold that player might have on them, though he may still only have 1 large item. The person being robbed will not know who did it.

Items and Services
Items and services may only be purchased at specific places. All items are either considered large or small. A player may only have 1 large item and may only have 1 of EACH small item.

Shady Sam’s Selection:
Shady doesn’t seem to really live anywhere. He just stands outside your hut at D4 all day long. People try not to spend too much time near him since his cologne is enough to make even a person without smell retch.

Treasure Map (1 GP; Small item): Shady insists it’ll help you find a large treasure hidden somewhere on the island. Of course it’s probably just some cheap thing you would give out at some pirate themed birthday party for a 5 year-old.

Mike’s Messaging (2 GP; Service): Need to send a private message to someone? Shady’s brother Mike is all too willing to help. Don’t let his two hearing aides make you think that he can’t hear perfec… acceptably well. If you want a reply Mike will cut you such a deal: only 1 GP to reply, making the whole package cost a total of 3 GP.

Bank informant (3 GP; Service): Shady knows someone at the bank and he’ll tell you how much money is in 1 player’s account, for just a small service charge.


Robber Randy (4 GP; Service): Shady says that you shouldn’t listen to the rumors about Randy. He’s just a stiff trying to make a living like everyone else. Anyway, Randy will steal either a small item or if they don’t have that half of the gold that player is carrying on them.
Rhonda the Rat (5 GP; Service): Rhonda works down at the station and hears all the good gossip. For this extremely affordable fee she’ll let you know what outstanding deals the police have with any players (though this does not apply to the Swashbuckler’s ability).

Gun (??; Small Item): This item will allow someone to kill another player from the same square or any adjacent square. Of course everyone will know that you were the one who shot the person. Oh and it only has one bullet so you better make it count. Shady isn’t saying how much it costs, just that he needs a favor, or two, done before he’ll even discuss the price (using the Buy Gun action will get you the information you need).

Monopoly (Announced during the first evening cycle; Service): Supposedly Sam’s uncle’s brother’s sister’s best friend’s cousin is the ruler of this place. Sam says he’d be happy to arrange a more exclusive license for a few of the treasure hunters. However, he does insist on performing a background check before issuing the licenses, so no pirates need apply. Shady says he can’t take the money directly, but needs it to be in be in the Bank of Blahoop. All players who are participating in the purchasing of the monopoly should tell Shady when they’re ready (so ALL players participating must use the Buy Monopoly action, and inform Shady who else is in their group, for it to work). Hopefully your group will not be beaten by a competing group of treasure hunters.

Bank of Blahoop
Located at D5 this bank is here for all of your financial needs.

Savings Account (0 GP; Service): You may open and then freely deposit to and withdraw from this account any gold you have. This ensures that it cannot be stolen from you and should you die, you could will it to another player. A free toaster is included (please include 8 GP Shipping and Handling for the toaster. Toaster will reach you in 4-6 weeks).

Safety Deposit Box (1 GP; Service): This combines all of the features of the Savings Account, but you may also deposit and withdraw small items.

Eric’s Error (4 GP; Service): Eric’s hard work has gone unappreciated by his higher ups and he is quite disgruntled. For the fee he will gladly make half the gold of 1 player disappear from their account. May only be used once a day by each player.

Ellie’s Emporium
Ellie is a retired American who came to get away from other Americans. She’s none too happy about this recent invasion of foreigners and the price tags, showing a price for Blahooians and Treasure Huntes, reflects her disdain. After all, the shovel HAS to be cheaper in whatever currency these Blahoopians use…

Athletic Shoes (2 GP; Small Item): Certifiably made my child labor, these shoes give you the ability to use the Fleet of Foot trait until they fall apart after two days of use.

Bicycle (3 GP; Large Item): Ellie promises that these Schwan bicycles are just as good as the company whose name they sound like. For every 2 move actions on a road these will allow you to move 3 squares.

GPS Satelite (3 GP; Small Item): Good for those of us who don’t know our right from our left, and North (down on a map) from our South (up). All Jungle squares are automatically considered explored (thus costing only 1.5 AP/move).

Party Mask (3 GP; Small Item): Who knew that they made masks of Chester Arthur? These one of a kind masks allow you to attempt the Rob Action, though you gain only 1/2 the gold a person has and none of their items. Unfortunately, the police department isn’t completely inept and so you can only use each mask once.

No Doze (3 GP; Small Item): Nothing like doing bad things to your body in the name of gold, huh? With these tablets you will receiving 2 extra AP during the next Morning Cycle. Your body needs sleep after using it, so it may not be used on two consecutive Morning Cycles.

Medal Detector (4 GP; Small Item) Whirr. Beep. Whirr. Beep. This will help you find more gold, at least until you get sick of finding bottle caps and destroy the thing. May do 2 dig actions for only 1 AP. May only be used twice and not on the same day. Limited quantities available so only one per player per game.

Mountain Bike (6 GP; Large Item): It seems as though all this bike happens to be, is a Schwan with different tires. Regardless of its actual ruggedness, this bike allows you to move through any non-Jungle or Mountain square for the cost of 3 squares per 2 AP spent on move. However, since it’s a tad heavy so you gain no advantage when crossing a river.

Climbing Gear (6 GP; Large Item): This assortment of useful tools and weird clippie things allows you to pretend to be Edmund Hillary. More importantly it makes movement in the mountains only cost 1 AP per move action.

Walkie Talkies (6 GP; Small Item): Everyone had a set of these as a kid. Cheap. Plastic. Absolutely no range. But it should be enough to allow you to communicate privately with whoever has the other one during the Afternoon and Evening cycles. At least until the batteries die.

Shovel (6 GP; Large Item): Now that you’ve met Ellie the strange ban on bringing in digging equipment makes a lot more sense. With this shovel you should be able to get 50% more gold per dig action (but it doesn’t enable you to get more gold then a square has).

Police Station
If the *!&# authorities would just pay these men what they deserved then maybe they’d be a little more honest in performing their duties. Each service may only be purchased once per day, by each player, unless otherwise specified. All services are nonrefundable, but they will give you a receipt so you can try and deduct it from your taxes.

If anything should ever happen… (1 GP; Service): The police respect the cautious sort. The kind that would make arrangements in case they were ever arrested. The kind that is willing to pay gold to get something they might not ever need to use. If you are ever arrested you may send a 20 word message to the rest of the Treasure Hunters. This should be PM’ed to me and I will then publicly post it. May only be purchased once (unless you are arrested and subsequently freed from jail)

I’m just an innocent (2 GP; Service): Perhaps it’s the dimples. Or those puppy dog eyes, but the police think well of you. Oh wait. Who are we kidding? It’s your gold. Regardless of why they like you, you will have one less vote count against you during the next Evening Cycle. This is announced at the end of the Evening Cycle, if used.

Extra Say (3 GP; Service): With a little money suddenly your opinion about who to arrest seems a little more important. You gain an extra public vote during the next Evening Cycle. This will be announced at the start of the cycle.

Look at the Evidence Room (4 GP; Service): Learn the role, if any, of one person who has been arrested.

Not the brightest bulb… (5 GP; Service): You’re just doing a public service really. Some people just aren’t able to handle the responsibilities that are incumbent with the right to vote. Using Shady as your messenger (PM’ing to me at least 30 minutes before the lynch), you may designate one player whose vote will be publicly changed to yours.

Just between the 2 of us (5 GP; Service): With just a few simple words, and the sliding of your gold on the counter, a lifelong… err cycle long friendship has been struck between you and the men in blue. You may cast an extra secret vote on a player of your choice. If different from who your public vote is on it should be given to Shady (in other words PM’ed to me at least 30 minutes before the lynch).

Doughnuts (6 GP; Service): Mmm. Tasty. The officers will be so occupied by their delicious delectable delicacy that they will forget to show up to arrest anyone during the next Evening Cycle. Can only be used once by each player and may not be used two days in a row.

Bail (7 GP; Service): Money speaks and it says that someone should get out of jail. You may free one person from jail. If you’re the one in jail and have sufficient funds in your savings account, the police will generously withdraw the amount for you.

Other Services

Taxi (1 GP Per Square Moved; Service): Karl’s Kabs provides taxi service that would terrify any New York cabbie. It is highly recommended you do not tell your cabbie that Kabs is not a real word. You may call for a Taxi from any building on the map (this includes the Hut, Seaport, and Dock). You may move anywhere on the map that there is a road using only 1 AP.

Riverboat (2 GP; Service): You may move between the docks for only 1 AP.

Mercanaries (???; Seaport Service): If the Pirates earn enough gold they can bring in some of their mercanary friends who will "help" the Blahoopians see the error of their ways in not giving the Pirates all the gold. The amount needed will be announced on Evening 1. As Mercanaries are not a trust worthy bunch, all gold to pay them must be in the Bank of Blahoopian though only one Pirate need come down to the Seaport to hire them.

Getting Killed

Sorry but there’s just no coming back from death, but you have one final chance to influence the game from beyond the grave. If you get killed any gold and items on you will go to the Pirate who killed you. However, if you wish you may leave a “will”. Any money or objects stored in the bank will automatically be transferred to that player. A will must be included in the PM orders during the Morning Cycle. A will continues to be effect unless I am notified otherwise.


Sign-ups
1. SnDvls Killed Morning 1
2. Blade6119
3. Desnudo Killed Morning 2
4. path12
5. Alan_T
6. pennywisesb
7. hoopsguy
8. Raiders Army
9. saldana
10. KWhit
11. Qwikshot
12. Grammaticus
13. TazFTW
14. kingfc22
15. ardent enthusiast
16. schmidty
18. Vince

SnDvls 02-16-2006 05:30 PM

in

PackerFanatic 02-16-2006 05:32 PM

Sounds like it could be fun, I'm down.

Blade6119 02-16-2006 05:34 PM

sign me up, one day and im already suffering withdrawl(sarcasm)

SnDvls 02-16-2006 05:38 PM

Quote:

Originally Posted by Blade6119
sign me up, one day and im already suffering withdrawl(sarcasm)



well that means we're going to be on different sides again so I should start my vote on you now right? :p

Desnudo 02-16-2006 05:38 PM

Sounds interesting. I'm in.

path12 02-16-2006 05:42 PM

Yes please.

Alan T 02-16-2006 05:43 PM

interessted!

pennywisesb 02-16-2006 05:53 PM

I'd be down.

Blade6119 02-16-2006 05:59 PM

Quote:

Originally Posted by SnDvls
well that means we're going to be on different sides again so I should start my vote on you now right? :p

You owe me for the game your still in. Everyone gives you props for getting alan, when i had been calling him a wolf for like 2 days

hoopsguy 02-16-2006 06:04 PM

Hmm, I could have sworn I was the first one trying to get Alan lynched :)

I'm in.

Is there something I should be reading into the name BLAHOOP?

path12 02-16-2006 06:06 PM

Quote:

Originally Posted by Blade6119
You owe me for the game your still in. Everyone gives you props for getting alan, when i had been calling him a wolf for like 2 days


Yeah, but then you vanished so no props.

Barkeep49 02-16-2006 06:06 PM

Quote:

Originally Posted by hoopsguy
Hmm, I could have sworn I was the first one trying to get Alan lynched :)

I'm in.

Is there something I should be reading into the name BLAHOOP?

I always try and do names as homages to people. This is my Blade/hoop homage.

Blade6119 02-16-2006 06:09 PM

Quote:

Originally Posted by hoopsguy
Hmm, I could have sworn I was the first one trying to get Alan lynched :)

I'm in.

Is there something I should be reading into the name BLAHOOP?

I was SOOOO first, i can quote posts if you would like...would you like that buddy? :p

Blade6119 02-16-2006 06:12 PM

Quote:

Originally Posted by Barkeep49
I always try and do names as homages to people. This is my Blade/hoop homage.

Then it prob. should have come over 200 posts lol...thanks for the recognition maiz23 ;)

hoopsguy 02-16-2006 06:12 PM

I always love seeing posts quoted - have at it ;)

Qwikshot 02-16-2006 06:12 PM

sign me up

Raiders Army 02-16-2006 06:29 PM

Sure. Looks to be a good one.

saldana 02-16-2006 09:45 PM

why is it that you need to have a masters degree to understand any of barkeeps games ? :)

i'm in

KWhit 02-16-2006 09:55 PM

I'll play again.

Barkeep49 02-16-2006 10:01 PM

Quote:

Originally Posted by saldana
why is it that you need to have a masters degree to understand any of barkeeps games ? :)

i'm in

Hey I think if hoops had published his game as rules it would have rivaled mine :). I'm just am upfront about it and try to be thorough to avoid ambigoutity or doing rule disputes during the game.

KWhit 02-16-2006 10:11 PM

Who ran that game with the spaceship and the searching for water? That was complex, but very very fun. There were a lot of decisions to make which I thought added to the game.

saldana 02-16-2006 10:22 PM

Quote:

Originally Posted by KWhit
Who ran that game with the spaceship and the searching for water? That was complex, but very very fun. There were a lot of decisions to make which I thought added to the game.

barkeep.

KWhit 02-16-2006 10:28 PM

I thought so. I hope this one is as fun as that one. I liked being captain and ordering everyone around after we mutinied Ardent's ass!!

Woohoo!

Barkeep49 02-16-2006 10:31 PM

Quote:

Originally Posted by KWhit
Who ran that game with the spaceship and the searching for water? That was complex, but very very fun. There were a lot of decisions to make which I thought added to the game.

I hoping to replicate the decision making aspect here with the reintroduction of APs and the ability to buy abilities and items. I appreciate the kind words about Spawn and am thinking of possibly doing a sequel this summer when I should theoretically have time to do it.

hoopsguy 02-16-2006 11:46 PM

Spawn was an excellent game:
1.) The introduction of ... for the dead guys (or coma guys)
2.) Dubb going down fighting/screaming when he was the scientist poisoning the water (I think he has said since that game that he didn't poison, but the rolls were just way, way off in different directions)
3.) Vince as converted doctor
4.) Lynching the captain
5.) Making Blade open up the brig each night, bitter with his lot in life and lack of trust
6.) Having a choice between two spawn on the first day - or was it the 2nd day
7.) Ardent getting the bum end of a mutiny

Very possibly my favorite game, although it took awhile to get the majority of the rules straight.

kingfc22 02-16-2006 11:48 PM

Aye matey. Sign me up.

TazFTW 02-16-2006 11:58 PM

Ooh, interesting. I want in.

Grammaticus 02-17-2006 12:22 AM

I'm in, if there is still room.

Qwikshot 02-17-2006 08:16 AM

Quote:

Originally Posted by Qwikshot
sign me up


HELLOOOOOO

Blade6119 02-17-2006 08:17 AM

Quote:

Originally Posted by Alan T
interessted!

Quote:

Originally Posted by kingfc22
Aye matey. Sign me up.

Well, we havent even started and i already know two of the bad guys...how great am i? ;)

KWhit 02-17-2006 08:31 AM

Quote:

Originally Posted by Blade6119
Well, we havent even started and i already know two of the bad guys...how great am i? ;)


I was very surprised that they were both baddies again.

Alan T 02-17-2006 08:33 AM

Quote:

Originally Posted by KWhit
I was very surprised that they were both baddies again.


If Im not lynched on day 1, I'll be suprised! I hope to enjoy more than 3 days of your game Barkeep, it looks good :)

Poli 02-17-2006 11:32 AM

Inn.

Desnudo 02-17-2006 11:56 AM

Quote:

Originally Posted by Blade6119
Well, we havent even started and i already know two of the bad guys...how great am i? ;)


You and Hoops? The title is obviously code.

hoopsguy 02-17-2006 01:41 PM

I'm never a wolf, as far as you know.

Blade is really never a wolf, or at least has not been for 15+ games. And it really gets to him ...

Schmidty 02-17-2006 01:42 PM

In like flynn.

Alan T 02-17-2006 01:55 PM

Quote:

Originally Posted by hoopsguy
I'm never a wolf, as far as you know.

Blade is really never a wolf, or at least has not been for 15+ games. And it really gets to him ...



Me neither. Honest.. You can trust me...

Really

kingfc22 02-17-2006 02:30 PM

Quote:

Originally Posted by Blade6119
Well, we havent even started and i already know two of the bad guys...how great am i? ;)

LOL.

Barkeep49 02-17-2006 02:56 PM

Ok if I had been smart I'd have had a placeholder post to post this, but alas I was not. Anyhow here is the map. It might undergo a change or two before the final game, but this will be what it is substantially like. I have added in descriptions of the various geographical features under the map section. Also if you've been reading along, check out the new auction feature that will occur during the Evening cycles.


A
B
C
D
E
F
G
1

Jungle
Jungle

Road
Mountain
Mountain
River
2
Jungle
Jungle

Road

Mountain
Mountain
Dock
River
3
Jungle
Jungle

Ellie’s Emporium
Road
Mountain

River
4
Seaport
Road
Road
Police Station
Road
Hut
Shady Sam
Road
Road


River
5


Road
Road
Bank of Blahoop


River
6

Road
River


River

7

Road
Dock
River

River
River



KWhit 02-17-2006 03:04 PM

Very cool. Looking forward to this.

dubb93 02-17-2006 03:13 PM

Quote:

2.) Dubb going down fighting/screaming when he was the scientist poisoning the water (I think he has said since that game that he didn't poison, but the rolls were just way, way off in different directions)

Not once, infact I believe I had the option to either destroy the days water, do nothing, or use my scientist power to bring in more water. Every single day I acted as a scientist in order to look good.

Was just unlucky, it seemed that everyday the people in charge ordered every single spawn on the mission and we had some bad rolls. Ended up costing me my life :(

Barkeep49 02-17-2006 03:15 PM

The Spawn had an incredible, incredible, amount of bad luck that game.

Blade6119 02-17-2006 04:37 PM

Quote:

Originally Posted by Barkeep49
The Spawn had an incredible, incredible, amount of bad luck that game.

Like having to play against me? ;)

Schmidty 02-17-2006 05:24 PM

Quote:

Originally Posted by Barkeep49
The Spawn had an incredible, incredible, amount of bad luck that game.


You're telling me.... :(

Schmidty 02-17-2006 05:25 PM

Dola.

I think we Spawn lost every single fucking roll that game.

Blade6119 02-17-2006 05:40 PM

Quote:

Originally Posted by Schmidty
Dola.

I think we Spawn lost every single fucking roll that game.

Thats what happens when you lose :rolleyes: :p

PackerFanatic 02-17-2006 07:58 PM

This game is turning more and more interesting each day!

I hope I actually get a good role too, the two games I have played, I am just a plain ol' villager :(

Barkeep49 02-17-2006 10:42 PM

I appreciate the kind words Packer.

As noted in the first post, the complete first draft of the rules is up. I will be doing my best to balance everything and hope to have everything finalized by Monday so that we could start at a moment's notice when Ardent's game ends.

saldana 02-17-2006 10:45 PM

ardents game ended...for me anyway.

KWhit 02-17-2006 10:46 PM

DIE OTHER!!!

PackerFanatic 02-19-2006 03:31 PM

I am going to have to take my name off the list of participants for this game. Classes are starting to pick up and I won't have the time to devote to playing. Sorry guys!

Barkeep49 02-19-2006 03:37 PM

Quote:

Originally Posted by PackerFanatic
I am going to have to take my name off the list of participants for this game. Classes are starting to pick up and I won't have the time to devote to playing. Sorry guys!

I was going to say no problem, but then I had to renumber ALL of the numbers from 3-17. It must have taken me THIRTY seconds.

On a serious note I appreciate you telling me and hope your classes go well.

Vince 02-19-2006 03:39 PM

Back in the saddle again...

Sign me up, barkeep :)

pennywisesb 02-19-2006 03:42 PM

Quote:

Originally Posted by Vince
Back in the saddle again...

Sign me up, barkeep :)


Its about time. Aren't you up kinda early? ;)

PackerFanatic 02-19-2006 03:55 PM

Haha, I thought of all the work you had to do, barkeep, and I was going to offer to do it for you...but meh, lol.

Thanks and have fun guys :)

Vince 02-19-2006 04:02 PM

Quote:

Originally Posted by pennywisesb
Its about time. Aren't you up kinda early? ;)


Fuck you drunky :)

saldana 02-19-2006 07:26 PM

can i get an over/under on number of days before vince gets lynched? :)

welcome back!

Alan T 02-19-2006 07:28 PM

Quote:

Originally Posted by saldana
can i get an over/under on number of days before vince gets lynched? :)

welcome back!



1!

Barkeep49 02-19-2006 08:10 PM

Well I'm sure SOMEONE would be nice and bail him out of jail. Surely.

Barkeep49 02-19-2006 08:23 PM

As the topic title says the rules are pretty much finalized. Not set in stone, but certainly written in ink so if you haven't done so you can feel safe reading over the rules now. I think I am going to cutoff signups tomorrow when I get home which should be 6 or so Eastern. Tuesday morning or so will be roles and we will then have a long Morning 1 as we wait for Ardent's game to end. All players will be able to use actions so we'll be jumping into the thick of things, but I think it'll help players feel comfortable with the rules.

Barkeep49 02-20-2006 09:42 PM

In an attempt to level the playfield I added a way for the Pirates to use gold to win the game, by hiring mercanaries at the Seaport. Roles will be sent out shortly with a Morning 1 Deadline of Tuesday at 11 PM Eastern.

hoopsguy 02-20-2006 10:07 PM

I see Taz in the thread and he is in the player list this time ...

Barkeep49 02-20-2006 10:16 PM

All roles should have been sent. If you didn't get a PM let me know.

I apologize, but my availability tomorrow is somewhat limited. I will attempt to come by around 12 Eastern but then won't be available until 7 PM Eastern.

Morning Cycle is now on. Deadline is 11 PM Eastern on Tuesday.

Blade6119 02-20-2006 10:20 PM

Quote:

Originally Posted by Barkeep49
For the treasure hunters victory is achieved when enough gold has been pooled together, to bribe the Blahoopian government to create a monopoly. Any person not contributing to the pool, including other treasure hunters, loses. This amount will be revealed when the final number of players is known.

Since we now have roles out, i assume we have a final player list? Can we now hear what amount we must reach?

Standard Treasure Hunter role checking in by the way, ready to bribe my way to victory

Barkeep49 02-20-2006 10:23 PM

Quote:

Originally Posted by Blade6119
Since we now have roles out, i assume we have a final player list? Can we now hear what amount we must reach?

Standard Treasure Hunter role checking in by the way, ready to bribe my way to victory

It will be announced as flavor during the first Evening Cycle, as it should really have no bearing on the moves you make during the first Morning Cycle since no one has any clue how much gold is burried anywhere.

hoopsguy 02-20-2006 10:24 PM

Quote:

Each Action Point is the equivalent of an hour and I ask that you please clearly differentiate your actions being used either through bolding or returns. Thanks.

OK, think I'll probably have a few of these rules clarifications over the next day or two ..

So how many hours are there for each cycle? 8 each for morning/afternoon/evening? Just trying to figure out how many points there are to spend between now and tomorrow's deadline. Because right now it looks like about 24 hours of real time ... I bet I could find some serious gold in that time with 24 APs.

KWhit 02-20-2006 10:30 PM

Just you basic Treasure Hunter here, ready to find some gold!

Blade6119 02-20-2006 10:34 PM

Well, i think we need discussion(i always do), so despite my feelings on king and alan, i have to go this route for now:

VOTE VINCE

God he screwed me up in spawn...i was sooooo lost

Barkeep49 02-20-2006 10:35 PM

Got asked a couple of good questions:

Everyone has FIVE AP. You are assumed to be walking back to camp during the later morning/afternoon so that you can be inside when it gets hot so no you are not magically transported, but nothing can really happen to you either.

hoopsguy 02-20-2006 10:35 PM

Sure, try and use "basic" as the code to unlock everyone's role :)

Forgot to post this earlier - treasure hunter here. Simple, basic, vanilla, ordinary, average, random, etc.

TazFTW 02-20-2006 10:35 PM

There's no voting in the morning cycle. You're supposed to be digging.

Barkeep49 02-20-2006 10:36 PM

That's correct. You do Actions during the Morning Cycle and vote during the evening cycle. Normally Morning runs from 8-11 PM and Evening from 9 AM to 8 PM with the remaining time my time to sleep and process the actions.

hoopsguy 02-20-2006 10:41 PM

Quote:

Everyone has FIVE AP. You are assumed to be walking back to camp during the later morning/afternoon so that you can be inside when it gets hot so no you are not magically transported, but nothing can really happen to you either.

Quote:

Each player must return to the hut at the conclusion of the Morning Cycle except if using the “Camp Out” ability listed below.

So do we need to bank points to walk back or can we use our 5 points to get to where we want to be and start digging?

Blade6119 02-20-2006 10:42 PM

So we are in morning till tomorrow night or tonight?

Barkeep49 02-20-2006 10:44 PM

In Morning til tomorrow night.

You need not allocate any AP to walking back, it's built in. At the end of the 5 AP, in other words, you will automatically return to the hut, unless another condition prevails There will be 1 other way besides camping out that a player will not return at night, but that will be revealed later :) via an auction.

Blade6119 02-20-2006 10:47 PM

Quote:

Originally Posted by Barkeep49
Cycles
Morning (normally known as Night): This will go from the time I post the lynch to 11 PM. All orders regarding are due at this time.

So am i to assume we are acting under night 0 right now? And under that premise we are getting a seer scan and maybe a wolf kill?

EDITED TO FIX QUOTE BRACKETS

Barkeep49 02-20-2006 10:49 PM

We are under Night 0 if you will, yes. All players have all their roles available to them, so there could be a kill, there could be a pirate caught murdering someone, who knows. That's why I called it Cycle 1 so people wouldn't think that they are necessarily safe.

Barkeep49 02-20-2006 10:51 PM

Just to clarify based on some other questions I'm getting:
Players may do any combonation of the five below:

Buy
Dig
Give
Hide
Move
Watch

Pirates may also Kill. So those are the basic 6 things I would expect to go on. If you watch someone you may not dig that turn. If you dig you may not move, etc. Some things, such as moving through a mountain, cost two turns, leaving you three other turns to do something.

TazFTW 02-20-2006 10:53 PM

Moving and mountains, are the 2 APs taken going to the mountain square, leaving a mountain square or both? Will moving from D4 to E3 cost 2 APs? Will E3 to F3 cost 2 APs?

Barkeep49 02-20-2006 10:53 PM

Another question: Are individual gold totals public information? The answer is not at all. The amount in your bank account may be bought, but otherwise the amount of gold you have is completely secret.

Barkeep49 02-20-2006 11:02 PM

For my sanity:

When sending in your Morning Cycle please use the following format:

AP 1:
AP 2:
AP 3:
AP 4:
AP 5:

If something costs you more than one AP just do
AP 1-2:

The seperate lines are crucial for my ability to track everything.

Thanks.

Barkeep49 02-20-2006 11:06 PM

Quote:

Originally Posted by TazFTW
Moving and mountains, are the 2 APs taken going to the mountain square, leaving a mountain square or both? Will moving from D4 to E3 cost 2 APs? Will E3 to F3 cost 2 APs?

Moving from D4-E3 costs 1 AP. Moving from E3 to any other square costs 2 AP.

hoopsguy 02-20-2006 11:19 PM

Quote:

Another question: Are individual gold totals public information?

Was hoping this was a way to verify who was taking actions not involving the collection of gold. Kind of like how the vote totals were public in "crown the king"

Barkeep49 02-20-2006 11:21 PM

Quote:

Originally Posted by hoopsguy
Was hoping this was a way to verify who was taking actions not involving the collection of gold. Kind of like how the vote totals were public in "crown the king"

I considered it, but it would be far too easy for a Pirate to get caught considering when a person is killed they steal all the gold.

TazFTW 02-20-2006 11:23 PM

After rereading the rules and the clarifiers, this treasure hunter is out looking for some gold.

Barkeep49 02-20-2006 11:32 PM

Well I am off to get my beauty sleep. Will answer any questions I have when I wake up and again at Noon or so eastern.

Blade6119 02-20-2006 11:36 PM

Quote:

Originally Posted by hoopsguy
Was hoping this was a way to verify who was taking actions not involving the collection of gold. Kind of like how the vote totals were public in "crown the king"

While i tend to agree with this, and both parties are working for a gold amount(similar to crown a king), say a seer is watching often..he would have less gold, and it would make it all too easy for the wolves...would unbalance things heavily, so i for one am glad its not the case. Though i dont know i posting how close the villagers and wolves are to their objectives is a bad idea...maybe not though. might make it tense if the wolves are like 2 gold away from winning

hoopsguy 02-20-2006 11:44 PM

When I asked it I was just trying to understand if there was an advantage to be had - I don't like to take advantage of the site mechanics in WW games (who is sending PMs), but I'll certainly try to understand how the rules work so I can best leverage them for pirate hunting.

Blade6119 02-20-2006 11:50 PM

Does anyone have a general Strategy? Should we all dig, all watch, a mix? Does anyone really have a real idea whats going on?

hoopsguy 02-21-2006 12:02 AM

Strategy - going to sleep on this (need to get some zzz's) but my initial thought is that we should attempt to have some coordination of who is digging where and some kind of reporting on what the results are of those digs.

What are the reasons to have a smaller monopoly group? Is the group no good if one of the members is a pirate? Is it better to win with a smaller group of players, thus ensuring a bigger share? Or for game purposes should we just try to win without worrying about the size of the pie? I guess the difference comes in with playing a role (treasure hunter) versus winning a game of werewolf. But if there is something I'm missing in the rules in terms of risks/rewards I would love to see it pointed out.

Blade6119 02-21-2006 12:03 AM

Quote:

Originally Posted by hoopsguy
Strategy - going to sleep on this (need to get some zzz's) but my initial thought is that we should attempt to have some coordination of who is digging where and some kind of reporting on what the results are of those digs.

What are the reasons to have a smaller monopoly group? Is the group no good if one of the members is a pirate? Is it better to win with a smaller group of players, thus ensuring a bigger share? Or for game purposes should we just try to win without worrying about the size of the pie? I guess the difference comes in with playing a role (treasure hunter) versus winning a game of werewolf. But if there is something I'm missing in the rules in terms of risks/rewards I would love to see it pointed out.

I took it we could win by either killing off the wolves or reaching a gold amount to bribe off the officials(before they get 1-1 or can bribe mercenaries)...am i not mistaken we can win with either strategy?

Poli 02-21-2006 12:05 AM

Holy cow. This game is coooooomplicated. I need more time to read the rules (and to finish this crappy APA thing).

path12 02-21-2006 12:37 AM

Treasure hunter checking in.

Desnudo 02-21-2006 12:47 AM

Quote:

Originally Posted by hoopsguy
Strategy - going to sleep on this (need to get some zzz's) but my initial thought is that we should attempt to have some coordination of who is digging where and some kind of reporting on what the results are of those digs.

What are the reasons to have a smaller monopoly group? Is the group no good if one of the members is a pirate? Is it better to win with a smaller group of players, thus ensuring a bigger share? Or for game purposes should we just try to win without worrying about the size of the pie? I guess the difference comes in with playing a role (treasure hunter) versus winning a game of werewolf. But if there is something I'm missing in the rules in terms of risks/rewards I would love to see it pointed out.


Basic treasure hunter here. In the rules it sounds like you can't have a monopoly with a pirate in. My question is, what's to stop all the hunters from agreeing to create a monopoly, thereby figuring out who is a pirate by the process of exclusion?

Grammaticus 02-21-2006 01:26 AM

Treasure hunter here, checking in.

Vince 02-21-2006 01:30 AM

Sweet, I already have a vote on me, and I haven't even read the rules yet.

I'm going to go digest the rules...but it seems as if my goal is simple enough: get rich, and don't die trying. :)

TazFTW 02-21-2006 01:34 AM

Quote:

Originally Posted by Desnudo
Basic treasure hunter here. In the rules it sounds like you can't have a monopoly with a pirate in. My question is, what's to stop all the hunters from agreeing to create a monopoly, thereby figuring out who is a pirate by the process of exclusion?


Well the rules say that you have to PM Barkeep all the people in your group. I don't see how you can form a large monopoly from the get go. You would need to trust 14 or 15 people (I'm assuming 3 or 4 pirates) and have everyone agree that those chosen are treasure hunters. If one of them is a pirate, the pirate can just not "Buy Monopoly" and the bid can't be completed. I would also expect that you would not be informed on who didn't Buy Monopoly.

Desnudo 02-21-2006 01:37 AM

That makes sense.

Desnudo 02-21-2006 01:42 AM

Quote:

Originally Posted by TazFTW
Well the rules say that you have to PM Barkeep all the people in your group. I don't see how you can form a large monopoly from the get go. You would need to trust 14 or 15 people (I'm assuming 3 or 4 pirates) and have everyone agree that those chosen are treasure hunters. If one of them is a pirate, the pirate can just not "Buy Monopoly" and the bid can't be completed. I would also expect that you would not be informed on who didn't Buy Monopoly.


Actually, now that I think about it I still have some questions around this deal. It just seems like a real easy way to peg pirates. Say get a group of 4 or 5, if it gets denied you know that one in the group is a pirate. Then regroup to 3 or 4 and so on. If accepted, everyone is clear. Not trying to be a pain in the ass here, I just want to make sure we have an interesting game.


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