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(Added description, setup, mechanics and resolving actions sections) |
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==Mechanics== | ==Mechanics== | ||
* Day start | * Day start | ||
* ( | * (7p+ only) Plurality lynch at deadlines. If there is a tie, one of the tied players are chosen randomly to be lynched. | ||
* | * Upon lynch, the player's full role is revealed. In the forum version, all actions submitted, are also revealed; however, whether they were successful or not, and any results the lynched player may have received, are not revealed until End Game. | ||
* Players may submit any number of actions of any type at any time. Successful actions based on the player's assigned role will be carried out normally. | * Players may submit any number of actions of any type at any time. Successful actions based on the player's assigned role will be carried out normally. | ||
* Players must determine their own role/alignment in addition to other players' roles/alignments. | * Players must determine their own role/alignment in addition to other players' roles/alignments. | ||
Line 18: | Line 18: | ||
===Resolving Actions=== | ===Resolving Actions=== | ||
====Investigative roles==== | |||
* Can be "hired" as a PI. Will receive the results of the "client's" intended target. | * Can be "hired" as a PI. Will receive the results of the "client's" intended target. | ||
* Can look through people's belongings and receive clues about the alignment/role (depending on the base role). | * Can look through people's belongings and receive clues about the alignment/role (depending on the base role). | ||
* Can visit people's houses, look in cupboards, follow, track, etc, depending on the base role. | * Can visit people's houses, look in cupboards, follow, track, etc, depending on the base role. | ||
====Non-Town-aligned roles==== | |||
* All investigation-type actions on town-aligned players are successful, depending on the base role (i.e., a rolecop can learn the role, but he can't track a player). | * All investigation-type actions on town-aligned players are successful, depending on the base role (i.e., a rolecop can learn the role, but he can't track a player). | ||
* In games with multiple anti-town factions, investigations are only successful on those within one's own faction. | * In games with multiple anti-town factions, investigations are only successful on those within one's own faction. | ||
====Blocking/protective roles==== | |||
* Docs and other protective-type roles can do things like give people medicine, revive, etc, depending on the base role. | * Docs and other protective-type roles can do things like give people medicine, revive, etc, depending on the base role. | ||
* Jailkeepers and other blocking type roles can do things like lock a player in a closet, tie them to a table, put them in someone ELSE'S house (since they aren't home, who can target them?), etc, depending on the base role. | * Jailkeepers and other blocking type roles can do things like lock a player in a closet, tie them to a table, put them in someone ELSE'S house (since they aren't home, who can target them?), etc, depending on the base role. |
Revision as of 01:41, 24 October 2013
Guess Your Role is a "Lucid Dreamers" type game, with a twist, designed for chat mafia or marathon games. It is intended for 3+ players.
Setup
- Roles are chosen and assigned before the game starts.
- Role distribution is hidden and players do not receive a role PM.
- The Town win condition should be posted in the OP.
Mechanics
- Day start
- (7p+ only) Plurality lynch at deadlines. If there is a tie, one of the tied players are chosen randomly to be lynched.
- Upon lynch, the player's full role is revealed. In the forum version, all actions submitted, are also revealed; however, whether they were successful or not, and any results the lynched player may have received, are not revealed until End Game.
- Players may submit any number of actions of any type at any time. Successful actions based on the player's assigned role will be carried out normally.
- Players must determine their own role/alignment in addition to other players' roles/alignments.
- Non-standard actions may apply, based on the player's "base" role. For instance, a commuter might be allowed to work on Wall Street to make money, to pay someone to investigate another player. If the person hired is an investigative role or mafia-aligned, it would be successful unless otherwise blocked.
- Mods and players are encouraged to be creative and come up with unconventional solutions.
- Players are not told WHY any action fails or succeeds, only the results if there are any.
Resolving Actions
Investigative roles
- Can be "hired" as a PI. Will receive the results of the "client's" intended target.
- Can look through people's belongings and receive clues about the alignment/role (depending on the base role).
- Can visit people's houses, look in cupboards, follow, track, etc, depending on the base role.
Non-Town-aligned roles
- All investigation-type actions on town-aligned players are successful, depending on the base role (i.e., a rolecop can learn the role, but he can't track a player).
- In games with multiple anti-town factions, investigations are only successful on those within one's own faction.
Blocking/protective roles
- Docs and other protective-type roles can do things like give people medicine, revive, etc, depending on the base role.
- Jailkeepers and other blocking type roles can do things like lock a player in a closet, tie them to a table, put them in someone ELSE'S house (since they aren't home, who can target them?), etc, depending on the base role.