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(Added description, setup, mechanics and resolving actions sections)
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==Mechanics==
==Mechanics==
* Day start
* Day start
* (Marathon version only) Plurality lynch at deadlines. If there is a tie, one of the tied players are chosen randomly to be lynched.
* (7p+ only) Plurality lynch at deadlines. If there is a tie, one of the tied players are chosen randomly to be lynched.
* (Marathon version only) Upon lynch, the player's full role, and all actions submitted, are revealed; however, whether they were successful or not, and any results the lynched player may have received, are not revealed until End Game.  
* 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.  
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===Resolving Actions===
===Resolving Actions===


'''Investigative roles'''
====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'''
====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'''
====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.