The Rules

Consider this the Waiting Room to the Rest of All Eternity
sphenodont
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The Rules

Postby sphenodont » 08 Aug 2014, 07:26:14

Check the Game Sign-Up Thread for more detailed explanations.

The Twist
All players start as potential seers.

This is a quasi-quantum game. There are no probabilities at play and no random role resolution, though. Instead, there is a list of roles in the game and an order in which they will die. (These roles do not have any powers and they are not assigned to any specific player.) Before the game starts, every player will receive five or six randomly-chosen roles from the list and they will be asked to provide names for those roles.

Players will know in advance of upcoming lynches and mauls which roles will be dying. If a player's prediction comes true and the player dies at the right time, they will continue to be a valid Psychic. If a player's predictions end up being false (either because someone else ended up in a role they predicted or if someone they predicted turned out to be a Reaper), they will no longer be eligible to be a Psychic, but they will not be told this fact.

The last eligible player will resolve as the true Psychic and their remaining predictions will become locked in.

The Factions and Win Conditions
There are two factions: the Survivors (humans), who narrowly avoided being killed in a tragic accident, and the Reapers (wolves), who were people who would have survived the accident, but because of the Psychic's intervention, are now at risk.

The Survivors are trying to keep on survivin' and thwart Death's plans for them. They win a team victory by being alive AND eliminating all of the Reapers OR by screwing up Death's plan by forcing him to take someone out of order once the Psychic has resolved. (Dead humans don't win.)

The Reapers consist of Death himself and a group of humans that he has deputized. They want to restore Natural Order and put things back they way they should be. They win by reaching parity with the Survivors.
(Note: Reapers are chosen after all players have made predictions, so if a player has selected one of the Reapers for one of the dying roles, that player cannot be one of the Psychics.)

The Psychic and his two companions win as individuals if the Psychic is resolved and they are able to force Death to create a Paradox by killing someone out of the original order.
The Psychic wins (phyrricly) if he is resolved and the Reapers score a team parity win.

Communications
The Reapers will have a private forum where they can hang out with Death and plot against the Survivors.

All players can send five individual PMs per day. If more than one player is carbon-copied on a PM, it will count as one PM per player. All players are required to send at least one PM per day (more on this under the Maul rules).

The Lynch
The lynch vote represents each player warning another player (in person) that their life is danger. Unfortunately, the way these things work is that when you warn someone they are about to die, they tend to die.

Players who try to vote "no lynch" will earn a lynch vote.

The person with the most votes will die. Ties will be broken by Death.

The Maul
Every day, players will also try to call another player (via PM) to warn them to beware of Death. Every player must send at least one PM to another, and may send up to five PMs total. Every player who sends you a PM counts as a Maul Vote for you on that day. (If someone PMs you twice, it only counts as one vote.) Failure to send any PMs will result in a maul vote for yourself.

An anonymized list of Maul Votes will be given to the Reapers at the end of the day, which will say how many votes each player has, but not who voted for them. (This list will be posted publicly, as well, after the maul happens.) The Reapers (apart from Death) will be able to add one vote apiece to the maul vote totals. Death will then use this list to determine the next day's maul.

The player with the highest individual vote count will be immune to the maul. If there is a tie for first place, those players will be maul eligble and the next highest solitary player will be immune. (If only one player gets any votes, well, you'll see what happens then.)

Death can choose to skip the maul, but not twice in a row.

Special Roles
Death is a form of pack alpha. He decides who gets mauled and breaks ties in lynches.
Death has inhabited the body of a human who survived the accident. If his host is killed, he will leave his host and take over one of the remaining Reapers.

Reapers want Death to succeed so that they can go about their daily life and die many years down the road. After receiving the maul eligibility list, the reapers can then add their votes to the list as they wish (with some restrictions to avoid blatant abuse).

The Altruist is another human who survived the accident and who wasn't supposed to die. He is willing to give up his own life in order to save another. Each night he can PM me the name of the person he will protect. If that person is chosen for the maul, the Altruist will take their place and die instead of them.

Dying Order
The only pre-set deaths are those of the Best Friend, the Love Interest, and the Psychic. They will be the last three Survivors to die, in that order. The rest will be randomized. At the start of the game, Death will get the list of roles in the order they are supposed to die.

The predictions you will make (apart from the final three) are planned to include one maul vote and the remainder lynch votes, so that you have more control over your destiny.

If a Reaper or the Altruist are killed, they do not disrupt the order of predicted deaths, but are inserted into it. (This does not inherently change Death's plan). This does have the effect of shifting predictions from lynch kills to maul kills (and vice versa).

sphenodont
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Re: The Rules

Postby sphenodont » 08 Aug 2014, 07:26:32

FAQs and other notices to be posted here.

Notice 1: The Altruist has been removed from the game.
Last edited by sphenodont on 13 Aug 2014, 06:34:02, edited 2 times in total.
Reason: Notice 1

sphenodont
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Re: The Rules

Postby sphenodont » 13 Aug 2014, 06:33:25

From here

Here be hopefully useful information

There is a list with fifteen roles on it in the order that those roles will die. Nine of those roles are potential targets for predictions. The Best Friend and Love Interest will be the last two (before the Psychic) to die. Assuming no wrinkles, the Best Friend would be the Day Eight maul. I'm sure there will be wrinkles. (i.e. If a Reaper gets killed, that would change the prospective lynches into mauls.)

Your other picks include:
either the Day One or Day Two Lynch
the Day 4 Lynch
either the Day Four or Day Five Maul
either the Day Seven or the Day Eight Lynch

sphenodont
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Posts: 4391
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Re: The Rules

Postby sphenodont » 13 Aug 2014, 06:35:31

A detailed explanation on the Psychic predictions from the sign-up thread.


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