* WW12: Headspears!
It's been a rough year for the once glorious mountainhome of Headspears.
...well, that's a bit of an understatement. With its stockpiles pillaged, riches "exported" and inhabitants murdered, you can't call it anything but a ruin.
Damn elephants. And goblins. And colossi. And animated flaps of skin.
The last ten surviving dwarves are now walled in at the base of the overrun metropolis. Unless you don't count corpses as surviving dwarves, then it's nine. Last sleepytimes, Urist McIdiot - the retard who initially left the gates of Headspears open to the goblins - was found murdered. Not that anyone was particularly upset about that - you get used to things like these happening eventually - only the thought that it was someone inside this room who did it was causing discomfort.
The team hasn't given up on the fortress yet, but they need to sort out this murdering roommate thing before turning to the matter only slightly less pressing than stayin' alive: Setting up a working brewery industry again.
There are two "teams" in the game - the "werewolves" (here, Fell dwarves) and "villagers" (all other dwarves). Each has the goal of annihilating the other. The hard part is that the identities are hidden - everyone might be a werewolf.
Only the werewolves know each others' identity; however, they are much less numerous than the villagers (the exact number is semi-hidden, but assume 1-3).
The game is divided into two alternating phases - day and night (or, in this case, sleepytimes and worktimes, since we're underground). Each phase lasts some amount of real time. When one phase ends, the next one starts.
During the day, all actions are performed by public posts in this thread. Available actions are:
- Lynchvote. Each player may vote for one player to be killed. At the end of the day, the votes are tallied. If there is no tie, the selected player is killed (removed from game). If there is a tie, the mayors vote counts double for the purpose of tie-breaking. When there's an unbroken tie, no one is lynched.
- Vote for mayor. If there is no mayor (as happens to be the case initially), players may elect a mayor. Works the same way as lynchvotes. The mayor decides who dies if there is a lynchvote tie*;
- Select a spot to dig (see below, in the Digging section);
- Using certain items.
And please, for the love of god, in your vote posts - put the bolded phrases "lynch X" or "vote X for mayor", or
something similar. It makes my task of combing through the forum posts less annoying, and decreases the chance that
I miss your vote or digging spot selection.
At night, you may or may not have actions available depending on your role. The most important thing that occurs at night is the night kill - the Fell dwarves/werewolves get to jointly decide on one player who then dies at the end of the night, unless hindered by other effects. All night actions are performed via PMs to me.
You can freely communicate with whomever the hell you want, however you want, wherever you want - with the exception that no forum posts are to be made while the game is in the night phase. Other communication is fine mostly because there's no reasonable way I could disable/monitor it.
* Short non-data summary for experienced players
- there's cupid in item form (therefore will likely happen later, if at all)
- two mermaid bone spears randomly distributed amongst villagers in the beginning
- no suicide unless with mermaid bone spear
- each next layer in digging has one more item in it than the last, starting with two at the top
- one dig action at day, akin to voting (post order matters)
Each player is assigned a role at random.
- Judge of Intent (seer - scries; this means that he can reveal the role of a single player every night)
- Bookkeeper (every phase, gets report what items are in the game, but not who has them)
- Hammerdwarf (crazy war veteran - when lynched, can kill a player)
- Noble (can pull levers either as */End via PM)
- Mechanic (gets informed of what levers do at the beginning of the game)
- Craftsdwarf (upon receiving crafts, automatically converts them into a random regular item)
- Fell Dwarf (werewolves)
- Stonesense Lense (1; Night/End, Reusable); Scry one target per night
- Glitched Mechanism (1; */End); Link dwarves as per cupid rules (see Other Rules)
- Adamantium Pick (1; Public); Allows you to dig through layer 0, thus causing FUN.
- Mermaid Bone Spear (2+2; Night/Current OR */End); Defend yourself or target at night (as per guardian), OR commit suicide.
- Brass Pick (2; Public); Allows you to dig out two fields in one day. You can pick two different coordinates.
- Crafts (3; -); Has no effect (see Craftsdwarf for more information).
- Leash (2; Night/Next); Deny target his lynch vote. Effect remains secret until votes are tallied up.
- Goblin Thief Gloves (2; */End); Steal random item from target. If he has none, item is still used up and wasted.
Items are used by sending a PM to me, unless it's use time is marked as "public", then it's via forum post at day.
Some items can only be used at day or at night.
In addition to digging (see below), at the beginning of the game, two spears will be randomly distributed amongst two distinct non-werewolves. If you have multiple instances of the same item, you can only use one of them. You can, however, use multiple different items at once. All items are one-time use, unless stated otherwise.
You can give any amount of items you own to any one or multiple players of your choosing as Any/End action via PM to me.
You can do so anonymously or openly (meaning that the recipient will/won't know who made him the gift). The action is never visible to others.
There are three levers - Red, Green and Blue. Only one person (the noble) can activate them, and only one person (the mechanic) knows what they do.
* Digging (item acquisition)
There is a 4x4x4 field.
Each day, everyone may dig once in one spot. Digging in spot A2 turns the field above to:
Simple enough. If you dig out a field that contains an item, you get the item. It will be made publically known that an item has been found and at what depth, but not what or by whom. Items are distributed at the beginning of the game. When multiple players dig in the same spot at once, earlier posts take precedence, but all digs are taken into account (so, if two players dig in A1, the earlier poster digs out layer 4, later poster digs out layer 3).
There are two items in layer 4, three in layer 3, four in layer 2 and five in layer 1.
Don't dig too deep.
* Other Rules
1) Out of character posts are to be written in italics. Not that it matters.
2) Write votes and actions in boldface. This DOES matter.
3) Cupid rules:
- Two linked players form a third team that wins when they both remain the last dwarves standing;
- If either dies, so does the other;
- Upon linking, both players are notified of the fact, but no one else;
- That rule implies that mixed pairs (werewolf-villager) can't win via their respective usual winning conditions
4) If you died, don't talk to anyone within the game about the game in any form whatsoever, at least until the game ends. This is important.
5) Stealing takes precedence over item usage of type other than "public".
6) Lynching takes precedence over item usage and digging.
7) Items of players that die are lost.
Digging out layer 0 usually does nothing and is a wasted dig action.
We're starting with worktimes, aka day. It will last until roughly Friday (27 Sept) 12:00pm UTC, at which point it will become sleepytimes/night. Cast your votes, picks and spells.
Everyone will receive their role PMs shortly.
Note that hanging out in the IRC channel is an excellent way to communicate.
Edited 9 years ago