The world was over. No one quite knew how, or why, but the civilized world had been extinguished. But like the mighty cockroach, mankind survived, and from the burnt-out husk of the old world, a new order arose. Throughout the wastes, groups of people began to build new homes for themselves and their posterity. But even as some tried to rebuild, others became marauding bandits, fighting civilization wherever it sprang up and generally being rapacious and sociopathic.
You are part of a band of survivors who are settling a new village. Unbeknownst to you, yet beknownst to you as a real human being, four marauders have infiltrated your group, planning to destroy the new village from the inside before it can really begin.
Will civilization rise again in the wastes? Or will darkness and all-around knobbery reign? Is Werewolf dead for real this time? Maybe. We'll see.
The game will then proceed to a Night deadline.
The game is divided into two periods - night and day. For practical reasons these two periods take place at the same time, from one update till the next.
Each day, all players gather and decide to lynch one of the other players - the person they think is most likely to be an marauder. Each night, the marauders decide who to kill. In each 24 hour period, the survivors will lynch, and the marauders will hunt. The survivors can try to lynch multiple people by creating a deck, Lemeard-approved TIE, and the marauders can also decide not to hunt anyone at all at night.
The marauders win if they reach parity with the survivors. The survivors win if they eliminate the marauders, for certain values of victory, because the old world is gone, and life still sucks and probably will for quite some time, but hey, optimism costs you nothing, don't it?
4 X Marauders: These violent bandits have infiltrated the settlement, seeking to destroy it for their own personal amusement. They're not very pleasant people, you see.
1 X Psychic: The end of the world produced many changes in the surviving humans. This mutant has developed the abilities to go without sleeping, to walk silently, and to read minds. He can use these powers once a night to find the marauders.
You are part of a band of survivors who are settling a new village. Unbeknownst to you, yet beknownst to you as a real human being, four marauders have infiltrated your group, planning to destroy the new village from the inside before it can really begin.
Will civilization rise again in the wastes? Or will darkness and all-around knobbery reign? Is Werewolf dead for real this time? Maybe. We'll see.
Rules:
There shall be seventeen (17) players. Special Roles will be handed out after the last person signs up.The game will then proceed to a Night deadline.
The game is divided into two periods - night and day. For practical reasons these two periods take place at the same time, from one update till the next.
Each day, all players gather and decide to lynch one of the other players - the person they think is most likely to be an marauder. Each night, the marauders decide who to kill. In each 24 hour period, the survivors will lynch, and the marauders will hunt. The survivors can try to lynch multiple people by creating a deck, Lemeard-approved TIE, and the marauders can also decide not to hunt anyone at all at night.
The marauders win if they reach parity with the survivors. The survivors win if they eliminate the marauders, for certain values of victory, because the old world is gone, and life still sucks and probably will for quite some time, but hey, optimism costs you nothing, don't it?
Roles:
12 X Survivors: These men and women are some of the few who survived the end of civilization and now seek to eke out a new life among the ruins and rubble of the old.4 X Marauders: These violent bandits have infiltrated the settlement, seeking to destroy it for their own personal amusement. They're not very pleasant people, you see.
1 X Psychic: The end of the world produced many changes in the surviving humans. This mutant has developed the abilities to go without sleeping, to walk silently, and to read minds. He can use these powers once a night to find the marauders.
Deadline:
DEADLINE FOR VOTES AND OTHER STUFF IS 21:00 GMT
A vote posted at 20:59 will count. One posted at 21:00 will NOT!
Voting Ends At Deadline Even If Game Moderator Is Not Present!
(Unless stated otherwise by GM)
The Law of the Wasteland:
DEADLINE FOR VOTES AND OTHER STUFF IS 21:00 GMT
A vote posted at 20:59 will count. One posted at 21:00 will NOT!
Voting Ends At Deadline Even If Game Moderator Is Not Present!
(Unless stated otherwise by GM)
The Law of the Wasteland:
§1A. - You sign up to the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, EXCEPT if substituting for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Players are responsible for any Private Messages (PMs) missed due to inbox being full.
§2. - Orders and votes submitted after deadline are ignored.
§3A. – Players will vote daily. Should they not vote, THEY WILL BE REPLACED. There will be no exceptions unless the Game Moderator states otherwise.
§3B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted.
§3C. – In the event of a TIE, ALL TIED players will be executed.
§3D. - The player(s) with the majority of votes at deadline is considered dead. He will not reveal any inside information after the deadline.
§4A. - SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER SUGGEST ANY COURSE OF ACTION OR REVEAL ANY INFORMATION. ANY ACTION WHICH CAN AFFECT TO THE OUTCOME OF THE GAME IS FORBIDDEN. ANYONE CAUGHT DOING IT WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.
§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.
§6A. – The Game Moderator has the last word on all matters.
§6B. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.
§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.
§8. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in size 4 bold text. For example:
VOTE EUROO7
If you wish to un-vote someone, write "UNVOTE":
UNVOTE EUROO7, VOTE EUROO8
Any other type of voting will not be counted and will make you eligible for subbing. In case of re-voting without un-voting the original vote will be the counted vote. DO NOT EDIT VOTES AFTER POSTING THEM.
§9. - The GM can and will remove players if the GM believes the player is not participating at his/her full capacity. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM. DO NOT SIGN UP FOR THE GAME IF YOU KNOW YOU CAN'T PARTICIPATE.
§10A. – Trust no one. Especially not the GM.
§10B. - Always Trust the GM.
§1B. - No new players will be admitted after the game has started, EXCEPT if substituting for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Players are responsible for any Private Messages (PMs) missed due to inbox being full.
§2. - Orders and votes submitted after deadline are ignored.
§3A. – Players will vote daily. Should they not vote, THEY WILL BE REPLACED. There will be no exceptions unless the Game Moderator states otherwise.
§3B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted.
§3C. – In the event of a TIE, ALL TIED players will be executed.
§3D. - The player(s) with the majority of votes at deadline is considered dead. He will not reveal any inside information after the deadline.
§4A. - SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER SUGGEST ANY COURSE OF ACTION OR REVEAL ANY INFORMATION. ANY ACTION WHICH CAN AFFECT TO THE OUTCOME OF THE GAME IS FORBIDDEN. ANYONE CAUGHT DOING IT WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.
§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.
§6A. – The Game Moderator has the last word on all matters.
§6B. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.
§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.
§8. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in size 4 bold text. For example:
VOTE EUROO7
If you wish to un-vote someone, write "UNVOTE":
UNVOTE EUROO7, VOTE EUROO8
Any other type of voting will not be counted and will make you eligible for subbing. In case of re-voting without un-voting the original vote will be the counted vote. DO NOT EDIT VOTES AFTER POSTING THEM.
§9. - The GM can and will remove players if the GM believes the player is not participating at his/her full capacity. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM. DO NOT SIGN UP FOR THE GAME IF YOU KNOW YOU CAN'T PARTICIPATE.
§10A. – Trust no one. Especially not the GM.
§10B. - Always Trust the GM.