Seamus Fermanagh
08-22-2011, 01:52
Capo di Tutti Capi returns with it's fourth iteration. Welcome back to Fatlington!
The tentative start date is 12 September 2011. First phase will be a day phase, featuring the election of a director.
A Special Note for Those New to the Gameroom:
Newcomers to the .org or orgahs who've never mafia'd before, the staff has prepared the following brief orientation (https://forums.totalwar.org/vb/showthread.php?137772-Welcome-and-orientation-for-Capo-IV) for you.
For all of you Gameroom recidivists and those who are now up to speed on things orgah:
Here are some of the particulars relevant for capo including the code of ethics and rules.
Code of Ethics
To begin with, all players are expected to adhere to the following code of ethics during play. The code has been annotated in a different color text to denote particulars relevant to CdTC-IV.
Gameroom Mafia Player’s Code of Ethics
I will endeavor to adhere to the basic rules for good posting/participation expected of all members of the .org community.
I will not use screenshots relating to a mafia game during that mafia game. This includes my posts within the thread, my private messages, my individual e-mails or any other means of communication.
This is hugely important for Capo games. Part of the charm of Capo is the degree of ambiguity and the lack, for the most part, of absolute results on investigations etc. You are free to fabricate, connive, or otherwise finesse your way to success. Screenshots destroy this and make the game pretty much moot.
I will not use an alternate .org identity for any aspect of a mafia game and will restrict myself to the identity used in signing up for the game for all communication relating to that game. Note: This does not include those game-specific alternates made available for mafia play. Otherwise, the use of multiple identities is against org policy and may draw unfavorable attention from moderators and administrators. Gameroom alternate accounts will not be used for Capo.
If I have additional abilities as a moderator or administrator on the forum, I will endeavor not to use those abilities as part of my participation in a mafia game, save where asked to do so by the game’s host in response to a valid moderator-related question or function.
As I have learned, it is impossible for moderators to "turn off" some features, such as their ability to see those who are "invisible." I am also well aware of the personal sense of honor moderators bring to the job -- players have nothing to fear regarding their mods in a game setting, as much history here in the Gameroom will confirm.
I will not quote from a private message or from a chat log in the main thread of a mafia game and will not do so in private messages, e-mails, or other communications with anyone who was not originally a party to that message or chat unless permitted to do so by the game host.
Such quotations ARE permitted in CdTC-IV, provided that no screenshots are used and that none of the restricted information (noted in red on your role PMs) from your role PMs is discussed. Please remember that our creative group might also be fabricating this sort of thing. :beam:
I will endeavor to abide by the rules and conditions laid out by a host for her or his own game at all times.
If I believe that I have accidentally contravened this code, broken one of the rules laid out by the host, or believe myself to be on the receiving end of another who has done so, I will report my behavior to the host, attaching any relevant support information, and await the decision of that game host before continuing play.
Rules of Play
Setting
Fatlington, New Jersey, October 29, 1951:
The temperatures are moderate, but it has been a surprisingly wet Fall. Fatlington has been isolated by federal authorities and the New Jersey guard and the locals are all but panicking at the isolation. To add to this pressure cooker, Commissioner Fermanagh has learned that the mafia -- thought to have been defeated -- is once again attempting to make a play for control of Fatlington. Former mayor, now Governor Tosa Inu, though now largely “distant” from the affairs of Fatlington, has left a varied cadre of successors to handle Fatlington’s affairs. With yet another crisis looming, this leadership group has decided to resort to the Committee of Vigilance used in the previous crises.
You are one of the city's "best and brightest" who will be part of the committee. As is usual with these sad affairs, some of those present are responsible for the town's troubles and it is your job to weed them out and save the town. Sadly, Fatlings (only snobbish New Yorkers say Fatlingtonians) are all too familiar with this process.
It is Monday, October 29th, 1951.
• The UN “police action” in Korea continues, with Chinese and North Korean forces pushing back the UN troops under MacArthur and Walker. UN forces would not stop this offensive until the end of the year. At the end of 3 years of conflict, the two opposing forces faced each other more or less exactly on the same line wherefrom things had begun in 1950 – but with 3.5 million dead among the participants.
• Winston Churchill has just been elected Prime Minister.
• The official conclusion of World War II is made with the treaty of San Francisco (Sept.) and Truman’s declaration of the cessation of hostilities with Germany (oct.).
• The Cold War and McCarthyism are in full swing.
• The USA has, only months ago, detonated the first ever Thermonuclear device (H bomb) on Eniwitok.
• I Love Lucy has just this month debuted on television. It’s debut is watched by an unsurpassed 10,6 million viewers.
• Telephones are now able to dial directly from coast to coast.
• Bobby Thompson, earlier this month performs the “Miracle of Coogan’s Bluff,” but the Dodgers go down to defeat at the hands of their cross-town rivals, the New York Yankees, who win the “subway” series in six games.
The question for you is, who will win things in Fatlington?
How to Win
The game ends when one of the following conditions obtain:
1. The Dons of all the mafia families (including replacement Dons and Dons of newborn families) are dead and the total of town-aligned players exceeds that of the mafia (unaligned wiseguys, and most “individualist” roles are counted as town-aligned for this purpose but third party “secret factions” and some “individualist” roles are not counted as being part of either faction. This is a townie win. Traditionally, the last Don is depicted as leaving town rather than dying, mostly for narrative purposes.
2. A single mafia family removes all other Dons aside from their own and also outnumbers the total remaining number of Mafiosi of the other families (or unaligned) , townspeople, and unaligned/neutrally aligned players. This is a mafia win for that family and the Don of that family becomes Capo di Tutti Capi.
3. If the specific victory conditions of a secret “third” party faction have been met. These conditions typically involve the domination/outnumbering of the remainder of Fatlington. This would count as a third party victory.
4. All mafia Dons are deceased, as in number one above, but the number of Mafiosi and Town-aligned players are equal. This constitutes a draw.
5. All Mafiosi, Town-aligned, and Third Party players are deceased, with the only survivors being “individualists” with special roles/victory conditions. In this instance, such individualists are NOT counted as Town-aligned and the game is judged a “no contest.” In practice, this would probably be a serial killer win.
In addition to these general victory conditions, most players also have individual objectives that will modify the magnitude of their own victorys/defeats. This should be noted on your role sheet. It is possible for your larger faction to “win” but you personally to suffer a defeat because of the modification of your results. Many of the “individualist” players are solely assessed on their individual victory conditions.
Remember, Capo being Capo, it is entirely possible for you to be unsure of your faction’s victory even as you remove the last known enemy from play. Many (most?...ALL?) players may have ulterior motives and all may not be quite as it seems. This is, of course, a way to make the final writeup more fun!
Game Phases and Basic Gameplay
At the outset of the game you will be randomly assigned a role, the role PM explaining the particulars will be sent to you, and shortly thereafter, play will commence.
This is the basic format that will be used:
PM #1
Role: Townie
Alignment: Town
Summary: You are the “salt of the earth” of Fatlington. You start with no particular abilities save for any individual secret traits you may have. In Fatlington, however, nobody has to be an inactive player and no townie is required to remain so for the entire game. How and for what cause you craft your future is up to you.
Victory Conditions: You achieve victory by voting to lynch suspicious individuals and/or participate personally in their removal until such time as: a) all of the Mafia Dons, original and created, have been killed and the remaining townies and unaligned Wiseguys outnumber the remaining Mafiosi OR until your character has died. Your personal survival, though it will add to the level of your victory, is secondary to the overall success of the town.
Town win with 41+% of original townie roles surviving = decisive victory.
Town win with 21-40% of original townie roles surviving = clear victory.
Town win with fewer than 20% of the original townie roles surviving = close victory.
Neither side wins = draw.
Town defeat with fewer than 10% of the orginal mafiosi or wiseguys surviving = close defeat.
Town defeat 11-25% of orginal mafiosi or wiseguys roles surviving = clear defeat.
Town defeat 26+% of orginal mafiosi or wiseguys roles surviving = decisive defeat.
-- Your personal survival moves you one category up on this scale.
Abilities:
Daytime:
1. You may vote to lynch or select as can any other player.
Nightime:
Active Actions
1. In combination with 2 other townies, you can form a protection group (3 required) and attempt to protect one other player. If no attack occurs, nothing happens. If the target is attacked your group will save her/him and receive credit for the save. More than 3 townies can work in the same group (limit 5), though this does not provide any other benefit aside from participation credit. If only 2 townies participate in a save effort and the target is attacked, that effort automatically fails. If only 1 townie attempts a save and the target is attacked, that effort fails and the townie has a 1 in 6 chance of dying (50%) or being revealed by name (50%) in that failed attempt.
2. In combination with 4 other townies, you can form a vigilante group (5 required) and attempt to kill one other player. More than 5 townies can work in the same group (limit 7), though this does not provide any other benefit aside from participation credit. If fewer than 5 townies participate in a kill effort, that effort automatically fails. If only 1 townie attempts a kill, that effort fails and the townie has a 1 in 6 chance of dying (50%) or being revealed by name (50%) in that failed attempt.
Passive Actions: Townies have no passive actions unless so specified in their secret abilities PM.
Secret Abilities/Traits:
These are listed in your second pre-game PM and are not to be revealed or discussed during play…only used.
Regarding Investigations
1. If you are investigated by a detective, it is likely that you will be evaluated as “innocent.” A minority of townies, however, will register as “unclear,” while an even smaller percentage will register as “criminal” because of a mis-spent youth or poor choice of associates.
2. You will register as “guilty” only if you participate in a successful killing, and will continue to register as “guilty for the remainder of the game or until you change roles.
3. If investigated by a made gangster, it is likely that you will be evaluated as “innocent,” though a minority will register as “unclear” and a very few as “criminal.” Made Gangsters cannot scan for guilt.
4. The result you display for a detective may differ from the result a Made would get on you, but will be consistent for all detectives and for all mades.
Role Changing
1. After two successful saves during protection efforts, one of your group will be offered the opportunity to become a Doctor. If you so choose, you cease being a standard townie and will be given the Doctor’s role sheet and objectives. Subsequent saves by the same group members will produce two doctors at random. Any player who participates in four successful saves will also be offered the Doctor role. You will be given this role-change opportunity only once.
2. After two successful kills, one of your group will be offered the opportunity to become a Wiseguy. If you so choose, you cease being a standard townie and take on the Wiseguy role and objectives. Any townie with three successful kills will be offered the Wiseguy role. You will be given this role-change opportunity only once.
3. If you earn and are offered both Doctor and Wiseguy roles but decline them both, you will be given the opportunity to become a Rogue Detective instead. Rogue detectives have both an investigative ability and a solo-kill capability.
Phase Rotation:
For the most part, the usual sequence of 24-hour days and 24-hour nights will be followed. A timer will be used to keep things on pace (and thanks to Tincow!).
The first day phase (opening phase of game) is usually shorter than 24 hours as it serves mostly as a time for player communication and the only “business” being conducted is the selection of the initial Director of the Committee of Vigilance.
The first two night phases are usually extended to allow players to coordinate effectively. Recidivists will recall the system pretty well, but newcomers are given a little extra time to get in the swing of things.
Phases falling on weekend days (East Coast USA) will probably be extended as well, in order for the host to discharge family duties properly.
Basic Phases of Play, Night Actions, Night PMs, Failed Action Results
Day Phase: Each day the town may vote to lynch one suspect from among the list of players. Each townsperson save for the director can cast one vote (see below for procedure). On odd-numbered day phases, the town also votes to select a Director (see below for procedure). The host will write up the results of these votes and post them for general consumption, along with any juicy particulars about any executions. The game then proceeds to the next night phase.
Certain traits or roles may allow for a specific daytime action, but these will be infrequent. Any such abilities will be explained in the individual role PM.
Night Phase: Every role has something to do at night – even if your choice is to do nothing. Since every role can be active, with investigations attempted, murders, etc., all players should PM the game-master during each night phase to indicate their actions. The game-master will respond as quickly as possible, and will write up results that take effect immediately prior to the next day phase and voting.
Night Actions:
Night Actions fall into two general categories: active and passive.
Active night actions include kill and protection attempts, as well as any other action that may directly exert influence on another player. Each player is limited to only ONE active night action per night unless specifically outlined in your role PM. Most players will have to coordinate night actions with other players in order to be effective.
Passive night actions include most investigations and can often be carried out in addition to the single active night action attempted by the player. However, each individual should be careful to note how the particulars of their role/traits influence passive actions. It is often the case that passive actions are restricted based on any Active actions undertaken. Passive actions are usually individual.
Your choice of Night Action(s) should be sent by PM to the host. Please note that failure to do so within the time limit or failure to properly coordinate messages among Active action teams will result in their failure….or worse. Attached is an example of a night action PM.
PM Example: (A team of two sanctioned Wiseguys and one Townie (gone bad) attempt to kill another player)
Night 4: Sanctioned by Don Pentangeli and working with Red Harvest and Divinus Arma, I will kill Strike for the South.
In addition, I will use my “sleuth” trait to investigate Sasaki Kojiro.
This is a good example in that it clearly spells out all of the team members and their action. However, if Don Pentangeli fails to send in a pm sanctioning the effort, then the team will fail as two Wiseguys and one townie cannot make a successful kill (Fun note, if all three are wiseguys, then the kill would work, but would not count towards any of those wiseguys becoming Mades as the kill was unsanctioned, Capo being Capo, a failure could reveal that someone had different abilities then they were letting you know about…). The same failure result would occur if either Red Harvest or Divinus Arma failed to send in orders or sent in orders that differ significantly from those in the example above. In any case, the individual passive action using the sleuth trait would function normally.
Failed Night Action Consequences
Any failed mafia-sanctioned hit is just listed as an attack. The write up will usually suggest the numbers involved, allowing players to determine – mostly – that this was a mafia attempt. The write up will also indicate the source of failure: protection, luck, or poor coordination.
Any failed townie vigilante hit or independent wiseguy hit is just listed as an attack. Again, the write up may reveal the number of attackers and allow players to estimate what was happening. The write up will also indicate the source of failure: protection, luck, or poor coordination.
Any townie who ends up, through poor orders coordination or betrayal, making a solo attack, will not only fail, but will have that solo attack narrated in a way that indicates others were expected to be present. In addition, that townie runs a 1-in-6 chance of being killed (50%) or revealed by name (50%).
Any wiseguy who ends up, through poor orders coordination or betrayal, making a solo attack, will not only fail but will have that solo attack narrated in a way that indicates others were expected to be present. The wiseguy will also run a 1-in-6 chance of being revealed by name.
Please note that these basic consequences for a failed night action may be modified by the abilities possessed by certain “individualist” roles or advanced role status (e.g. Surgeon-level doctor).
As with day actions, all night actions – successful and otherwise – will be written into a narrative write up covering the events of the preceding night. You should mine this information for clues, but be careful as some things are accidentally… or purposefully,,, misleading. Players engaged in mayhem of any form are STRONGLY encouraged to provide specifics as to method/style of action or even to write up their own efforts. While I reserve the right to edit or change as needed, I will make an effort to use any such material in writing up the results.
Investigation results will be communicated by private PM following the write up. Notifications of status change or role changes will also be made following the write up. Feel free to remind me if you think I missed something, but give me an hour or two after the write up first as I might have quite a few PMs to send out.
Everyone:
PLEASE get your PM to me by the deadlines posted in the thread. I will seldom be able to take a “late” PM and have it count as this is unlikely to be fair to the other players.
Concerning Investigations
Information may be the single most valuable commodity in Fatlington. Virtually every game has centered on the acquisition of information about other players’ roles and actions….by fair means and foul.
The basic model for investigations is as follows:
1. The targeted player’s name is submitted by night action PM to the host.
2. Following the writeup, a results PM will be sent to the investigator.
3. The results will indicate both basic status and any discovered information as to player role.
The following basic metric will be used:
1st investigation = reveals current status with a one in two hundred sixteen chance of learning role.
2nd investigation of same target = starting status; one in thirtysix of learning role
3rd investigation of same = current and starting status; one in six of learning role
4th and subsequent investigations = current and starting status; one in three of learning role.
Certain investigators may get better results in one category or another, and/or receive their results in a delayed fashion.
Clarity to Balance the Ambiguity
Upon death, the local gendarmerie will launch a full investigation of that individual to try to determine the reason they were killed. Though slow (results reported on the 3rd morning after death), their then-current role will be revealed. Unfortunately, the specific actions of that individual -- what they did with their role -- will remain a mystery (until the post-game!).
Since investigations are imperfect in this game and since roles can be taken a number of different directions (or even changed), this provision gives the town some hope of a successful conclusion. Please note however, that this revelation will occur a significant period of time after the death of that player.
Day Actions: Lynch Voting and Director Selection
There are two types, lynch voting and Director selection. Each living townie except the director may vote to lynch one townsperson per day. On odd-numbered days, each living townie may also vote for the next director (who gets a two-day term).
To lynch a suspect:
You may vote or not vote at your choice. Please be aware however, that persistently avoiding the voting process will result in your removal from play. While the game-master reserves the right to remove someone from play when/if needed at the host's discretion, as a “rule-of-thumb” missing 3 votes in a row or 5 overall is likely to result in your removal.
Legal vote choices include:
1. voting by name for a living fellow townie to express your preference for their lynching
2. voting “abstain” indicating you have no preference as to who is lynched
3. voting “no lynch” indicating that you want no one lynched that day
4. voting “present” to indicate your continued participation
To be counted, a vote MUST be posted in bold typeface using the following format:
e.g. Vote: Seamus Fermanagh
To change a vote, please post the following:
e.g. Unvote: Ser Clegane; Vote: Seamus Fermanagh
If you abbreviate the name of the person for whom you are voting, please do so in a clear and consistent fashion. If I can’t figure it out, I will not count it.
These votes are, of course, part of the public discussion in the thread and available for all to evaluate.
To select a Director:
You may:
1. “Select: Name” to select a given player as director
2. “Select: Abstain” indicating you have no preference
3. “Select: Vacant” to have the post vacant (filled by Commish' Seamus)
4. “Select: Present” to indicate your continued participation
To be counted, a selection MUST be posted in bold typeface using the following format:
e.g. Select: Seamus Fermanagh
To change a selection, please post the following:
e.g. Sack: Ser Clegane; Select: Seamus Fermanagh
As before, this IS part of your public posting in the thread and any abbreviations must be clear. It may be posted in the same post with your lynch vote or not at your choice.
You may vote to lynch, select a director, do neither, or do both at your choice.
IMPORTANT RULE NOTIFICATION BY HOST:
You may NOT edit a post containing a vote or selection. If you do this, you will receive a warning. Repeat it, and you will be removed from the game. It is important for players (and the host) to be able to track such changes properly. Remember, you are free to change your vote and/or re-post any other information in a new post, but do NOT edit the vote/selection post itself. Make a new post and add to your post count. Thanks.
Playing While Dead
While there are no "hero closets" in CdTC, you ARE encouraged to continue play once your character has died so as to contribute to your family/faction's victory if possible.
There ARE important restrictions than must be observed:
1. The dead may post, but not vote, select, or carry out any night actions (active or passive).
2. Dead players may not reveal their roles publicly or privately until that role has been revealed as per section V and may not reveal their “familiy” or role particulars even after that time.
3. Dead players may not quote from a PM unless that PM has been posted in the public thread by a living player.
4.Dead players may not reveal, recount or allude to their previous night actions (or results thereof in the case of investigations) publicly or privately – even to confirm a previously made public or private reveal.
5. Unsure? Ask the host!
PLEASE BE CAREFUL WITH THIS!
Most of the arguments/problems with CdTC in earlier games resulted from dead players venting their frustration by revealing information or some such. As this can spoil the play/chances of others, it is very important that you abide by the rules above. Frustration at your being betrayed is understandable, but remember that it is just a game and that others, including your team-mates and associates, are still at play. Moreover, moderators take a dim view of such antics and could suspend your Gameroom privileges -- please make this rendition of CdTC fun for all even if you are annoyed in the short run.[/COLOR]
Screenshots and Miscellaneous Points
No screenshots may be used, from or to anyone, for ANY purpose – this includes during PMs. Feel free to quote from the public portion of my Role PM’s to you or to fabricate as you see fit.
My Traits and other particulars PM to you, usually the second PM your receive prior to play, cannot be revealed in whole or in part to any other player except as noted in that additional material itself.
Chatlog conversations may be referenced/quoted, but may not be copied via screenshot. Note: it can be difficult to maintain role secrecy during chat conversations. Be warned.
"Suicide" will not be allowed in this game (it is possible to create an unplayable game with nothing but suicide pact challenges going on. This is not the intended mode of play for this game). Players who must remove themselves from play for schedule reasons should send me a PM. I will then write them out of play. I try to avoid this, as most players like to have lots of targets.
It is STRONGLY suggested that all players enable “invisible” mode so that technology is not used to trap you. If you remain visible while on the .org boards, your activity can be logged and compared against a "normal" profile providing clues as to your role, working partners, etc.
Game Roles
Usually referred to in the male singular, no disrespect intended.
Townie Roles:
Detective:
May investigate two persons per night phase. The investigation will list the individual as innocent (Townie, Don), criminal (Luca, Made not killing, Wise Guy not having killed at all, and some townies), or guilty (Luca or Made on the night of kill, Wise Guy or Townie who has killed – you either get the current kill or their whole track record as well). Acts as a Townie in other respects. Reads as “innocent” if investigated.
Doctor:
May protect one person from murder each night phase (this protection extends to multiple attempts). Acts as a Townie in other respects. After 2 successful protections (attacked, did not die), the Doctor becomes a Surgeon. Doctors display investigation results as for a standard townie.
FBI Detective:
May investigate two persons per night phase. Results, which parallel those of the regular detective but tend to be more accurate given the FBI’s greater resources, are delayed in comparison to a normal detective because of the need to interact with FBI bureaucracy. May not participate in any murders and always reads as “innocent” if investigated.
Surgeon:
Functions in all respects as a Doctor, but anyone attacking the Surgeon’s protectee not only fails to kill the target, but has a 1 in 6 chance of dying in the attempt. Unlike Doctors, surgeons always register “innocent” if investigated.
Townie:
A townie has no special abilities – at least at the start. Most Townies will appear as “innocent” if investigated by a detective, though a minority will appear as “unclear” and a very small minority as “criominal.” If investigated by a made, the most will be “innocent,” some “unclear,” and a minority “criminal.”
Townies may band together to kill one target per night phase, but must do so in groups of 5. If this strategy is chosen, you will appear “guilty/criminal” in subsequent investigations. Townies who have successfully accomplished 2 murders will all change roles to Wise Guy(Gal).
Townies may also band together in groups of 3 to provide protection to one Townie (not in their group), functioning as a Doctor. 2 successful protections (attacked, did not die) allow them to select one of their group as a full Doctor. Each subsequent successful protection will result in another member being promoted.
Neutral Roles:
Director of the Committee of Vigilance:
On the first day phase, and then on each odd numbered day phase thereafter, the town elects the person who will direct the lynching effort. That person shall be director for the next two lynchings following their selection. [e.g. Elected Day 1, Director Day 2, Director Day 3, Elected Day 3, Director Day 4 & 5, etc.] That person will choose the lynching mode, carry out the lynching, and, in the event of a tie vote, the director will decide who among those tied for the most votes will be executed. The director can execute none, one, more, or all of those tied votees at the Director’s discretion. The Director is provided with a special goon squad to aid in the executions, and this squad also makes it impossible to kill the Director while they are in office. This squad also prevents active night actions of any kind, which may be limiting or fatal to some players. While directing the lynchings, the individual in question may not vote for anyone to be lynched, though they may help select the next director.
Wise Guy/Gal:
A wise guy/gal belongs to no criminal family…yet. They may be recruited by a family and start doing “wetwork” for that family; they may “go straight” functioning as a regular townie and not getting involved in crime, or they may attempt to operate in conjunction with a group of individuals sharing the same wise guy/gal role, creating their own “family.”
If investigated by a detective, the Wiseguy will appear “criminal” if they have not been involved in a killing and “guilty” if they have…even if that killing was a while back. If investigated by a made, they will appear either as “criminal” or “unclear.”
A Wiseguy becomes a “Made gangster” after having participating in 3 killings for a family and having received consent from the family Don. They may or may not be made aware of the Don’s identity, at that family’s discretion. They do assume the investigative powers of a Made gangster as well as their investigation status.
Wiseguys operating as an independent “family” have no Dons, Mades, or Lucas, and can perform only 1 killing for each 3 Wiseguys. Following their 3rd successful murder, these 3 wiseguys may choose one of their group to become a Made. Each subsequent killing will result in a further promotion.
Mafiosi Roles:
Don(na):
A Don is the leader of her/his crime “family.” Their objective is to eliminate all of the other dons in the game, and to have more members in their crime “family” than the total of innocent townies and opposing criminals, thus gaining control and becoming the “Capo de tutti Capi.” There are 5 families at the start of play: Barzini, Corleone, Cunnio, Stracchi, & Tataglia.
A Don normally cannot kill opponents during a “night” phase, and must work through others. Normally, however, they appear as “innocent” if investigated by a detective or made, so they can camouflage themselves well. Even the FBI detective is unlikely to spot them. If the Don has lost all the other members of her/his family, they may perform 1 kill per “night” phase. However, subsequent to any such killing they will be identified as “guilty” if investigated by a detective, and “criminal” if investigated by a made.
In addition, a Don is normally protected by their Luca, making them effectively unkillable. Should her/his Luca not be functioning in “protection” mode, the Don may be killed as would any other Townie.
Luca:
A Luca is one of the two initial “Made” gangsters in a crime family. The Luca’s objective is to protect their “Don.” This protection function is always “on” unless the Luca is undertaking other active night actions. The Luca is automatically aware of the identity of the family don.
A Luca does not normally kill opponents during a “night” phase, but may function as a Made gangster in this regard (no recruiting investigation), participating in a killing each night. If participating in a killing that “night,” the Luca cannot provide protection for the don. A Luca appears “criminal” if investigated by a Detective or Made, but “guilty” only on the night of a killing even if they have participated in killings before.
Made Gangster:
A Made is one of the two initial “Made” gangsters in a crime family. Their objective is to lead up the “wet-work” efforts on behalf of their crime family, eventually controlling the town. If investigated by a Detective or another Made, a Made gangster appears “criminal.” If investigated by a Detective during a “night” phase in which the made gangster is actively involved in a killing, they appear “guilty.” In addition, a Made gangster can conduct one “recruiting” investigation per “night” phase. This investigation will determine if the individual is “criminal,” “innocent,” or “unclear.” The initial made gangster of a family is automatically aware of the identity of the family Don. In addition, a group of mades may provide protection for another Mafioso.
If a family Don has been killed (or never existed), the Made may become a Don provided that:
There is at least one other Made in the family.
All the other Made Gangsters in your family agree to your becoming the Don.
You did not participate directly in the killing of the previous Don.
*General notes for the mafia:
A mafia family may, during each “night” phase, make one killing for every two made gangsters or sanctioned wise guys. It need not kill its entire quota each night. This does mean that, without recruiting, no kills can be made on the first “night” except by using the Luca as a Made and teaming up with the existing Made.
Made gangster investigations – given their lack of official resources – are a little chancy. “Innocents” may be regular Townies, Detectives, or a Don. “Criminals,” will include your potential recruits, the Wise guys/gals, but will also include the Mades or Lucas of another family. “Unclear” will usually indicate a Wise guy/gal, but a few of the regular Townies with a shadier past will be included in this label as well.
Secret Roles:
At least one, and potentially more, will be included. The particulars are…well…secret. :beam:
The first iteration of Capo featured: A Serial Killer who took violent objection to anyone voting for them to be lynched; A Rogue Detective who could investigate and then act as a vigilante; and The Wolf, who was a special “investigation spoofer” for the mafia. These roles may, or may not, repeat.
The second iteration featured: a Rogue Detective, Two serial killers with different motivations, a mafia counter-infiltration agent, and a team of "crusaders" who would hunt mafia and/or one another.
The third iteration featured: A Rogue Detective, Two serial killers, two additional FBI and one CIA agents opposed by a trio of communist infiltrators…one of whom was a detective as well.
This will serve as the master set of rules for Capo IV. If you have any questions or comments please post them here in the sign up thread. Once this thread is closed, further queries should be made to the host by PM.
For your information, reading pleasure, and to help generate strategems...
Link (https://forums.totalwar.org/vb/showthread.php?t=77078)for Capo di Tutti Capi and the Capo I information summary (https://forums.totalwar.org/vb/showthread.php?t=77665) thread.
Link (https://forums.totalwar.org/vb/showthread.php?t=98839) for Capo di Tutti Capi II and the Capo II information summary (https://forums.totalwar.org/vb/showthread.php?t=98632) and story (https://forums.totalwar.org/vb/showthread.php?t=89205) threads.
Link (https://forums.totalwar.org/vb/showthread.php?119802-Capo-di-Tutti-Capi-III-Concluded&highlight=capo+di+tutti+capi+III) for Capo di Tutti Capi III and the Capo III information summary (https://forums.totalwar.org/vb/showthread.php?120384-Capo-di-Tutti-Capi-III-(Summaries-and-Notices)&highlight=capo+di+tutti+capi+III) thread.
Signed up to play 117; 1 Alternate.
a completely inoffensive name
AggonyKing
Ameranth
Andres
Arjos
Askthepizzaguy
B Ray
Backwards Logic
Beefy187
Believer
Beskar
Bestrfcplayer
BillMc
Bow-wow-wow
BSmith
ByzantineKnight
Cahoma
Camikaze
Captain Blackadder
Cecil XIX
Chaotix
Choxorn
Clitsome
cpdwane
Craterus
Crazed Rabbit
DaveShack
dcmort93
Death is yonder
Diamondeye
Diana Abnoba
Double A
Drunk Clown
Earthling
edse
El Barto
ELITEWARMAN8GINGYBREADMENMILK
Erebus
Frozen In Ice
fubbleskag
fyremarble
GamezRule
GeneralHankerchief
gibsonsg91921
gnarley charlie
God Emperor
Guiri
hero di classico
Ibn-Khaldun
Ironside
Issaikhaan
Ishmael
Jarema
J.D.
Johhog
johnhughthom
Jolt
Kagemusha
kennigit
Khazaar
Krill
landlubber
LazyMcCrow
Lewwyn
Lord Brennus
Lord Winter
Major Robert Dump
Master Necromanver
Memnon
Monk
Montmorency
Moros
Neri
Nictel
Nightbringer
Niklas
O!TheLastDays!
Peasant Phil
Pharoah
Populous Romanus
Psychonaut
qlphz
Raskolnikov
Renata
Riedquat
Robbiecon
Romanic
Sasaki Kojiro
Scienter
scottishranger
Secura
Seon
shlin28
Sigurd
Silver Jan
SisterCoyote
Skotsko
slash and earn
slysnake
Sprig
sturmhauke
Subotan
Suburban Plankton
taillesskangaru
Thefluffyone93
The Stranger
Tincow
Tratorix
ULC
Visorslash
White_eyes:D
Winston Hughes
woad&fangs
Xehh II
Xenoneb
Yaropolk
Zack
*reserve players (if needed; not included at start at player's request.
Zim (Remember, sarge, if I need you you had better be on the bounce).
Thank you and please check back here (post #1) for any announcements or changes from your host.
The tentative start date is 12 September 2011. First phase will be a day phase, featuring the election of a director.
A Special Note for Those New to the Gameroom:
Newcomers to the .org or orgahs who've never mafia'd before, the staff has prepared the following brief orientation (https://forums.totalwar.org/vb/showthread.php?137772-Welcome-and-orientation-for-Capo-IV) for you.
For all of you Gameroom recidivists and those who are now up to speed on things orgah:
Here are some of the particulars relevant for capo including the code of ethics and rules.
Code of Ethics
To begin with, all players are expected to adhere to the following code of ethics during play. The code has been annotated in a different color text to denote particulars relevant to CdTC-IV.
Gameroom Mafia Player’s Code of Ethics
I will endeavor to adhere to the basic rules for good posting/participation expected of all members of the .org community.
I will not use screenshots relating to a mafia game during that mafia game. This includes my posts within the thread, my private messages, my individual e-mails or any other means of communication.
This is hugely important for Capo games. Part of the charm of Capo is the degree of ambiguity and the lack, for the most part, of absolute results on investigations etc. You are free to fabricate, connive, or otherwise finesse your way to success. Screenshots destroy this and make the game pretty much moot.
I will not use an alternate .org identity for any aspect of a mafia game and will restrict myself to the identity used in signing up for the game for all communication relating to that game. Note: This does not include those game-specific alternates made available for mafia play. Otherwise, the use of multiple identities is against org policy and may draw unfavorable attention from moderators and administrators. Gameroom alternate accounts will not be used for Capo.
If I have additional abilities as a moderator or administrator on the forum, I will endeavor not to use those abilities as part of my participation in a mafia game, save where asked to do so by the game’s host in response to a valid moderator-related question or function.
As I have learned, it is impossible for moderators to "turn off" some features, such as their ability to see those who are "invisible." I am also well aware of the personal sense of honor moderators bring to the job -- players have nothing to fear regarding their mods in a game setting, as much history here in the Gameroom will confirm.
I will not quote from a private message or from a chat log in the main thread of a mafia game and will not do so in private messages, e-mails, or other communications with anyone who was not originally a party to that message or chat unless permitted to do so by the game host.
Such quotations ARE permitted in CdTC-IV, provided that no screenshots are used and that none of the restricted information (noted in red on your role PMs) from your role PMs is discussed. Please remember that our creative group might also be fabricating this sort of thing. :beam:
I will endeavor to abide by the rules and conditions laid out by a host for her or his own game at all times.
If I believe that I have accidentally contravened this code, broken one of the rules laid out by the host, or believe myself to be on the receiving end of another who has done so, I will report my behavior to the host, attaching any relevant support information, and await the decision of that game host before continuing play.
Rules of Play
Setting
Fatlington, New Jersey, October 29, 1951:
The temperatures are moderate, but it has been a surprisingly wet Fall. Fatlington has been isolated by federal authorities and the New Jersey guard and the locals are all but panicking at the isolation. To add to this pressure cooker, Commissioner Fermanagh has learned that the mafia -- thought to have been defeated -- is once again attempting to make a play for control of Fatlington. Former mayor, now Governor Tosa Inu, though now largely “distant” from the affairs of Fatlington, has left a varied cadre of successors to handle Fatlington’s affairs. With yet another crisis looming, this leadership group has decided to resort to the Committee of Vigilance used in the previous crises.
You are one of the city's "best and brightest" who will be part of the committee. As is usual with these sad affairs, some of those present are responsible for the town's troubles and it is your job to weed them out and save the town. Sadly, Fatlings (only snobbish New Yorkers say Fatlingtonians) are all too familiar with this process.
It is Monday, October 29th, 1951.
• The UN “police action” in Korea continues, with Chinese and North Korean forces pushing back the UN troops under MacArthur and Walker. UN forces would not stop this offensive until the end of the year. At the end of 3 years of conflict, the two opposing forces faced each other more or less exactly on the same line wherefrom things had begun in 1950 – but with 3.5 million dead among the participants.
• Winston Churchill has just been elected Prime Minister.
• The official conclusion of World War II is made with the treaty of San Francisco (Sept.) and Truman’s declaration of the cessation of hostilities with Germany (oct.).
• The Cold War and McCarthyism are in full swing.
• The USA has, only months ago, detonated the first ever Thermonuclear device (H bomb) on Eniwitok.
• I Love Lucy has just this month debuted on television. It’s debut is watched by an unsurpassed 10,6 million viewers.
• Telephones are now able to dial directly from coast to coast.
• Bobby Thompson, earlier this month performs the “Miracle of Coogan’s Bluff,” but the Dodgers go down to defeat at the hands of their cross-town rivals, the New York Yankees, who win the “subway” series in six games.
The question for you is, who will win things in Fatlington?
How to Win
The game ends when one of the following conditions obtain:
1. The Dons of all the mafia families (including replacement Dons and Dons of newborn families) are dead and the total of town-aligned players exceeds that of the mafia (unaligned wiseguys, and most “individualist” roles are counted as town-aligned for this purpose but third party “secret factions” and some “individualist” roles are not counted as being part of either faction. This is a townie win. Traditionally, the last Don is depicted as leaving town rather than dying, mostly for narrative purposes.
2. A single mafia family removes all other Dons aside from their own and also outnumbers the total remaining number of Mafiosi of the other families (or unaligned) , townspeople, and unaligned/neutrally aligned players. This is a mafia win for that family and the Don of that family becomes Capo di Tutti Capi.
3. If the specific victory conditions of a secret “third” party faction have been met. These conditions typically involve the domination/outnumbering of the remainder of Fatlington. This would count as a third party victory.
4. All mafia Dons are deceased, as in number one above, but the number of Mafiosi and Town-aligned players are equal. This constitutes a draw.
5. All Mafiosi, Town-aligned, and Third Party players are deceased, with the only survivors being “individualists” with special roles/victory conditions. In this instance, such individualists are NOT counted as Town-aligned and the game is judged a “no contest.” In practice, this would probably be a serial killer win.
In addition to these general victory conditions, most players also have individual objectives that will modify the magnitude of their own victorys/defeats. This should be noted on your role sheet. It is possible for your larger faction to “win” but you personally to suffer a defeat because of the modification of your results. Many of the “individualist” players are solely assessed on their individual victory conditions.
Remember, Capo being Capo, it is entirely possible for you to be unsure of your faction’s victory even as you remove the last known enemy from play. Many (most?...ALL?) players may have ulterior motives and all may not be quite as it seems. This is, of course, a way to make the final writeup more fun!
Game Phases and Basic Gameplay
At the outset of the game you will be randomly assigned a role, the role PM explaining the particulars will be sent to you, and shortly thereafter, play will commence.
This is the basic format that will be used:
PM #1
Role: Townie
Alignment: Town
Summary: You are the “salt of the earth” of Fatlington. You start with no particular abilities save for any individual secret traits you may have. In Fatlington, however, nobody has to be an inactive player and no townie is required to remain so for the entire game. How and for what cause you craft your future is up to you.
Victory Conditions: You achieve victory by voting to lynch suspicious individuals and/or participate personally in their removal until such time as: a) all of the Mafia Dons, original and created, have been killed and the remaining townies and unaligned Wiseguys outnumber the remaining Mafiosi OR until your character has died. Your personal survival, though it will add to the level of your victory, is secondary to the overall success of the town.
Town win with 41+% of original townie roles surviving = decisive victory.
Town win with 21-40% of original townie roles surviving = clear victory.
Town win with fewer than 20% of the original townie roles surviving = close victory.
Neither side wins = draw.
Town defeat with fewer than 10% of the orginal mafiosi or wiseguys surviving = close defeat.
Town defeat 11-25% of orginal mafiosi or wiseguys roles surviving = clear defeat.
Town defeat 26+% of orginal mafiosi or wiseguys roles surviving = decisive defeat.
-- Your personal survival moves you one category up on this scale.
Abilities:
Daytime:
1. You may vote to lynch or select as can any other player.
Nightime:
Active Actions
1. In combination with 2 other townies, you can form a protection group (3 required) and attempt to protect one other player. If no attack occurs, nothing happens. If the target is attacked your group will save her/him and receive credit for the save. More than 3 townies can work in the same group (limit 5), though this does not provide any other benefit aside from participation credit. If only 2 townies participate in a save effort and the target is attacked, that effort automatically fails. If only 1 townie attempts a save and the target is attacked, that effort fails and the townie has a 1 in 6 chance of dying (50%) or being revealed by name (50%) in that failed attempt.
2. In combination with 4 other townies, you can form a vigilante group (5 required) and attempt to kill one other player. More than 5 townies can work in the same group (limit 7), though this does not provide any other benefit aside from participation credit. If fewer than 5 townies participate in a kill effort, that effort automatically fails. If only 1 townie attempts a kill, that effort fails and the townie has a 1 in 6 chance of dying (50%) or being revealed by name (50%) in that failed attempt.
Passive Actions: Townies have no passive actions unless so specified in their secret abilities PM.
Secret Abilities/Traits:
These are listed in your second pre-game PM and are not to be revealed or discussed during play…only used.
Regarding Investigations
1. If you are investigated by a detective, it is likely that you will be evaluated as “innocent.” A minority of townies, however, will register as “unclear,” while an even smaller percentage will register as “criminal” because of a mis-spent youth or poor choice of associates.
2. You will register as “guilty” only if you participate in a successful killing, and will continue to register as “guilty for the remainder of the game or until you change roles.
3. If investigated by a made gangster, it is likely that you will be evaluated as “innocent,” though a minority will register as “unclear” and a very few as “criminal.” Made Gangsters cannot scan for guilt.
4. The result you display for a detective may differ from the result a Made would get on you, but will be consistent for all detectives and for all mades.
Role Changing
1. After two successful saves during protection efforts, one of your group will be offered the opportunity to become a Doctor. If you so choose, you cease being a standard townie and will be given the Doctor’s role sheet and objectives. Subsequent saves by the same group members will produce two doctors at random. Any player who participates in four successful saves will also be offered the Doctor role. You will be given this role-change opportunity only once.
2. After two successful kills, one of your group will be offered the opportunity to become a Wiseguy. If you so choose, you cease being a standard townie and take on the Wiseguy role and objectives. Any townie with three successful kills will be offered the Wiseguy role. You will be given this role-change opportunity only once.
3. If you earn and are offered both Doctor and Wiseguy roles but decline them both, you will be given the opportunity to become a Rogue Detective instead. Rogue detectives have both an investigative ability and a solo-kill capability.
Phase Rotation:
For the most part, the usual sequence of 24-hour days and 24-hour nights will be followed. A timer will be used to keep things on pace (and thanks to Tincow!).
The first day phase (opening phase of game) is usually shorter than 24 hours as it serves mostly as a time for player communication and the only “business” being conducted is the selection of the initial Director of the Committee of Vigilance.
The first two night phases are usually extended to allow players to coordinate effectively. Recidivists will recall the system pretty well, but newcomers are given a little extra time to get in the swing of things.
Phases falling on weekend days (East Coast USA) will probably be extended as well, in order for the host to discharge family duties properly.
Basic Phases of Play, Night Actions, Night PMs, Failed Action Results
Day Phase: Each day the town may vote to lynch one suspect from among the list of players. Each townsperson save for the director can cast one vote (see below for procedure). On odd-numbered day phases, the town also votes to select a Director (see below for procedure). The host will write up the results of these votes and post them for general consumption, along with any juicy particulars about any executions. The game then proceeds to the next night phase.
Certain traits or roles may allow for a specific daytime action, but these will be infrequent. Any such abilities will be explained in the individual role PM.
Night Phase: Every role has something to do at night – even if your choice is to do nothing. Since every role can be active, with investigations attempted, murders, etc., all players should PM the game-master during each night phase to indicate their actions. The game-master will respond as quickly as possible, and will write up results that take effect immediately prior to the next day phase and voting.
Night Actions:
Night Actions fall into two general categories: active and passive.
Active night actions include kill and protection attempts, as well as any other action that may directly exert influence on another player. Each player is limited to only ONE active night action per night unless specifically outlined in your role PM. Most players will have to coordinate night actions with other players in order to be effective.
Passive night actions include most investigations and can often be carried out in addition to the single active night action attempted by the player. However, each individual should be careful to note how the particulars of their role/traits influence passive actions. It is often the case that passive actions are restricted based on any Active actions undertaken. Passive actions are usually individual.
Your choice of Night Action(s) should be sent by PM to the host. Please note that failure to do so within the time limit or failure to properly coordinate messages among Active action teams will result in their failure….or worse. Attached is an example of a night action PM.
PM Example: (A team of two sanctioned Wiseguys and one Townie (gone bad) attempt to kill another player)
Night 4: Sanctioned by Don Pentangeli and working with Red Harvest and Divinus Arma, I will kill Strike for the South.
In addition, I will use my “sleuth” trait to investigate Sasaki Kojiro.
This is a good example in that it clearly spells out all of the team members and their action. However, if Don Pentangeli fails to send in a pm sanctioning the effort, then the team will fail as two Wiseguys and one townie cannot make a successful kill (Fun note, if all three are wiseguys, then the kill would work, but would not count towards any of those wiseguys becoming Mades as the kill was unsanctioned, Capo being Capo, a failure could reveal that someone had different abilities then they were letting you know about…). The same failure result would occur if either Red Harvest or Divinus Arma failed to send in orders or sent in orders that differ significantly from those in the example above. In any case, the individual passive action using the sleuth trait would function normally.
Failed Night Action Consequences
Any failed mafia-sanctioned hit is just listed as an attack. The write up will usually suggest the numbers involved, allowing players to determine – mostly – that this was a mafia attempt. The write up will also indicate the source of failure: protection, luck, or poor coordination.
Any failed townie vigilante hit or independent wiseguy hit is just listed as an attack. Again, the write up may reveal the number of attackers and allow players to estimate what was happening. The write up will also indicate the source of failure: protection, luck, or poor coordination.
Any townie who ends up, through poor orders coordination or betrayal, making a solo attack, will not only fail, but will have that solo attack narrated in a way that indicates others were expected to be present. In addition, that townie runs a 1-in-6 chance of being killed (50%) or revealed by name (50%).
Any wiseguy who ends up, through poor orders coordination or betrayal, making a solo attack, will not only fail but will have that solo attack narrated in a way that indicates others were expected to be present. The wiseguy will also run a 1-in-6 chance of being revealed by name.
Please note that these basic consequences for a failed night action may be modified by the abilities possessed by certain “individualist” roles or advanced role status (e.g. Surgeon-level doctor).
As with day actions, all night actions – successful and otherwise – will be written into a narrative write up covering the events of the preceding night. You should mine this information for clues, but be careful as some things are accidentally… or purposefully,,, misleading. Players engaged in mayhem of any form are STRONGLY encouraged to provide specifics as to method/style of action or even to write up their own efforts. While I reserve the right to edit or change as needed, I will make an effort to use any such material in writing up the results.
Investigation results will be communicated by private PM following the write up. Notifications of status change or role changes will also be made following the write up. Feel free to remind me if you think I missed something, but give me an hour or two after the write up first as I might have quite a few PMs to send out.
Everyone:
PLEASE get your PM to me by the deadlines posted in the thread. I will seldom be able to take a “late” PM and have it count as this is unlikely to be fair to the other players.
Concerning Investigations
Information may be the single most valuable commodity in Fatlington. Virtually every game has centered on the acquisition of information about other players’ roles and actions….by fair means and foul.
The basic model for investigations is as follows:
1. The targeted player’s name is submitted by night action PM to the host.
2. Following the writeup, a results PM will be sent to the investigator.
3. The results will indicate both basic status and any discovered information as to player role.
The following basic metric will be used:
1st investigation = reveals current status with a one in two hundred sixteen chance of learning role.
2nd investigation of same target = starting status; one in thirtysix of learning role
3rd investigation of same = current and starting status; one in six of learning role
4th and subsequent investigations = current and starting status; one in three of learning role.
Certain investigators may get better results in one category or another, and/or receive their results in a delayed fashion.
Clarity to Balance the Ambiguity
Upon death, the local gendarmerie will launch a full investigation of that individual to try to determine the reason they were killed. Though slow (results reported on the 3rd morning after death), their then-current role will be revealed. Unfortunately, the specific actions of that individual -- what they did with their role -- will remain a mystery (until the post-game!).
Since investigations are imperfect in this game and since roles can be taken a number of different directions (or even changed), this provision gives the town some hope of a successful conclusion. Please note however, that this revelation will occur a significant period of time after the death of that player.
Day Actions: Lynch Voting and Director Selection
There are two types, lynch voting and Director selection. Each living townie except the director may vote to lynch one townsperson per day. On odd-numbered days, each living townie may also vote for the next director (who gets a two-day term).
To lynch a suspect:
You may vote or not vote at your choice. Please be aware however, that persistently avoiding the voting process will result in your removal from play. While the game-master reserves the right to remove someone from play when/if needed at the host's discretion, as a “rule-of-thumb” missing 3 votes in a row or 5 overall is likely to result in your removal.
Legal vote choices include:
1. voting by name for a living fellow townie to express your preference for their lynching
2. voting “abstain” indicating you have no preference as to who is lynched
3. voting “no lynch” indicating that you want no one lynched that day
4. voting “present” to indicate your continued participation
To be counted, a vote MUST be posted in bold typeface using the following format:
e.g. Vote: Seamus Fermanagh
To change a vote, please post the following:
e.g. Unvote: Ser Clegane; Vote: Seamus Fermanagh
If you abbreviate the name of the person for whom you are voting, please do so in a clear and consistent fashion. If I can’t figure it out, I will not count it.
These votes are, of course, part of the public discussion in the thread and available for all to evaluate.
To select a Director:
You may:
1. “Select: Name” to select a given player as director
2. “Select: Abstain” indicating you have no preference
3. “Select: Vacant” to have the post vacant (filled by Commish' Seamus)
4. “Select: Present” to indicate your continued participation
To be counted, a selection MUST be posted in bold typeface using the following format:
e.g. Select: Seamus Fermanagh
To change a selection, please post the following:
e.g. Sack: Ser Clegane; Select: Seamus Fermanagh
As before, this IS part of your public posting in the thread and any abbreviations must be clear. It may be posted in the same post with your lynch vote or not at your choice.
You may vote to lynch, select a director, do neither, or do both at your choice.
IMPORTANT RULE NOTIFICATION BY HOST:
You may NOT edit a post containing a vote or selection. If you do this, you will receive a warning. Repeat it, and you will be removed from the game. It is important for players (and the host) to be able to track such changes properly. Remember, you are free to change your vote and/or re-post any other information in a new post, but do NOT edit the vote/selection post itself. Make a new post and add to your post count. Thanks.
Playing While Dead
While there are no "hero closets" in CdTC, you ARE encouraged to continue play once your character has died so as to contribute to your family/faction's victory if possible.
There ARE important restrictions than must be observed:
1. The dead may post, but not vote, select, or carry out any night actions (active or passive).
2. Dead players may not reveal their roles publicly or privately until that role has been revealed as per section V and may not reveal their “familiy” or role particulars even after that time.
3. Dead players may not quote from a PM unless that PM has been posted in the public thread by a living player.
4.Dead players may not reveal, recount or allude to their previous night actions (or results thereof in the case of investigations) publicly or privately – even to confirm a previously made public or private reveal.
5. Unsure? Ask the host!
PLEASE BE CAREFUL WITH THIS!
Most of the arguments/problems with CdTC in earlier games resulted from dead players venting their frustration by revealing information or some such. As this can spoil the play/chances of others, it is very important that you abide by the rules above. Frustration at your being betrayed is understandable, but remember that it is just a game and that others, including your team-mates and associates, are still at play. Moreover, moderators take a dim view of such antics and could suspend your Gameroom privileges -- please make this rendition of CdTC fun for all even if you are annoyed in the short run.[/COLOR]
Screenshots and Miscellaneous Points
No screenshots may be used, from or to anyone, for ANY purpose – this includes during PMs. Feel free to quote from the public portion of my Role PM’s to you or to fabricate as you see fit.
My Traits and other particulars PM to you, usually the second PM your receive prior to play, cannot be revealed in whole or in part to any other player except as noted in that additional material itself.
Chatlog conversations may be referenced/quoted, but may not be copied via screenshot. Note: it can be difficult to maintain role secrecy during chat conversations. Be warned.
"Suicide" will not be allowed in this game (it is possible to create an unplayable game with nothing but suicide pact challenges going on. This is not the intended mode of play for this game). Players who must remove themselves from play for schedule reasons should send me a PM. I will then write them out of play. I try to avoid this, as most players like to have lots of targets.
It is STRONGLY suggested that all players enable “invisible” mode so that technology is not used to trap you. If you remain visible while on the .org boards, your activity can be logged and compared against a "normal" profile providing clues as to your role, working partners, etc.
Game Roles
Usually referred to in the male singular, no disrespect intended.
Townie Roles:
Detective:
May investigate two persons per night phase. The investigation will list the individual as innocent (Townie, Don), criminal (Luca, Made not killing, Wise Guy not having killed at all, and some townies), or guilty (Luca or Made on the night of kill, Wise Guy or Townie who has killed – you either get the current kill or their whole track record as well). Acts as a Townie in other respects. Reads as “innocent” if investigated.
Doctor:
May protect one person from murder each night phase (this protection extends to multiple attempts). Acts as a Townie in other respects. After 2 successful protections (attacked, did not die), the Doctor becomes a Surgeon. Doctors display investigation results as for a standard townie.
FBI Detective:
May investigate two persons per night phase. Results, which parallel those of the regular detective but tend to be more accurate given the FBI’s greater resources, are delayed in comparison to a normal detective because of the need to interact with FBI bureaucracy. May not participate in any murders and always reads as “innocent” if investigated.
Surgeon:
Functions in all respects as a Doctor, but anyone attacking the Surgeon’s protectee not only fails to kill the target, but has a 1 in 6 chance of dying in the attempt. Unlike Doctors, surgeons always register “innocent” if investigated.
Townie:
A townie has no special abilities – at least at the start. Most Townies will appear as “innocent” if investigated by a detective, though a minority will appear as “unclear” and a very small minority as “criominal.” If investigated by a made, the most will be “innocent,” some “unclear,” and a minority “criminal.”
Townies may band together to kill one target per night phase, but must do so in groups of 5. If this strategy is chosen, you will appear “guilty/criminal” in subsequent investigations. Townies who have successfully accomplished 2 murders will all change roles to Wise Guy(Gal).
Townies may also band together in groups of 3 to provide protection to one Townie (not in their group), functioning as a Doctor. 2 successful protections (attacked, did not die) allow them to select one of their group as a full Doctor. Each subsequent successful protection will result in another member being promoted.
Neutral Roles:
Director of the Committee of Vigilance:
On the first day phase, and then on each odd numbered day phase thereafter, the town elects the person who will direct the lynching effort. That person shall be director for the next two lynchings following their selection. [e.g. Elected Day 1, Director Day 2, Director Day 3, Elected Day 3, Director Day 4 & 5, etc.] That person will choose the lynching mode, carry out the lynching, and, in the event of a tie vote, the director will decide who among those tied for the most votes will be executed. The director can execute none, one, more, or all of those tied votees at the Director’s discretion. The Director is provided with a special goon squad to aid in the executions, and this squad also makes it impossible to kill the Director while they are in office. This squad also prevents active night actions of any kind, which may be limiting or fatal to some players. While directing the lynchings, the individual in question may not vote for anyone to be lynched, though they may help select the next director.
Wise Guy/Gal:
A wise guy/gal belongs to no criminal family…yet. They may be recruited by a family and start doing “wetwork” for that family; they may “go straight” functioning as a regular townie and not getting involved in crime, or they may attempt to operate in conjunction with a group of individuals sharing the same wise guy/gal role, creating their own “family.”
If investigated by a detective, the Wiseguy will appear “criminal” if they have not been involved in a killing and “guilty” if they have…even if that killing was a while back. If investigated by a made, they will appear either as “criminal” or “unclear.”
A Wiseguy becomes a “Made gangster” after having participating in 3 killings for a family and having received consent from the family Don. They may or may not be made aware of the Don’s identity, at that family’s discretion. They do assume the investigative powers of a Made gangster as well as their investigation status.
Wiseguys operating as an independent “family” have no Dons, Mades, or Lucas, and can perform only 1 killing for each 3 Wiseguys. Following their 3rd successful murder, these 3 wiseguys may choose one of their group to become a Made. Each subsequent killing will result in a further promotion.
Mafiosi Roles:
Don(na):
A Don is the leader of her/his crime “family.” Their objective is to eliminate all of the other dons in the game, and to have more members in their crime “family” than the total of innocent townies and opposing criminals, thus gaining control and becoming the “Capo de tutti Capi.” There are 5 families at the start of play: Barzini, Corleone, Cunnio, Stracchi, & Tataglia.
A Don normally cannot kill opponents during a “night” phase, and must work through others. Normally, however, they appear as “innocent” if investigated by a detective or made, so they can camouflage themselves well. Even the FBI detective is unlikely to spot them. If the Don has lost all the other members of her/his family, they may perform 1 kill per “night” phase. However, subsequent to any such killing they will be identified as “guilty” if investigated by a detective, and “criminal” if investigated by a made.
In addition, a Don is normally protected by their Luca, making them effectively unkillable. Should her/his Luca not be functioning in “protection” mode, the Don may be killed as would any other Townie.
Luca:
A Luca is one of the two initial “Made” gangsters in a crime family. The Luca’s objective is to protect their “Don.” This protection function is always “on” unless the Luca is undertaking other active night actions. The Luca is automatically aware of the identity of the family don.
A Luca does not normally kill opponents during a “night” phase, but may function as a Made gangster in this regard (no recruiting investigation), participating in a killing each night. If participating in a killing that “night,” the Luca cannot provide protection for the don. A Luca appears “criminal” if investigated by a Detective or Made, but “guilty” only on the night of a killing even if they have participated in killings before.
Made Gangster:
A Made is one of the two initial “Made” gangsters in a crime family. Their objective is to lead up the “wet-work” efforts on behalf of their crime family, eventually controlling the town. If investigated by a Detective or another Made, a Made gangster appears “criminal.” If investigated by a Detective during a “night” phase in which the made gangster is actively involved in a killing, they appear “guilty.” In addition, a Made gangster can conduct one “recruiting” investigation per “night” phase. This investigation will determine if the individual is “criminal,” “innocent,” or “unclear.” The initial made gangster of a family is automatically aware of the identity of the family Don. In addition, a group of mades may provide protection for another Mafioso.
If a family Don has been killed (or never existed), the Made may become a Don provided that:
There is at least one other Made in the family.
All the other Made Gangsters in your family agree to your becoming the Don.
You did not participate directly in the killing of the previous Don.
*General notes for the mafia:
A mafia family may, during each “night” phase, make one killing for every two made gangsters or sanctioned wise guys. It need not kill its entire quota each night. This does mean that, without recruiting, no kills can be made on the first “night” except by using the Luca as a Made and teaming up with the existing Made.
Made gangster investigations – given their lack of official resources – are a little chancy. “Innocents” may be regular Townies, Detectives, or a Don. “Criminals,” will include your potential recruits, the Wise guys/gals, but will also include the Mades or Lucas of another family. “Unclear” will usually indicate a Wise guy/gal, but a few of the regular Townies with a shadier past will be included in this label as well.
Secret Roles:
At least one, and potentially more, will be included. The particulars are…well…secret. :beam:
The first iteration of Capo featured: A Serial Killer who took violent objection to anyone voting for them to be lynched; A Rogue Detective who could investigate and then act as a vigilante; and The Wolf, who was a special “investigation spoofer” for the mafia. These roles may, or may not, repeat.
The second iteration featured: a Rogue Detective, Two serial killers with different motivations, a mafia counter-infiltration agent, and a team of "crusaders" who would hunt mafia and/or one another.
The third iteration featured: A Rogue Detective, Two serial killers, two additional FBI and one CIA agents opposed by a trio of communist infiltrators…one of whom was a detective as well.
This will serve as the master set of rules for Capo IV. If you have any questions or comments please post them here in the sign up thread. Once this thread is closed, further queries should be made to the host by PM.
For your information, reading pleasure, and to help generate strategems...
Link (https://forums.totalwar.org/vb/showthread.php?t=77078)for Capo di Tutti Capi and the Capo I information summary (https://forums.totalwar.org/vb/showthread.php?t=77665) thread.
Link (https://forums.totalwar.org/vb/showthread.php?t=98839) for Capo di Tutti Capi II and the Capo II information summary (https://forums.totalwar.org/vb/showthread.php?t=98632) and story (https://forums.totalwar.org/vb/showthread.php?t=89205) threads.
Link (https://forums.totalwar.org/vb/showthread.php?119802-Capo-di-Tutti-Capi-III-Concluded&highlight=capo+di+tutti+capi+III) for Capo di Tutti Capi III and the Capo III information summary (https://forums.totalwar.org/vb/showthread.php?120384-Capo-di-Tutti-Capi-III-(Summaries-and-Notices)&highlight=capo+di+tutti+capi+III) thread.
Signed up to play 117; 1 Alternate.
a completely inoffensive name
AggonyKing
Ameranth
Andres
Arjos
Askthepizzaguy
B Ray
Backwards Logic
Beefy187
Believer
Beskar
Bestrfcplayer
BillMc
Bow-wow-wow
BSmith
ByzantineKnight
Cahoma
Camikaze
Captain Blackadder
Cecil XIX
Chaotix
Choxorn
Clitsome
cpdwane
Craterus
Crazed Rabbit
DaveShack
dcmort93
Death is yonder
Diamondeye
Diana Abnoba
Double A
Drunk Clown
Earthling
edse
El Barto
ELITEWARMAN8GINGYBREADMENMILK
Erebus
Frozen In Ice
fubbleskag
fyremarble
GamezRule
GeneralHankerchief
gibsonsg91921
gnarley charlie
God Emperor
Guiri
hero di classico
Ibn-Khaldun
Ironside
Issaikhaan
Ishmael
Jarema
J.D.
Johhog
johnhughthom
Jolt
Kagemusha
kennigit
Khazaar
Krill
landlubber
LazyMcCrow
Lewwyn
Lord Brennus
Lord Winter
Major Robert Dump
Master Necromanver
Memnon
Monk
Montmorency
Moros
Neri
Nictel
Nightbringer
Niklas
O!TheLastDays!
Peasant Phil
Pharoah
Populous Romanus
Psychonaut
qlphz
Raskolnikov
Renata
Riedquat
Robbiecon
Romanic
Sasaki Kojiro
Scienter
scottishranger
Secura
Seon
shlin28
Sigurd
Silver Jan
SisterCoyote
Skotsko
slash and earn
slysnake
Sprig
sturmhauke
Subotan
Suburban Plankton
taillesskangaru
Thefluffyone93
The Stranger
Tincow
Tratorix
ULC
Visorslash
White_eyes:D
Winston Hughes
woad&fangs
Xehh II
Xenoneb
Yaropolk
Zack
*reserve players (if needed; not included at start at player's request.
Zim (Remember, sarge, if I need you you had better be on the bounce).
Thank you and please check back here (post #1) for any announcements or changes from your host.