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Thread: New non(exaxtly)-mafia game idea: Torun Federation

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    Senior Member Senior Member Jarema's Avatar
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    Default New non(exaxtly)-mafia game idea: Torun Federation

    Torun Federation

    Mafia-Diplomacy/Risk game


    This is map-based game for 12 players (and me). It is somewhat similar to Zack's Cardiac Steel idea, but setting is in fantasy world.
    Main idea of the game is to connect diplomacy/risk like map-based strategy and mafia game (with lynch and night actions).
    There would be 12 nations in the game, plus High Druid, plus Demon Horde.
    Every day, players votes to lynch someone. During nights, army movement and most other action are made.

    Victory conditions:
    Spoiler Alert, click show to read: 
    1. There would be four sides of the game: three teams (Red, Blue, Green) and mafia (hidden among team members). Each team will consist of 4 players, one of them would be mafia.
    2. Mafia victory: mafia wins if one of this three situations happens:
    1. Teritories controlled by mafia members outnumber territories controlled by other players together
    2. Mafia players outnumber townie players
    3. Mafia players get control over Sacred Grove and retains it for full turn (i. e. not loses it in following move)
    3. Red/Blue/Green victory. Team can win when one of following conditions is met:
    1. all other teams and mafia are eliminated
    2. mafia is eliminated, territories controlled by team members outnumber territories controlled by two other teams together by at least 10.
    3. Territories controlled by team (not including mafia player) outnumber territories controlled by all other players together (mafia and other teams) by at least 10


    Lynching
    Spoiler Alert, click show to read: 
    There are 3 types of lynch, each with different consequences:
    1. minor lynch: player with the most votes is lynched, minor lynch happens when criteria for other lynches are not met, OR 2 or more players are tied for lynch (all tied players suffer minor lynch then). Consequences of minor lynch: player does not get any income during following night, loses 10 action points, and one reputation point
    2. normal lynch: player with the most votes on him is also voted by the most players, and criteria for major lynch are not met. Consequences of normal lynch: player does not get any income during following night, loses 15 action points and two reputation points, and loses all inner territories (they are turned into neutral territories)
    3. major lynch: player has absolute majority of votes OR players on him. If there would be two major lynches at the same time (hard, but possible), both players suffer consequences of normal lynch. Consequences of major lynch: player does not get any income during following night, loses all action points and three reputation points, loses all inner territories, and number of armies at each teritory is decreased to 1


    Votes
    Spoiler Alert, click show to read: 
    1. One vote for every player automatically
    2. One vote for having one's own capital
    3. One vote for every city
    4. One vote for team's leader
    5. One vote for having reputation 20 or higher
    6. Player can buy one vote for XXX


    Game start
    Spoiler Alert, click show to read: 
    1. All 'regular' neutral territories have 2 armies at them
    2. All neutral cities have 3 armies
    3. These armies 'respawn' at the beginning of every turn
    4. All players start with one territory. Before night zero, every player sends me information about preferred territory, and if no-one else wants it, he gets it. Players can discuss territory picking with their team mates, and in general game thread
    5. All players start with 10 armies. During night zero, no income is given to players
    6. During first day, only minor lynch can happen
    7. Game starts with night zero


    Rules of warfare
    Spoiler Alert, click show to read: 
    1. During each night, players can perform various actions. Each action costs some action points
    2. every night, player have 20 action points (AP) to use. They are spent at various activities (spies, diplomacy, fights, and other)
    3. Each single attack costs 2 AP
    4. Player can attack from his own territory into any bordering territory owned by neutrals or other player
    5. Player can attack his/her team mate
    6. Combat is resolved in turns. At every turn, attacker and defender rolls 3 dices each (or less, if there are less than 3 armies at any side, that player rolls only as many dices as many armies he has). Dices are compared, in the order from highest to lowest. Winner in each pair of dices kills one army of enemy. Then, next turn starts. In case of draw, attacker wins (there are exceptions). For example, attacker rolls dices: 6, 5, 3, and defender rolls: 6, 6, 5. First pair – draw – is won by attacker, second by defender, and third by defender. Attacker loses 2 armies, defender loses 1. Maximum 10 turns of combat happens. If battle is not resolved before it, remaining attacking armies return to their starting territory
    7. If attacker attacks one territory from two or more his territories at the same time, he adds +1 to the result of highest dice each time dices are rolled during combat (flanking bonus); of course such attack costs at least 4 AP
    8. Player can move armies from one of his territories to another. Each such move costs 1 AP
    9. There must always be at least one army of player at every of his territories. That army cannot be moved


    Mafia
    Spoiler Alert, click show to read: 
    1. Defiling: mafia must conduct defiling ritual once per night. One of mafia players names territory where it took place. The same territory cannot be selected twice for defiling. If mafia has no territories that are not defiled left, this action is skipped. Defiling has 2 results:
    a) defiled territory is tainted: spies can detect that defiling ritual was conducted there. (during the night when it is conducted, and during 2 next nights)
    b) one chosen enemy territory is barraged with foul magic – half of armies at this territory are killed
    2. Mafia bonuses: see regions
    3. Mafia special spy actions: ????? (to be added)
    4. Partial control over Demon Horde


    Maps


    Map comments
    Spoiler Alert, click show to read: 
    1. Yellow island at the north of the map at the start of game belongs to me. If mafia player captures (and holds for 1 turn) Sacred Grove, mafia will win
    2. Territories marked with gold are starting positions that you can choose from. Every player should choose 3 positions, in the order of preference
    3. Territories inside gray border, close to the Isle of Sacred Grove, in a little beuge colour, are part of fallen empire of Vartarese. They are called 'inner territories' and are associated with special bonuses – each territory counts as one city
    4. Regions. There are 10 parts of continent, besides inner territories. Each of regions has its own name, and is associated with a bonus income:
    Spoiler Alert, click show to read: 
    1. Isle of Sacred Grove: 5 territories, 4 income
    2. Ancient Wastes: 20 territories, 6 income
    3. Falkven Desert: 11 territories, 4 income
    4. Scorched Steppes: 16 territories, 5 income
    5. Sorro Swamps: 11 territories, 4 income
    6. Sorro Plateau: 14 territories, 5 income
    7. Windy Plains, 16 territories. 5 income
    8. Rovan Peninsulas, 17 territories, 5 income
    9. Eastern Reaches, 12 territories, 4 income
    10. Small Isle, 2 territories, no bonus income

    5. Bonus is given to a team (not a player!) that controls all territories inside given part.
    6. Special: there is special bonus for mafia. If mafia players control all territories inside given part, mafia gets the bonus. It is independent from team bonus (and only mafia knows if they get it)
    7. Cities: each player's capital (starting territory) and each inner territory counts as city. There is also 1 city inside each part of continent (called capital of this part), marked on the map. Cities are special:
    Spoiler Alert, click show to read: 
    1. Armies defending in cities add 1 to all dice rolls
    2. Player not having any cities is eliminated from game, all his territories turns to neutral
    3. Each city counts toward player's 'economic value'
    4. Each city gives one bonus vote to its owner
    5. Spies can perform more actions at cities
    6. Cities can be razed for one-time income

    8. Great Wall: inner territories are surrounded by Great Wall (represented as a gray border). Attacks from outside Great Wall into inside of it have special rule: all draws are won by defenders
    9. Sea routes: they are represented by lines connecting territories through sea. Attacks can be executed through sea routes, but during such attacks all draws are won by defenders


    Incomes
    Spoiler Alert, click show to read: 
    1. Each player gets 3 base income in gold
    2. Player gets income for having their starting capital: 3 income
    3. Player gets income for having territories: 1 income per every 5 territories
    4. Players also get gold from trade agreements (see section about diplomacy). For each agreement, 'economic value' (EV) of both players is assessed. EV = number of cities + number of regions (not counting Small Isle) + 1 per 5 reputation points. Both players involved in agreement get gold = EV of player 1 + EV of player 2 + number of turns in agreement. This result is halved if both players are from the same team.


    Reputation
    Spoiler Alert, click show to read: 

    1. Each player has reputation score. Players start with RS = 10.
    2. For being active during day, 1 point of reputation is earned.
    3. For every turn of peace or truce with every other player (not counting Infidels): 1 point
    4. For breaking peace agreement: - 5 points
    5. For breaking truce: - 2 points
    6. If signs of defiling rituals are found on the territory of player, and are reported to High Druid: - 4 points
    7. If performance of ritual is seen on the territory of player, and reported to High Druid: - 10 points
    8. For attacking independent Inner Territory: - 1 point
    9. For attacking High Druid armies outside Isle of Sacred Grove: - 5 points
    10. For attacking High Druid armies at the Isle of Sacred Grove: reputation is set at -10 points forever
    11. For declaring war on player marked as Infidel by High Druid: 3 points
    12. For attacking player marked as Infidel by High Druid: 3 points (once per player)
    13. For signing any treaty with player marked as Infidel by High Druid: - 3 points
    14. Some spy actions can lead to decrease in RS
    15. For razing city, -4 points


    Diplomacy
    Spoiler Alert, click show to read: 
    1. Starting state of diplomatic relations is truce for players from different teams and peace for players from the same team
    2. During every night, at cost of 1 AP for first diplomatic action during night, 2 AP for second, etc., player can:
    a) declare war (no need of confirmation from second player); war declaration cancels all other agreements at the end of night
    b) declare truce (second player has to conduct identical diplomatic action during the same night, or action is wasted)
    c) sign peace agreement (second player has to conduct identical diplomatic action during the same night, or action is wasted)
    d) sign open borders agreement (second player has to conduct identical diplomatic action during the same night, or action is wasted); only if peace agreement is already signed. Open border agreement means that spies can travel freely through territory of second player, without risk of being caught. It also means, that you can travel with your armies trough territory of another player (those armies are automatically moved to your territory if you break open borders agreement)
    e) sign trade agreement (second player has to conduct identical diplomatic action during the same night, or action is wasted); only if open borders agreement is already signed
    3. Diplomatic relations with High Druid are special – they depends mostly on reputation. Starting relations are: open borders agreement. If player has RS of 0 or lower, High Druid will declare war on him, and sent some armies against him. If reputation of this player become 5 or more, High Druid will be ready to sign peace agreement. If player has RS of -10 or lower, OR attacked armies of High Druid at Isle of Sacred Grove, High Druid will mark him as Infidel. Infidel is marked as infidel forever. He can never have RS higher than -10. In fact, it is assumed he has RS of -10 for the rest of the game, no matter what his actions are.
    4. As a special diplomatic action you can spent amount of gold equal to your reputation divided by 4 (rounded down), in order to increase your reputation by 1 point.


    Espionage
    Spoiler Alert, click show to read: 
    to be developed. There would be, for sure, at least few spy actions: - creating false signs of defiling rituals at enemy territory, - searching for signs of defilement, - sabotaging defenses, - stealing part of trade income, - decreasing enemy reputation, - counterespionage.


    Demon Horde
    Spoiler Alert, click show to read: 
    to be developed. It will appear in the game for the first time at Night 1. They can attack any territory adjacent to W or N border of the map. Then, demonic forces will try to conquer as much provinces as they can. Demon Horde would be able to raze cities


    Buying armies and spies
    Spoiler Alert, click show to read: 
    At night, players not only move their armies and spies, and ‘do’ diplomatic stuff. They also buy armies and spies.
    1. Armies. Armies can be bought at cities. Buying armies in one city costs 1 AP. Cost of armies: First army bought at given turn costs 5 gold; second army – 6; third army – 7, etc.
    If you want, for example, buy 3 armies at one city and 2 at another, it will cost you 2 AP and 35 gold.
    2. Spies. Spies can be bought only at player’s capital.


    Capital
    Spoiler Alert, click show to read: 
    Each player has a capital. If player does not have his starting capital, he would have to designate one of his cities as new one. As long as player holds his starting capital, he gets bonus 3 income. Spies can be bought only at capital. Some espionage actions (e. g. stealing part of income) will be more efficient at enemy’s capital. Conquering enemy’s capital grants you spoils of war: one fourth of his gold




    EDIT: some rules changed, some rules added
    Last edited by Jarema; 09-08-2013 at 16:53.

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  2. #2
    Senior Member Senior Member Jarema's Avatar
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    Default Re: New non(exaxtly)-mafia game idea: Torun Federation

    Please, write what you think about it, and if you would like to play it. It is not a finished version.
    Last edited by Jarema; 09-06-2013 at 20:31.

  3. #3
    Do not Dis Member LazyMcCrow's Avatar
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    Default Re: New non(exaxtly)-mafia game idea: Torun Federation

    Thanks Jarema. I'll get back to you on this when time to read.

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    Dark Lord of Sith Member Fishing Impossible Champion, Big Bird Hunting Champion, Squid Hunter Champion, Simpsons Shooter Champion, Fun Surfing Champion Darth Feather's Avatar
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    Default Re: New non(exaxtly)-mafia game idea: Torun Federation

    Wow, looks really cool. Has attacking neutrals influence on reputation?
    Spoiler Alert, click show to read: 
    NathaniŽl of the mouse guard

    Spoiler Alert, click show to read: 
    "Death is lighter than a feather, duty is heavier than a mountain" - Robert Jordan

    Spoiler Alert, click show to read: 
    The writer of above message is not responsible for any mistakes in the reasoning of said message.

  5. #5
    Senior Member Senior Member Jarema's Avatar
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    Default Re: New non(exaxtly)-mafia game idea: Torun Federation

    attacking 'normal' neutral provinces does not.
    attacking neutral 'inner teritory': -1 point

    Why?
    Only 'Inner teritories' are consider part of really civilized world.

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    Member Member Ishmael's Avatar
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    Default Re: New non(exaxtly)-mafia game idea: Torun Federation

    Looks very interesting. Would you be able to run through an example of a typical turn for us Jarema, in order to get a better idea of how everything fits together?

  7. #7
    Senior Member Senior Member Jarema's Avatar
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    Default Re: New non(exaxtly)-mafia game idea: Torun Federation

    Quote Originally Posted by Ishmael View Post
    Looks very interesting. Would you be able to run through an example of a typical turn for us Jarema, in order to get a better idea of how everything fits together?
    I will try to do that with limited number of players (lets say 4) and mini version of map later. I am not sure if it will work, but I'll give it try.

  8. #8
    Dark Lord of Sith Member Fishing Impossible Champion, Big Bird Hunting Champion, Squid Hunter Champion, Simpsons Shooter Champion, Fun Surfing Champion Darth Feather's Avatar
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    Default Re: New non(exaxtly)-mafia game idea: Torun Federation

    Quote Originally Posted by Jarema View Post
    attacking 'normal' neutral provinces does not.
    attacking neutral 'inner teritory': -1 point

    Why?
    Only 'Inner teritories' are consider part of really civilized world.
    Ok, so getting lynched doesn't give the other players a free ticket inside your lands.
    Spoiler Alert, click show to read: 
    NathaniŽl of the mouse guard

    Spoiler Alert, click show to read: 
    "Death is lighter than a feather, duty is heavier than a mountain" - Robert Jordan

    Spoiler Alert, click show to read: 
    The writer of above message is not responsible for any mistakes in the reasoning of said message.

  9. #9
    Senior Member Senior Member Jarema's Avatar
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    Default Re: New non(exaxtly)-mafia game idea: Torun Federation

    I will put here...

    .

    .

    .

    Basic game example

    It is start of night ten. Only four players remain. They are in two teams:
    Spoiler Alert, click show to read: 
    Team 1:
    Jaroslav (red). Reputation: 16
    Jarema (dark gold). Reputation: 7

    Team 2:
    Yay! (blue). Reputation: 3
    Ishmael (lavender). Reputation: 15
    Ishmael is, in fact, mafia.

    For the simplicity, they have 0 gold at start of night 10. Let’s assume that Jaroslav has trade agreement with Jarema, and Yay! has trade agreement with Ishmael. Teams are at war with each other.


    Maps
    Spoiler Alert, click show to read: 
    Referential map:
    https://imageshack.us/photo/my-images/713/h60j.png/
    ‘Political’ map:
    https://imageshack.us/photo/my-images/20/tlja.png/

    You can see on the map, that each player owns his own capital. Jarema also owns capital of Eastern Reaches, and Jaroslav owns city Port Movais.
    On second map, you can see their armies at the beginning of night 10.



    Night 10 begins! It will last for 24 hours


    Let’s start night management with computing players income:
    Spoiler Alert, click show to read: 
    1) Jaroslav:
    Spoiler Alert, click show to read: 
    3 (base income) + 3 (for owning his starting capital) + X
    X comes from trade with Jarema.
    X = EV of Jaroslav + EV of Jarema + 5 (let’s say, that is the length of this agreement). Then, that is halved.
    EV of Jaroslav = 2 (for 2 cities) + 3 (for reputation) = 5
    EV of Jarema = 2 (for 2 cities) + 1 (for reputation) = 3
    So, total trade value between them = 13 gold. It is halved (because they are from the same team) to 6.
    Total income of Jaroslav is then: 3 + 3 + 6 = 12. This is amount of gold he would get.

    2) Jarema
    Spoiler Alert, click show to read: 
    3 (base income) + 3 (for owning his starting capital) + 1 (for owning 5 territories) + 6 (from trade) = 13

    3) Yay!
    Spoiler Alert, click show to read: 
    3 (base income) + 3 (for owning his starting capital) + X (from trade)
    EV of Yay! = 1 (for one city)
    EV of Ishmael = 1 (for one city) + 3 (for reputation) = 4
    X = 1 + 4 + 5 (we assume this length of agreement) = 10, then halved to 5.
    So, total income of Yay! is 3 + 3 + 5 = 11.

    4) Ishmael
    Spoiler Alert, click show to read: 
    3 (base income) + 3 (for owning his starting capital) + 1 (for owning 5 territories) + 5 (from trade) = 12

    Comment: as you can see, large part of income comes from trade agreements. I suppose that in real game it would be even more so, as you can have agreement with every other player if you (and them) want


    Orders night 10
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 

    Jaroslav’s orders:
    Spoiler Alert, click show to read: 
    I want to attack with all armies from 13 to 12. I also want to move all armies from 14 to 13. Then, I buy as much armies as possible at Port Movais. I also…. (other orders, diplomacy and espionage – not included in this short description)

    My interpretation of them
    Spoiler Alert, click show to read: 
    11 armies attacks 12 from 13 (cost: 2 AP). 7 armies moved from 14 to 13 (cost: 1 AP). Two armies bought at Port Movais (cost: 11 gold, 1 AP). He has one gold left, and 16 AP to spent on diplomacy and espionage



    Spoiler Alert, click show to read: 

    Jarema’s orders:
    Spoiler Alert, click show to read: 
    Move 4 armies from 1 to 7, and 2 armies from 9 to 10. Buy 1 army at 7. Then…. (other orders, diplomacy and espionage – not included in this short description)

    My interpretation of them
    Spoiler Alert, click show to read: 
    4 armies moved from 1 to 7 (cost: 1 AP). 2 armies moved from 9 to 10 (cost: 1 AP). 1 army bought at 7 (cost: 5 gold, 1 AP). He has 8 gold left, and 17 AP to spent on diplomacy and espionage


    Spoiler Alert, click show to read: 

    Yay! orders:
    Spoiler Alert, click show to read: 
    Buy 2 armies at 12. Then…. (other orders, diplomacy and espionage – not included in this short description)

    My interpretation of them
    Spoiler Alert, click show to read: 
    Two armies bought at 12 (cost: 11 gold, 1 AP). He has 0 gold left, and 19 AP to spent on diplomacy and espionage

    Spoiler Alert, click show to read: 

    Ishmael’s orders:
    Spoiler Alert, click show to read: 
    Please attack with all armies from 2 and 4 to 1. Buy 2 armies at 5. Then…. (other orders, diplomacy and espionage – not included in this short description)
    As a mafia order, I want to defile territory 6, targetting armies at territory 9

    My interpretation of them
    Spoiler Alert, click show to read: 
    14 armies attacks 1 from two directions (cost: 4 AP). 2 armies bought at 5 (cost: 11 gold, 1 AP). Territory 6 defiled, territory 9 nuked. He has 1 gold left, and 15 AP to spent on diplomacy and espionage



    I will resolve orders of players in random order (but mafia defiling will happen before anything else). Stay tuned, results will come!
    Last edited by Jarema; 09-08-2013 at 17:26.

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  10. #10
    Member Member Ishmael's Avatar
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    Default Re: New non(exaxtly)-mafia game idea: Torun Federation

    You've sold me. In whenever you run this.

  11. #11
    Senior Member Senior Member Jarema's Avatar
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    Default Re: New non(exaxtly)-mafia game idea: Torun Federation

    Night 10 resolution
    Spoiler Alert, click show to read: 
    Mafia defiles. Territory 9 nuked – Jarema loses 4 armies.
    Yay! buys 2 armies at 12.
    Ishmael attacks 1 from two directions. 14 armies against 4.
    Spoiler Alert, click show to read: 
    attack resolution:
    Note: Ishmael gets flanking bonus – adds one to the highest roll every turn of combat. On the other hand, he is attacking a city, so Jarema adds one to every roll.
    Turn 1:
    Ishmael rolls 4, 4, 3. Jarema rolls 6, 2, 2. With bonuses, it is 5, 4, 3 for Ishmael, and 7, 3, 3 for Jarema. Ishmael loses 2 armies (10 remains), Jarema loses 1 (3 remains).
    Turn 2:
    Ishmael rolls 5, 3, 1. Jarema rolls 5, 4, 1. With bonuses, it is 6, 3, 1 against 6, 5, 2. Ishmael loses 2 armies (8 remains), Jarema loses 1 (2 remains). Next turn, Jarema will use only 2 dices.
    Turn 3
    Ishmael rolls 6, 6, 1. Jarema rolls 3, 1. With bonuses, it is 7, 6 against 4, 2. Jarema loses 2 armies. Ishmael conquers territory 1. He will have 8 armies there.


    Jaroslav attacks with 11 armies from 13 to 12. Yay! defends with 6.

    Spoiler Alert, click show to read: 
    attack resolution:
    Note: Yay! gets bonus for defending a city – he adds one to every roll.
    Turn 1:
    Jaroslav rolls 6, 6, 3. Yay! rolls 4, 2, 2. With bonuses, it is 6, 6, 3 for Jaroslav, and 5, 3, 3 for Yay!. All draws are wins for attacker, so Yay! loses 3 armies (3 remains) and Jaroslav does not lose any (11 remains).
    Turn 2:
    Jaroslav rolls 5, 2, 2. Yay! rolls 6, 3, 1. With bonuses, it is 5, 2, 2 against 7, 4, 2. Jaroslav loses 2 armies (9 remains), Yay! loses 1 (2 remains). Next turn, Yay! will use only 2 dices.
    Turn 3
    Jaroslav rolls 3, 1, 1. Yay! rolls 6, 1. With bonuses, it is 3, 1 against 7, 2. Jaroslav loses 1 army (8 remains), Yay! loses 1 (1 remain)
    Turn 4
    Jaroslav rolls 5, 4, 1. Yay! rolls 5. With bonuses, it is 5 against 6. Jaroslav loses 1 army (7 remains)
    Turn 5
    Jaroslav rolls 3, 3, 2. Yay! rolls 1. With bonuses, it is 3 against 2. Yay! loses last army. Jaroslav conquers territory 12. He will have 7 armies there.

    Jarema cannot move armies from 1 to 7. His second order is executed: 2 armies moved from 9 to 10.
    Ishmale buys 2 armies at 5
    Jaroslav moves 7 armies from 14 to 13
    Jarema buys 1 army at 7
    Jaroslav buys 2 armies at Port Movais.

    Yay! has lost his last city. So, Yay! is eliminated from game
    Spoiler Alert, click show to read: 
    Yay! was innocent!


    Comment: I need more order in order resolution. I declare that attacks will happen first, then moves, then army buying. And whole espionage will happen even before that.



    And here is updated map:

    https://imageshack.us/photo/my-images/839/4ead.png/
    You can notice, that there is neutral teritory now.

    Day 11 begins.
    Last edited by Jarema; 09-09-2013 at 12:43.

  12. #12
    Senior Member Senior Member Jarema's Avatar
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    Default Re: New non(exaxtly)-mafia game idea: Torun Federation

    During day, players will 'only' vote for each other.

    At our example, for few days the most suspected player was Yay!. He was even lynched once before.
    But after night 10, Jaroslav starts to think why Jarema didn't attack Yay!.
    So, discussion starts.


    Number of votes each player have
    Spoiler Alert, click show to read: 
    Jaroslav: 1 (automatic) + 1 (for having starting capital) + 3 (for having 3 cities) + 1 (for being team leader) = 6 votes.
    Jarema: 1 (automatic) + 1 (for having starting capital) + 1 (for having 1 city) = 3 votes.
    Ishmael: 1 (automatic) + 1 (for having starting capital) + 2 (for having 2 cities) + 1 (for being team leader) = 5 votes.


    After 24 hours situation looks like that:
    Jarema (11): Jaroslav, Ishmael
    Ishmael (3): Jarema

    So, Jarema is lynched.
    Requirements for major lynch are fulfilled (absolute majority of players is voting for him), so he loses all action points at night 11, all inner teritories (does not have any), does not get income at night 11, and loses most of his armies.

    Comment: I think I will change consequences of major lynch a little.

    Updated map: end of day 11.

    https://imageshack.us/photo/my-images/713/pxnx.png/
    Last edited by Jarema; 09-11-2013 at 07:16.

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