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    One of the Undutchables Member The Stranger's Avatar
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    Default Re: Capo di Tutti Capi - II: information & sign-up thread (not yet open)

    In! WATCH OUT ANDRES!!! IM COMING FOR YOU!!!
    Last edited by The Stranger; 08-04-2007 at 18:41.

    We do not sow.

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    Default Re: Capo di Tutti Capi - II: information & sign-up thread (not yet open)

    Is this open yet? If so, I'm in!


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    Praefectus Fabrum Senior Member Anime BlackJack Champion, Flash Poker Champion, Word Up Champion, Shape Game Champion, Snake Shooter Champion, Fishwater Challenge Champion, Rocket Racer MX Champion, Jukebox Hero Champion, My House Is Bigger Than Your House Champion, Funky Pong Champion, Cutie Quake Champion, Fling The Cow Champion, Tiger Punch Champion, Virus Champion, Solitaire Champion, Worm Race Champion, Rope Walker Champion, Penguin Pass Champion, Skate Park Champion, Watch Out Champion, Lawn Pac Champion, Weapons Of Mass Destruction Champion, Skate Boarder Champion, Lane Bowling Champion, Bugz Champion, Makai Grand Prix 2 Champion, White Van Man Champion, Parachute Panic Champion, BlackJack Champion, Stans Ski Jumping Champion, Smaugs Treasure Champion, Sofa Longjump Champion Seamus Fermanagh's Avatar
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    Default Re: Capo di Tutti Capi - II: information & sign-up thread (not yet open)

    CR: Good point, will do.

    Others:

    The sign-up for this game is not yet open. If you express an interest in this thread, I will be sure to PM you as a reminder when sign-up does open.
    "The only way that has ever been discovered to have a lot of people cooperate together voluntarily is through the free market. And that's why it's so essential to preserving individual freedom.” -- Milton Friedman

    "The urge to save humanity is almost always a false front for the urge to rule." -- H. L. Mencken

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    Praefectus Fabrum Senior Member Anime BlackJack Champion, Flash Poker Champion, Word Up Champion, Shape Game Champion, Snake Shooter Champion, Fishwater Challenge Champion, Rocket Racer MX Champion, Jukebox Hero Champion, My House Is Bigger Than Your House Champion, Funky Pong Champion, Cutie Quake Champion, Fling The Cow Champion, Tiger Punch Champion, Virus Champion, Solitaire Champion, Worm Race Champion, Rope Walker Champion, Penguin Pass Champion, Skate Park Champion, Watch Out Champion, Lawn Pac Champion, Weapons Of Mass Destruction Champion, Skate Boarder Champion, Lane Bowling Champion, Bugz Champion, Makai Grand Prix 2 Champion, White Van Man Champion, Parachute Panic Champion, BlackJack Champion, Stans Ski Jumping Champion, Smaugs Treasure Champion, Sofa Longjump Champion Seamus Fermanagh's Avatar
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    Post Re: Capo di Tutti Capi - II: information & sign-up thread (not yet open)

    Here's the rules for CDTC2 -- Beta Version. Please comment and make any appropriate suggestions, as I intend the next version to be the last one. Changes or added sections denoted by blue font.

    Still to do: Finalize secret roles. Develop scoring system for each role (not to be published).


    Capo di Tutti Capi - II: Rules of Play

    I -- Setting:

    Spoiler Alert, click show to read: 
    Fatlington, New Jersey, 1949:

    It’s a hot August and Fatlington is stuffed with tourists – but the entire town has been quarantined for 3 weeks because of what appears to be simultaneous outbreaks of cholera and Spanish Influenza (blame the Commission in Havana). Social conditions are near mutinous, and the threat of the mafia has re-appeared. Mayor Tosa Inu, away at Trenton for a conference, has called for the Committee of Vigilance to be re-established to deal with the threat.


    II --Winning the game:

    Spoiler Alert, click show to read: 
    In general, the town wins when all the mafia Dons are dead – including any new Dons that have “hatched.” A mafia family wins when its members outnumber the remaining mafia & townspeople (which include any independent Wise Guys for this purpose) and all of the other family’s mafia dons are dead. A draw can occur if all of the mafia Dons have died and the numbers of remaining “townies” and Mafiosi are exactly equal.

    Individual, each player scores points for participation and effectiveness. While the score possibilities vary with role and are role-appropriate, points are weighted heavily in favor of a role’s “general” victory condition so as to encourage you to work for victory even after your demise – or at least not to get in the way. The townie scorecard is published below as an example:

    Townsperson:

    Overall Victory: 100 points for a townie win.

    Personal Survival: 25 points for personal survival.

    Night Actions: 50 points (maximum) for:
    15 points for each Don killed as part of a “vigilante” group
    10 points for each Made or Luca killed as part of a “vigilante” group
    5 points for each Wise Guy killed as part of a “vigilante” group
    -5 points for each townie killed as part of a “vigilante” group
    -10 points for each Detective/Doctor or like pro-townie role killed as part of a “vigilante” group
    5 points for each townie saved as part of a “protection” group
    0 points for each wise guy saved as part of a “protection” group
    -2 points for each mafioso saved as part of a “protection” group

    Voting Participation: 25 points (maximum) for:
    5 points for voting for a mafia Don to be lynched
    3 points for voting for a Mafioso to be lynched
    0 points for voting for a Wise Guy to be lynched
    -1 point for voting for a Townie (any role) to be lynched


    As you can see, general victory weighs more importantly than personal survival, and effective participation is valued. While “mistakes” are punished, the punishment is usually less severe that are the points earned for individual successes. DO NOT FIXATE ON YOUR SCORE – this is largely a guideline to encourage participation and staying both “in character” and within the rules.


    III -- Phases:

    Spoiler Alert, click show to read: 
    The usual sequence of 24-hour days and 24-hour nights will be followed. Some of these phases (notably nights 1 and 2) may be extended where necessary to account for outside events/unusual situations. In no instance will the time period be decreased below 24 hours. Please note, however, the first phase of this game will be a day phase (Day One) during which no lynching will occur, only the initial Director’s selection (see roles below).

    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 game-master 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.

    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.

    IV -- Night Actions: Every player has the option to “get some sleep” on any given night. Depending on roles, you may be attempting a kill, investigating someone, or protecting someone instead. Unless indicated otherwise by specific instructions in your role PM, most night actions aside from investigations require teams of participants. Note:

    a) You may participate in one and only one killing attempt or protection attempt each night. Investigations MAY – depending on role – be done in addition.

    b) Your PM's to me must indicate clearly your actions and provide all of the necessary information or you will be listed as "sleeping" that night. Feel free to provide whatever level of detail you wish (kill specifics etc). Within the constraints of playability I will endeavor to use all such material, but reserve the right to edit if necessary for game play.

    PM Example:

    Night 4: Working with Red Harvest and Divinus Arma, I will kill Strike for the South.

    c) should one of the partners in your group fail to PM me, or should they PM me with different instructions (accidentally or on purpose), you group may not have the requisite numbers to perform a given night action successfully. The write up will indicate that failure, but may or may not reveal who did not participate.

    Note: Townies participating in a “vigilante” killing who end up operating solo, by happenstance or betrayal, run a risk of being killed (1 chance in 3). Wise Guys or Mafiosi operating solo run a risk of being identified (1 chance in 6).


    V -- Personal Messages (PM)

    Spoiler Alert, click show to read: 
    As you have probably already noted, significant part of the game-play involves PMs sent back and forth between the Host and the players.

    PMs are expected each night from all players so that I can write-up the actions for a given night and provide you with the results. Please be patient with this process, as there are a lot of folks, particularly in the first few rounds, with whom I have to exchange messages.

    PMs will be sent notifying you of investigation results, night action results, changes in status, as well as your starting role in the game.

    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.

    To familiarize you with the format I will use in PM’s here are two examples:

    #1 A copy of the starting role PM that will be sent to all townspersons.

    Quote Originally Posted by Seamus
    Your Role: Townie

    Your basic mode for success is to vote to lynch Mafiosi, eventually removing the mafia threat from Fatlington and creating a win for the townies.

    Role Changing:

    At your discretion, however, this role can change. This will take time, effort, and coordination with other townies. If you:

    Combine with 3 other townies you can attempt to kill one target per night (after two successful kills, you will become a “Wise Guy” and can progress from there).

    Combine with 2 other townies you can attempt to protect one target per night (after two successful protections, one of you may become a “Doctor “ and can progress from there).

    Creating these combinations is up to you however, and you will have to work out your own deals/contracts/arrangements for forming such a combo with the other players.

    PM’s:

    Each night you are still alive, PM me with instructions for your actions that night. These may be:

    “Get some sleep” “Protect so-and-so in combination with player 1, player 2…” or “kill so-and-so in combination with player 1, player 2…”

    Warning: if the requisite number of townies is NOT available, the protection/kill effort will almost certainly fail. If a townie attempts a kill/protection solo, the effort will certainly fail, and there will be at least one chance in three that the townie will perish in the attempt.

    Investigations:

    It is most probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “innocent.” Remember, however, that a significant minority (20%) of townspeople will register as “unclear” rather than innocent if investigated by a Made and as “criminal” (5-10%) if investigated by a detective. You will only register as “guilty” if you have participated in a killing.

    Getting Recruited:

    What if a Mafioso seeks to recruit you? You can respond as you wish to such an offer. However, if they believe you to be a Wise Guy and use you as part of a kill team, that team will very likely fail unless you are an “extra” and they already have sufficient killers on the team.

    EYES ONLY – not to be quoted/shared/alluded to

    Here’s where I will insert the information that cannot be shared.

    #2 Results PM

    Quote Originally Posted by Seamus
    RE:N4

    AB, BC, CD: Protect Tosa Inu = Success!

    As this is the 2nd success for all of you, one of you will be promoted to Doctor.

    The person randomly selected is BC (new role PM will follow shortly).


    VI – Clarity to balance the ambiguity

    Spoiler Alert, click show to read: 
    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.


    VII -- Voting:

    Spoiler Alert, click show to read: 
    There are two types, lynch voting and Director selection. Each living townie save for the director may vote to lynch one townsperson per day. On odd-numbered days, each living townie may also vote for the next director.

    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 their 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

    To change a vote, please post the following:

    e.g. Unvote: TosaInu
    Vote: Seamus

    Lynch votes do figure in the scoring for all roles, please participate.

    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 Chief Seamus)
    4. “Select: Present” to indicate your continued participation

    To be counted, a vote MUST be posted in bold typeface using the following format:

    e.g. Select: Seamus

    To change a vote, please post the following:

    e.g. Sack: TosaInu
    Select: Seamus

    Votes to Select a director will not figure in the scoring.


    VIII -- Gameplay Rules concerning the dead, screenies, and general concerns:

    Spoiler Alert, click show to read: 
    The dead may post, but not vote/select nor carry out any night actions. 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. Dead players may not quote from a PM unless that PM has been posted in the public thread by a living player. 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. Remember, even if dead you can still score well provided your “side” achieves victory. Your participation must be circumspect, but your continued participation IS encouraged.

    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. Each role PM will also have an “eyes only” section that is never to be revealed, quoted, or alluded to in your interactions with others under penalty of removal from the game.

    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.

    "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.

    It is 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.


    IX – The Roles.
    Spoiler Alert, click show to read: 

    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. Always 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 3 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 1 in 6-8 will appear “criminal” despite their innocence. If investigated by a Made, most will appear “innocent” though 1-2 in 6 will appear “unclear.” Townies may band together to kill one target per night phase, but must do so in groups of 4. 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. 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 will be 5 families: Corleone, Tataglia, Barzini, Stracci, and Cunio; bold for small game]

    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 (1 chance in 3 of appearing “criminal”). 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 duties. 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.

    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.

    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.
    Last edited by Seamus Fermanagh; 08-22-2007 at 21:25.
    "The only way that has ever been discovered to have a lot of people cooperate together voluntarily is through the free market. And that's why it's so essential to preserving individual freedom.” -- Milton Friedman

    "The urge to save humanity is almost always a false front for the urge to rule." -- H. L. Mencken

  5. #5
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: Capo di Tutti Capi - II: information & sign-up thread (not yet open)

    Damn Sasaki and his Wolf-ness.
    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

    Quote Originally Posted by KukriKhan View Post
    but I joke. Some of my best friends are Vietnamese villages.
    Quote Originally Posted by Lemur
    Anyone who wishes to refer to me as peverlemur is free to do so.

  6. #6
    Member Member RoadKill's Avatar
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    Default Re: Capo di Tutti Capi - II: information & sign-up thread (not yet open)

    I'm in if its not too late.
    "I thought CA was unarmed? Unless he got some samurai swords or something... I only got some rocks and some sticks." Shlin in BR realizing he has no weapons what so ever.

  7. #7
    Liar and Trickster Senior Member Andres's Avatar
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    Default Re: Capo di Tutti Capi - II: information & sign-up thread (not yet open)

    Quote Originally Posted by RoadKill
    I'm in if its not too late.
    I would have signed in as well, but I didn't, since the thread title says "not yet open"...

    So I guess you're too early instead of too late.
    Andres is our Lord and Master and could strike us down with thunderbolts or beer cans at any time. ~Askthepizzaguy

    Ja mata, TosaInu

  8. #8

    Default Re: Capo di Tutti Capi - II: information & sign-up thread (not yet open)

    Quote Originally Posted by pevergreen
    Damn Sasaki and his Wolf-ness.
    I wasn't the wolf...

    do you want me to quote a pm from seamus where he described his plan to pretend I was the wolf in the game summary for a joke?

  9. #9
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: Capo di Tutti Capi - II: information & sign-up thread (not yet open)

    I swear you were.

    Seamus?
    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

    Quote Originally Posted by KukriKhan View Post
    but I joke. Some of my best friends are Vietnamese villages.
    Quote Originally Posted by Lemur
    Anyone who wishes to refer to me as peverlemur is free to do so.

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