Post by Ginei Morioka on Oct 6, 2009 0:24:34 GMT -5
Game Overview
Most players in the game are conspirators who share the goal of killing Doctor Lucky, while there is a minority faction of players who are bodyguards, sharing the goal of protecting Doctor Lucky. The game ends when either Doctor Lucky is killed (conspirator victory) or the number of bodyguards equals or exceeds the number of remaining guests (bodyguard victory). There may also be smaller individuals or groups that have special objectives that differ from these majority goals.
Every game day, there are a number of steps that are resolved in order:
While the vote is publicly performed, actions for the Action Phase and Movement Phase should be done privately by sending a PM to the GM account Kitano.
Map
Phalla Mansion is abstracted as 12 rooms arranged in a 3x4 rectangle:
In the Movement Phase, each player is allowed to move to an adjacent room (up, down, left, or right) of his choice. Dr. Lucky moves in a predictable pattern, moving to the next-higher numbered room than the room he starts the Phase in; if he is in the highest-numbered room, he moves to the lowest-numbered room. Movement can also be modified by Movement Cards played in the Action Phase: If a player plays a card on themselves, they get a number of free movements equal to the number on the Movement Card; if a card is played on Dr. Lucky, then he moves that many rooms in the normal sequence.
As the party proceeds and more guests get evicted or eliminated, rooms will begin to be closed off from movement. Players left in those rooms when they close or who wander into them after they close will be eliminated; Dr. Lucky will skip over them when he moves. The day before rooms are scheduled to be closed off, a notice will be made in the narration, result, or information posts.
Dr. Lucky
Despite being an ultra-successful multi-millionaire businessman, Dr. Lucky is also known for being quite absentminded, prone to sticking to a set schedule and being blithely unaware of anything that sits outside of it. Of course, that innate luck that follows him around seems to keep him out of any trouble that his habits might get him into.
Every game day, Dr. Lucky will, in the movement phase, move to the next-higher numbered room in sequence; if he is in the highest-number room, he will move to the lowest number room. Movement cards played on Dr. Lucky will move him the number of rooms indicated on the card.
If a player is in the same room as Dr. Lucky during the Draw Card Phase, then they will draw one additional card.
Weapon cards played on Dr. Lucky will automatically fail if there is a bodyguard in the room with him. If there are no bodyguards in Dr. Lucky's room, then the weapon must overcome the number of bodyguards remaining in the game.
Cards
Cards are earned in the Draw Cards Phase and used in the Action Phase of each game day. There are four types of cards: Movement Cards, Weapon Cards, Failure Cards, and Special Cards. With the exception of Failure Cards, only one of each type of card may be played during the Action Phase. Players start with three cards in their hand and draw one per turn in the Draw Cards Phase. If they are in the same room as Dr. Lucky during that phase, they draw an additional card. There is no limit to the number of cards that may be in a player’s hand. Playing a card means discarding it after resolution. You may not trade cards with other players. If a player is eliminated by any means, their remaining cards are simply discarded. Please note: Dr. Lucky does not count as a player, and must be specifically mentioned by a card for one to be played on him.
Movement Cards - These cards may be played on either yourself or on Dr. Lucky, but not on other players. If played on yourself, you may move as many rooms as listed on the card. If played on Dr. Lucky, Dr. Lucky advances the number of rooms in sequence as listed on the card. Movement Cards may be played on Dr. Lucky no matter where in the mansion he is.
Weapon Cards - These cards may be played on other players or Dr. Lucky, and only if they are in the same room as you are. The player must discard Failure Cards equal to or greater than the Weapon Card’s value or be killed. Dr. Lucky automatically passes attempts on his life if there is a bodyguard in the same room as him when the attempt is made, and has a base Failure defense equal to the number of remaining Bodyguards if not. Certain Weapon Cards have increased values if played in certain rooms. If you do not have any Weapon Cards in your hand, you may make a default attack with Weapon Value of 1 against another player or Dr. Lucky, but you may not play any other cards that game day (except Failure Cards in reaction to an attack).
Failure Cards - These cards are played automatically as a reaction to Weapon Cards. One or more cards may be played to nullify a Weapon Card’s effect; the total value of the Failure Cards played must match or exceed the Weapon’s to survive. Failure Cards are always played in the most efficient manner to deal with incoming attacks.
Special Cards - These cards have a variety of special effects that may be played on yourself or other players. See each card’s specific text to learn about their use.
Information
At the start of each game day, the number and names of the players in each room of Phalla Mansion will be provided publicly, along with the location of Dr. Lucky. Privately, each player will receive a PM noting the cards in their hand and the results of certain actions played by or on them. Of particular note, if you play a Weapon Card on another player, that player will not know who attacked them, only that someone did, and with what weapon. They will not learn anything about actions played by or on other players (except of course, actions they initiate themselves).
Method of elimination will be noted for eliminated players, whether it be by eviction or murder, and if by murder, what the murder weapon was.
Eviction Vote
Every game day, each player is obliged to !vote in bold red for the guest they wish to see evicted from the party. If you wish to change your vote, you simply need to vote for your new target; there is no need to retract the previous vote. At the end of each game day, the player with the most votes will be eliminated from the game; in the event of a tie, the player who reached the tied total first will be eliminated.
Game Days / Vote Close / Action Close
Vote closes and all actions are due at 9PM PDT / 12AM EDT / 4AM UTC. Any actions or votes made at before the hour (x:59) will count, while actions or votes made on the hour or later (x:00) will not count.
Most players in the game are conspirators who share the goal of killing Doctor Lucky, while there is a minority faction of players who are bodyguards, sharing the goal of protecting Doctor Lucky. The game ends when either Doctor Lucky is killed (conspirator victory) or the number of bodyguards equals or exceeds the number of remaining guests (bodyguard victory). There may also be smaller individuals or groups that have special objectives that differ from these majority goals.
Every game day, there are a number of steps that are resolved in order:
- Eviction Vote. Each game day, players will !vote one player to be evicted from the party. The player with the highest number of votes will be escorted from the premises, and eliminated from the game.
- Action Phase. Players may choose to use cards from their hands during this phase. At most one card of each type (except Failure Cards) may be played. See below for more details.
- Movement Phase. Each player may move to an adjacent room if they wish. Dr. Lucky moves to the next higher-numbered room than the one he starts the game day in, or moves to the lowest-numbered room if he is already in the highest-numbered room.
- Draw Cards Phase. Each player draws one card to their hand. Players in the same room as Dr. Lucky at this time draw an additional card.
While the vote is publicly performed, actions for the Action Phase and Movement Phase should be done privately by sending a PM to the GM account Kitano.
Map
Phalla Mansion is abstracted as 12 rooms arranged in a 3x4 rectangle:
(10) Trophy Room (9) Billiard Room (8) Patio (7) Library
(11) Music Room (2) Lounge (3) Dining Room (6) Study
(12) Conservatory (1) Foyer (4) Kitchen (5) Garage
In the Movement Phase, each player is allowed to move to an adjacent room (up, down, left, or right) of his choice. Dr. Lucky moves in a predictable pattern, moving to the next-higher numbered room than the room he starts the Phase in; if he is in the highest-numbered room, he moves to the lowest-numbered room. Movement can also be modified by Movement Cards played in the Action Phase: If a player plays a card on themselves, they get a number of free movements equal to the number on the Movement Card; if a card is played on Dr. Lucky, then he moves that many rooms in the normal sequence.
As the party proceeds and more guests get evicted or eliminated, rooms will begin to be closed off from movement. Players left in those rooms when they close or who wander into them after they close will be eliminated; Dr. Lucky will skip over them when he moves. The day before rooms are scheduled to be closed off, a notice will be made in the narration, result, or information posts.
Dr. Lucky
Despite being an ultra-successful multi-millionaire businessman, Dr. Lucky is also known for being quite absentminded, prone to sticking to a set schedule and being blithely unaware of anything that sits outside of it. Of course, that innate luck that follows him around seems to keep him out of any trouble that his habits might get him into.
Every game day, Dr. Lucky will, in the movement phase, move to the next-higher numbered room in sequence; if he is in the highest-number room, he will move to the lowest number room. Movement cards played on Dr. Lucky will move him the number of rooms indicated on the card.
If a player is in the same room as Dr. Lucky during the Draw Card Phase, then they will draw one additional card.
Weapon cards played on Dr. Lucky will automatically fail if there is a bodyguard in the room with him. If there are no bodyguards in Dr. Lucky's room, then the weapon must overcome the number of bodyguards remaining in the game.
Cards
Cards are earned in the Draw Cards Phase and used in the Action Phase of each game day. There are four types of cards: Movement Cards, Weapon Cards, Failure Cards, and Special Cards. With the exception of Failure Cards, only one of each type of card may be played during the Action Phase. Players start with three cards in their hand and draw one per turn in the Draw Cards Phase. If they are in the same room as Dr. Lucky during that phase, they draw an additional card. There is no limit to the number of cards that may be in a player’s hand. Playing a card means discarding it after resolution. You may not trade cards with other players. If a player is eliminated by any means, their remaining cards are simply discarded. Please note: Dr. Lucky does not count as a player, and must be specifically mentioned by a card for one to be played on him.
Movement Cards - These cards may be played on either yourself or on Dr. Lucky, but not on other players. If played on yourself, you may move as many rooms as listed on the card. If played on Dr. Lucky, Dr. Lucky advances the number of rooms in sequence as listed on the card. Movement Cards may be played on Dr. Lucky no matter where in the mansion he is.
Weapon Cards - These cards may be played on other players or Dr. Lucky, and only if they are in the same room as you are. The player must discard Failure Cards equal to or greater than the Weapon Card’s value or be killed. Dr. Lucky automatically passes attempts on his life if there is a bodyguard in the same room as him when the attempt is made, and has a base Failure defense equal to the number of remaining Bodyguards if not. Certain Weapon Cards have increased values if played in certain rooms. If you do not have any Weapon Cards in your hand, you may make a default attack with Weapon Value of 1 against another player or Dr. Lucky, but you may not play any other cards that game day (except Failure Cards in reaction to an attack).
Failure Cards - These cards are played automatically as a reaction to Weapon Cards. One or more cards may be played to nullify a Weapon Card’s effect; the total value of the Failure Cards played must match or exceed the Weapon’s to survive. Failure Cards are always played in the most efficient manner to deal with incoming attacks.
Special Cards - These cards have a variety of special effects that may be played on yourself or other players. See each card’s specific text to learn about their use.
Information
At the start of each game day, the number and names of the players in each room of Phalla Mansion will be provided publicly, along with the location of Dr. Lucky. Privately, each player will receive a PM noting the cards in their hand and the results of certain actions played by or on them. Of particular note, if you play a Weapon Card on another player, that player will not know who attacked them, only that someone did, and with what weapon. They will not learn anything about actions played by or on other players (except of course, actions they initiate themselves).
Method of elimination will be noted for eliminated players, whether it be by eviction or murder, and if by murder, what the murder weapon was.
Eviction Vote
Every game day, each player is obliged to !vote in bold red for the guest they wish to see evicted from the party. If you wish to change your vote, you simply need to vote for your new target; there is no need to retract the previous vote. At the end of each game day, the player with the most votes will be eliminated from the game; in the event of a tie, the player who reached the tied total first will be eliminated.
Game Days / Vote Close / Action Close
Vote closes and all actions are due at 9PM PDT / 12AM EDT / 4AM UTC. Any actions or votes made at before the hour (x:59) will count, while actions or votes made on the hour or later (x:00) will not count.