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Tombstone Mafia


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#1 maurice

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Posted 31 January 2011 - 02:05 AM

1879 - the Civil War is over, and the resulting economic explosion spurs the great migration west. Farmers, ranchers, prospectors, killers, and thieves seek their fortune. Cattle growers turn cow towns into armed camps, with murder rates higher than than those of modern day New York or Los Angeles. Out of this chaos comes legendary lawman Wyatt Earp, retiring his badge and gun to start a peaceful life for his family. Earp's friend, John, Doc Holliday, a southern gentlemen turned gunman and gambler, also travels west, hoping the dry climate would relieve his tuberculosis. Silver is discovered in Arizona. Tombstone becomes queen of the boom towns where the latest Paris fashions are sold from the backs of wagons. Attracted to this atmosphere of greed, over 100 exiled Texas outlaws band together to form the ruthless gang recognized by the red sashes they wear. They emerge as the earliest example of organized crime in America. They call themselves, The Cowboys.



*Subtle difference, but it's more semantics than anything else. Regular Night cycle. Similar Day cycle, except there is no lynching. Instead every day there will be a "Shoot-out at the OK Corral". Votes will be shots and the player who is shot at the most dies.

Lawmen: the Goodies WinCon kill all Cowboys

Wyatt Earp - Can not die at night while Doc Holliday is alive. Action - Can make any "shot" x0,x1, or x2 - Has BTSC with Doc

Doc Holliday - Protects Wyatt at night. Can not die at the OK Corral. Rather a random shooter at Doc will be killed instead. Doc can send in a "do not return fire" list during the day. These players will be removed from randomization. Role will be revealed. Has BTSC with Wyatt. If all "shooters" are on list than all shooters and Doc will be in randomization.

Virgil Earp - Becomes marshal of Tombstone. Spies a target and discovers their role at night.

Morgan Earp - Roll of the dice. 1-6 = save, block, redirect, kill, no action, choice of {save, block, redirect, kill, spy}.

Turkey Creek Johnson - blocks a target at night

Texas Jack Vermillion - can choose to kill at night. If spied on, shows up as Turkey Creek Johnson, so long as he has not been lynched.

Sherman McMasters - former "Cowboy" turned Lawman. Traps a player at night. That player will be released at the start of theday. Can pm the host two yes-no questions regarding the trapped players targets during any night up to and including that one. If McMasters is recruited by Cowboys in Night X, then he will not be given BTSC but can request the RID of one role per cycle beginning with Day X.

Josephine Marcus - Actress. Seduces a player at night, protecting them from the shootout. They hear the gunfire and take a "shot" from her window but they will not die. Their role will be revealed if they have the most shots on them. She may not seduce the same player twice.

Marshal White - Can save any player from being killed, though never the same player twice in a row. May save self once.



Cowboys: the Baddies. Have Night Kill and BTSC WinCon - be in majority

Curly Bill - Leader of the Cowboys. Redirects a target's action onto somebody else.

Johnny Ringo - Spy. Can chose to RID Recruit McMasters instead, but not if he has already spied him. McMasters will not be given BTSC and will win with baddies.

Ike Clanton - Block. Is a coward. Requires one fewer "shot" to kill. ie if in a tie he loses, if one "shot" short then he gets to be in random lynch.

Billy Clanton - Drunk, but a good shot. May choose to make own "shot" x2 but there is a 1/4 chance "shot" will be x0 instead.


Indy: WinCon - Secret

Billy Breackenridge - Deputy who was friendly to Cowboys. Secret ability.



>> All cycles are scheduled to end at 7pm EST
>> Priority of actions RID recruit > redirect > baddie trap > block > goodie trap > save > kill > lynch save > spy
>> RID Recruit may not be redirected
>> Trap works as block/save
>> Night Kill may only be stopped by the target being saved or RID recruited
>> In the event of a tie, a random player in the tie will be shot and killed.




Host: maurice
1. Blablah
2. MollyMae
3. Oboe Passion
4. Hirkala
5. curr3nt
6. slick
7. onetruth
8. Vineetrika
9. Panther
10. benjer
11. EDM
12. Araver
13. Glycereine
14. young

Backup:
1. LJ
2. Darth Legion
3. Framm

Roles are being sent out. Night 1 ends Monday night at 7pm EST.
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#2 maurice

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Posted 31 January 2011 - 02:56 AM

All roles have been pm'ed. Please pm me if you did not get a pm for some reason.

Edited by maurice, 31 January 2011 - 02:56 AM.

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#3 Blablah99

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Posted 31 January 2011 - 03:33 AM

Do spies show up in the night post?
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#4 maurice

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Posted 31 January 2011 - 03:43 AM

Do spies show up in the night post?


No they do not.
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#5 araver

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Posted 31 January 2011 - 01:27 PM


1) All successful actions (other than spies) appear in the night-post?
2) Again, a little confused by the priority of actions:
>> Priority of actions: RID recruit > redirect > baddie trap > block > goodie trap > save > kill > lynch save > spy
>> Night Kill may only be stopped by the target being saved or RID recruited

As I am reading this priority, kills (assuming stands for both NK/Goodie Kill) can be redirected, blocked and stopped if attacker is trapped?
Can you clarify, please?

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Summer of 2014:
Show the Mafia world you're back in action ... signup for Justice League Unleashed (Again) - Second Arc: Of Magic and Men. Come join the madness!  :thumbsup:
 
Puzzles open: Strange Creatures I Past puzzles: Mystery Operation Series: I, II, III, IV; Contamination Scenario;
Past games: Crack the Code Series: III, VII, IXPast mafia games: UN Mafia, UN Mafia II, Star Trek Mafia, TMM IV

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>> Not only is the universe stranger than we imagine, it is stranger than we can imagine.

#6 curr3nt

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Posted 31 January 2011 - 03:29 PM

I reckon it is up to me to start the yappering.

All you lawless cowboys listen up. Me and the rest ot the lawmen are calling you out!

Everywhere you go we will be there. All the holes you yellow bellied cowards try to crawl into won't hide you for long. Reckon it is time you made your Peace.
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#7 maurice

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Posted 31 January 2011 - 03:38 PM


1) All successful actions (other than spies) appear in the night-post?
2) Again, a little confused by the priority of actions:
>> Priority of actions: RID recruit > redirect > baddie trap > block > goodie trap > save > kill > lynch save > spy
>> Night Kill may only be stopped by the target being saved or RID recruited

As I am reading this priority, kills (assuming stands for both NK/Goodie Kill) can be redirected, blocked and stopped if attacker is trapped?
Can you clarify, please?


1) spies will not apear, RID Recruit will not appear, saves will appear only if needed, lynch save will appear if need during day post,
2) Kill only means goodie kill. The Baddie Kill can not directly be stopped, the target only saved from it. The goodie kill can directly be manipulated.

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#8 araver

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Posted 31 January 2011 - 04:46 PM

@maurice - thanks :D

@curr3nt - In past games, claiming goodie so early in the game (N1) was not a very good strategy - it has attracted attention to the person claiming it and he was:
A. Killed (if he was a goodie)
B. Lynched (if he was a baddie)
C. Brought into the spotlight (i.e. either A. or B. if he was an Indy).
Just sayin'
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Summer of 2014:
Show the Mafia world you're back in action ... signup for Justice League Unleashed (Again) - Second Arc: Of Magic and Men. Come join the madness!  :thumbsup:
 
Puzzles open: Strange Creatures I Past puzzles: Mystery Operation Series: I, II, III, IV; Contamination Scenario;
Past games: Crack the Code Series: III, VII, IXPast mafia games: UN Mafia, UN Mafia II, Star Trek Mafia, TMM IV

Almost random quotes:
>> Not only is the universe stranger than we imagine, it is stranger than we can imagine.

#9 curr3nt

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Posted 31 January 2011 - 05:20 PM

@araver - What do you suggest then for the Lawmen?

Wyatt and Doc do not have a spy action to increase the known goodie size.
Goodie spy actions won't be in the night post to provide clues to the rest.

If we drop clues without outing ourselves then we can force the baddies to drop clues. (Or else they remain silent and become noticable that way) We then just need to find someone lying to start tracking the cowboys down.

Silence is most helpful to the cowboys.

Unless we get really lucky the Cowboys are going to kill one of us regardless of what we do or do not say.
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#10 araver

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Posted 31 January 2011 - 05:31 PM

@curr3nt - Don't get me wrong. Talking is good during the game (both for goodies - reasons you said - and for baddies - pretending/claiming to be a goodie and encouraging conversation = picking up information).

But, during N1, with no information available, talking just leads to mind-games, WIFOM. And these mind-games have a nasty habit of turning against the one starting them.
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Summer of 2014:
Show the Mafia world you're back in action ... signup for Justice League Unleashed (Again) - Second Arc: Of Magic and Men. Come join the madness!  :thumbsup:
 
Puzzles open: Strange Creatures I Past puzzles: Mystery Operation Series: I, II, III, IV; Contamination Scenario;
Past games: Crack the Code Series: III, VII, IXPast mafia games: UN Mafia, UN Mafia II, Star Trek Mafia, TMM IV

Almost random quotes:
>> Not only is the universe stranger than we imagine, it is stranger than we can imagine.




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