araver

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araver last won the day on February 17

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  1. Adding the FAQ from the signup thread: 1. The OOA seems to say that the NK will happen before anything else. How does that work with saying it can be saved from? That's why there's a separate rule saying save protects from NK. Other than this loop, the OOA is linear from left to right. 2. Just to be sure, does save refer only to protect or to the save part of the trap as well? Both of them.
  2. Yes.
  3. Both of them.
  4. That's why there's a separate rule saying save protects from NK. Other than this loop, the OOA is linear from left to right. That's why there's a separate rule saying save protects from NK. Other than this loop, the OOA is linear from left to right.
  5. OK then, created a game thread here
  6. UN Mafia III Secret Alliance: Wincon - Last standing China -- The size of the country allowed it to send a replacement for the representative lost in the previous game. Each night chooses a player to target and remove from the game. Action is unstoppable except via save. Will use its electronic interception technologies to find out the identity of the target if target is saved. Once during the game (ODTG) can remove a vote. UN Alliance: Wincon - Last standing. USA -- The size of the nation and its offensive capabilities, demand it acts but not two nights in a row. Chooses to invade (kill) on even or odd nights at the beginning of the game. Must invade on said night, if no target is drawn it is randomly selected (cannot invade self). Germany -- Its economic influence grows steadily which leads to an increase in political influence. Sometimes is forced to save nations in dire need, but would prefer preventing actions. Each night can save a player but there's a 50% chance that this backfires in which case Germany loses its vote the next day. Russia -- Has hundreds of satellites floating in space. Can use one per night to spy an alive nation either to see who targeted it or to see who that nation acted upon. Once during the game (ODTG) Russia can instead get lucky and find out a player's true role. United Kingdom -- Has worldwide influence among its former colonies. Once per night it can blockade a country, but not the same country twice in a row. Blockading stops any day or night action except for ODTG actions and the Secret Alliance's night invasion. Australia -- Has an interesting choice of possibilities due to its cultural diversity. Has 4 agents at its disposal, each can be used once: 1. Add 1 extra secret vote, 2. Remove a vote, 3. Protect (save but cannot be cast on self), 4. Break quarantine (used during the day can make the player quarantined by Sweden able to vote and be voted for). Indy Sweden -- A nation with nothing to contribute to war and naturally inclined to peace. From time to time, may choose to temporarily side with a Faction or the other, in order to protect its own interests. Each night can quarantine a country but not the same twice in a row. Quarantine acts like a trap - saves from kills / invasions and renders the target neutral - unable to vote the next day or be voted for (but can speak). Once during the game (ODTG) can veto out a country (RID Kill) at any point during the day or the night, but will forfeit acting the next night if that happens. Sweden cannot die N1 (NK attempt won't appear in the NP). Wincon: Outlive two secret countries and the Secret Alliance. Stops game if successful. Must be alive at the beginning of the next phase in order for "outlive" to be counted. Secret targets are drawn at the beginning of the game and are known only to Indy. Rules * NP shows invasions (kill), protections (saves) and quarantines (trap). * DP shows lynched players (no hint if the vote was manipped. * Tie: D1 no lynch, D2+ all players in tie are lynched. * OOA: Night invasion (kill) >> Blockade (block) > Quarantine (trap) > Protect (save) > Regular invasion > Spy * Blockade / Quarantine will be told to the players regardless if they had an action that was blocked or not * Regular invasion can be blocked, the SA night invasion cannot be blocked, only saved from * Sweden's ODTG RID veto cannot be blocked or saved from as it happens instantly Players: 1. Thalia 2. bonanova 3. Molly Mae 4. Flamebirde 5. maurice 6. MikeD 7. plasmid Backups: 8. 9. Roles are out, Night 1 ends Monday Feb 20th at 9 PM UTC (About UTC). That means 4 PM EST and 11 PM for me.
  7. Also, decided to continue in this thread if you're all ok with it.
  8. Roles are out, Night 1 ends Monday Feb 20th at 9 PM UTC (About UTC). That means 4 PM EST and 11 PM for me.
  9. UN Mafia III Secret Alliance: Wincon - Last standing China -- The size of the country allowed it to send a replacement for the representative lost in the previous game. Each night chooses a player to target and remove from the game. Action is unstoppable except via save. Will use its electronic interception technologies to find out the identity of the target if target is saved. Once during the game (ODTG) can remove a vote. UN Alliance: Wincon - Last standing. USA -- The size of the nation and its offensive capabilities, demand it acts but not two nights in a row. Chooses to invade (kill) on even or odd nights at the beginning of the game. Must invade on said night, if no target is drawn it is randomly selected (cannot invade self). Germany -- Its economic influence grows steadily which leads to an increase in political influence. Sometimes is forced to save nations in dire need, but would prefer preventing actions. Each night can save a player but there's a 50% chance that this backfires in which case Germany loses its vote the next day. Russia -- Has hundreds of satellites floating in space. Can use one per night to spy an alive nation either to see who targeted it or to see who that nation acted upon. Once during the game (ODTG) Russia can instead get lucky and find out a player's true role. United Kingdom -- Has worldwide influence among its former colonies. Once per night it can blockade a country, but not the same country twice in a row. Blockading stops any day or night action except for ODTG actions and the Secret Alliance's night invasion. Australia -- Has an interesting choice of possibilities due to its cultural diversity. Has 4 agents at its disposal, each can be used once: 1. Add 1 extra secret vote, 2. Remove a vote, 3. Protect (save but cannot be cast on self), 4. Break quarantine (used during the day can make the player quarantined by Sweden able to vote and be voted for). Indy Sweden -- A nation with nothing to contribute to war and naturally inclined to peace. From time to time, may choose to temporarily side with a Faction or the other, in order to protect its own interests. Each night can quarantine a country but not the same twice in a row. Quarantine acts like a trap - saves from kills / invasions and renders the target neutral - unable to vote the next day or be voted for (but can speak). Once during the game (ODTG) can veto out a country (RID Kill) at any point during the day or the night, but will forfeit acting the next night if that happens. Sweden cannot die N1 (NK attempt won't appear in the NP). Wincon: Outlive two secret countries and the Secret Alliance. Stops game if successful. Must be alive at the beginning of the next phase in order for "outlive" to be counted. Secret targets are drawn at the beginning of the game and are known only to Indy. Rules * NP shows invasions (kill), protections (saves) and quarantines (trap). * DP shows lynched players (no hint if the vote was manipped. * Tie: D1 no lynch, D2+ all players in tie are lynched. * OOA: Night invasion (kill) >> Blockade (block) > Quarantine (trap) > Protect (save) > Regular invasion > Spy * Blockade / Quarantine will be told to the players regardless if they had an action that was blocked or not * Regular invasion can be blocked, the SA night invasion cannot be blocked, only saved from * Sweden's ODTG RID veto cannot be blocked or saved from as it happens instantly Players: 1. Thalia 2. bonanova 3. Molly Mae 4. Flamebirde 5. maurice 6. MikeD 7. plasmid Backups: 8. 9. Okay, finally got around to trimming it up, gonna link this one in my signature as OP and send out the roles in a bit.
  10. I was thinking more like 7 = 1 baddie vs 5 goodies vs 1 indy, hosted 2 Mafias the same size recently so I'm pretty sure I can balance it in a classical setting. If no one signs up till Friday night, I'll trim it, send out the roles and N1 can end Monday. The individual wincons can't be balanced for a trimmed version unfortunately. Anyone leaving the game would make it lopsided and I don't see enough ideas of individual wincons to make a miracle in-game balance for events. But I guess I can run it again in the future as a redux of the OP if there are more people interested during the summers for example. So, all is not lost. I'd rather have you play since you all showed up and signed up
  11. Well, for me it loads very slowly sometimes, so I shrugged it off as a bandwidth problem. But I've seen the daily maintenance message once. (Host): araver Players: 1. Thalia 2. bonanova 3. Molly Mae 4. 5. 6. 7. MikeD 8. 9. plasmid 10. 11. Backups 1. 2. Voting for: * Classic game: Bonanova, plasmid * Individual wincons: Molly Mae 6 more spots open. I think I can shrink it down to 7 players (1vs6vs1), but I would need to dump the individual wincons to do so.
  12. It is slower for me as well. Limited bw I guess. But at least it doesn't give 502 error messages. Also, since this is filling up but most that signed up don't check daily, I'd like to make it a 48h phase (each day/night lasts 2 days).
  13. Nothing to see her except half roster is full already. I'm gonna spam some more if we get to Valentine's day. But I'm already happy.
  14. 1. No, only the player knows he submitted Leave to the host. 2. Yes, the game continues up until everyone leaves or there is only one faction left. I find it next to impossible on phone, but it can be copy-pasted with formatting and colors on a PC
  15. PRONE The challenge of getting it in less than 5 is probably gonna fail since I wanna do this the classic one-guess-at-a-time way