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araver

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Everything posted by araver

  1. Westworld Mafia

    Westworld Mafia (I) Goodies - Artificially created beings that live in the Westworld Park, some original hosts being mostly mechanical, others made from biological tissue that resembles flesh and blood. They were created by Arnold and Dr. Robert Ford and are designed to be incapable of hurting any living non-host (i.e. human) visiting the park. WinCon: Lock the humans out of their control of their programming (i.e. "Eliminate" as in lynch/kill). That means getting rid of both dr. Ford and the Man in Black. 1. Dolores - One of the oldest active hosts, the rancher's daughter forced to be the damsel in distress in Sweetwater. As she has been updated numerous times over the years, she has access to all sorts of actions, but can use each of them only once (each is ODTG). Can use actions on back-to-back night/day phases. Day actions cannot be used if blocked/trapped the night before. (Choice) ** 1: Save the target of the lynch (day action, target can be chosen at any time during the day) ** 2: Add 1 extra secret vote invisible to the players (day action) ** 3: Remove 1 vote publicly cast (day action, target is the player casting the vote, vote is made x0) ** 4: Distract to protect an innocent (night action, save, does not work on self) ** 5: Force a target to reconsider (night action, block) ** 6: Grab a gun and get the job done (night action, kill) 2. Teddy - A host returning to Sweetwater to reunite with Dolores and attempt to protect her. He lacks a complete backstory but has an impressive arsenal that allows him to scare someone away each night, but not the same person twice in a row. (Block) 3. Maeve - A host working as "manager" at the Mariposa saloon in Sweetwater. An inquisitive mind that appears to have flashback events. This allows her choose one character to focus on and find out at the end of the night either who targeted that player or who that player acted upon (choice). ODTG during the night, she can instead try to force the visions and get a complete report (role spy) but that will make her lose her powers (vanilla) permanently. (Spy) 4. Clementine - A host working at the Mariposa saloon. Each night she can try to save a player, by giving them a special "discount", but cannot save self nor the same person twice in a row. Also, there is a 50% chance the action will not work at all and Clementine will lose her voting power the next day - she will know that the voting power was lost but the other players won't (Save) 5. Hector - A host in the role of the permanent "Most Wanted" bandit. He subscribes to the theory that the world is a mad place, and the only way to survive is to embrace the role of predator. Chooses to kill on even or odd nights at the beginning of the game. Must kill on said night. (Kill) Baddies - Humans running the Westworld Park and the hosts within it, represented by dr. Ford. Each night he roll updates and can take one host offline retiring it permanently. They usually can control only the actions of the hosts not those of other humans, but in some special cases, they can manipulate their way in the real world as well. WinCon: Take all the hosts offline for "maintenance" and get rid of the Man in Black. 6. Dr. Robert Ford - A brilliant and complicated creative director and co-creator of the Park. No one really understands his plans or future naratives, but no one tries to stand up to him either. His night kill is unstoppable except for someone saving the target but in that case he at least learns the target's identity. ODTG he can remove a vote but not if blocked or trapped the night before. Indy - WinCon: Outlive two secret goodies and dr. Robert Ford (baddie). 7. Man in Black - A Westworld veteran visiting the park for over 30 years now, he believes one of the original park creators hid some mystery in the park and is determined to find it. He tries to find the hosts or humans that can lead him to the Labyrinth. - Each night can trap a player, but not the same player twice in a row. Trap saves target from kills and blocks his/her night action but does NOT silence a player for the next day. (Trap) - Invulnerable N1 will appear as saved if targeted for a kill. - OTDG during the day or the night can RID Kill. Action is instantaneous and cannot be blocked (unless the Man in Black was blocked or trapped the night before). Rules: * NP shows only deaths and saves. * DP shows only lynched players and their roles. * Tie rules: D1 No lynch. D2+ All lynched. * Order of Actions (OOA): Trap > Block > Save > NK, Kill, RID Kill > Spy. * Kills are not blocking. Vote manips can be blocked i.e. blocks/traps at night stop day abilities. * Blocked players will be blocked & told regardless if they had an action or not. * ODTG = Exactly Once During The Game. Indy ODTG RID Kill is unblockable and unsaveable regardless if played during the day or night as action happens instantaneously. The ODTG cannot be used by the Indy during the day only if blocked/trapped the night before. The Indy RID Kill ODTG action appear as separate NP/DP post only if successful i.e. it fails silently if used incorrectly. 48 hour phases (night/days) should accommodate a slower start ... with a 72 hour first phase to account for confirmations. Host: araver 1. Gavinksong 2. Flamebirde 3. Nana77 4. plasmid 5. phil1882 6. bonanova 7. aura Roles going out soon, Night 1 ends in 72 hours, Tuesday around 9 AM EDT.
  2. Westworld Mafia

    Both roles would appear. As in "Dolores and Hector removed X"
  3. Westworld Mafia

    @gavinksong @plasmid To clarify what I meant. Before the change / cooperation actions read like this: That would have left Flame, Nana and Bonanova alive in Day 2. Flame couldn't verify Bona's claim just by reading the NP. Granted, he would know Dolores didn't block plasmid, but he could think plasmid lied about being Hector. After all, Aura could have been Hector. When Bona blocked Plasmid, but he was killed, he could also deduce, but not be 100% sure that plasmid was Hector (what he claimed). I do agree goodies could have *still* won this, just saying it wasn't as clear as advertised. Because assuming goodies tell the truth and trust or cooperate fully in a Mafia game ... is a dangerous assumption to say the least
  4. Westworld Mafia

    Host's summary: Even though this game was marked by inactivity in its first phases, it was a delight in the last part.The Indy being inactive removed some of the balance in the roles, however what kept goodies on their toes was the hidden ODTG RID Kill. Once Nana removed the Indy via lynch ... the balance tilted towards the goodies. After observing the past 5-6 games of this size, I think that much of the balance in this small 5vs1vs1 setting comes from the cat-and-mouse game between the Indy and the Baddie. If one component is missing or cross-fires and the information gets out, goodies have time to formulate a plan and tilt the balance. However, this is all part of the fun of the game - actions and words have consequences. After removing the Indy RID threat goodies openly and collaboratively proposed and corrected plans for the end-game. That was a dream ending for the host (obviously not for the non-goodies). MVP goes to plasmid for fixing the final plan as well as selecting the right night to act, but kudos to all the goodies that made the plan happen. At the time plasmid proposed it, the situation was different for the goodies, with the baddie not being taken out during the night and not blocked (and goodies couldn't have known the baddie had already spent the ODTG vote manipulation).
  5. Westworld Mafia

    Night 2: "Latest, but not Last Update" Dr. Ford had one more update planned and managed to skip the QA team by acting at night. As he carefully adjusted the final touches, he began smiling to himself. An old tune came into his mind and he began humming it as he changed the last lines of code and uploaded it. As soon as it was deployed to the hosts, the update permanently turned plasmid offline. Close to midnight Hector bumped into Bonanova while making his scheduled entrance to the saloon. And since temper was never programmed into his persona, he quickly gave Bonanova a bad case of lead poisoining. Bona stumbled back into the saloon and fell on a nearby table that crumbled under him. He stared at the strange arrangement of lamps hanging far above him, trying to take a pattern in. A smile crept slowly as the pattern emerged in his mind. Meanwhile back on the street, Dolores mustered her courage and grabbed a pistol out of her bag. She marched slowly towards Nana who was speaking with some strangers near the bank. She didn't even give her a chance to turn around before shooting point blank. tl;dr version: * Hector removed Bonanova * Dolores removed Nana * Dr. Ford shutdown plasmid Host: araver 1. Gavinksong 2. Flamebirde 3. Nana77 - Killed N2 by Dolores 4. plasmid - Killed N2 by Dr. Robert Ford 6. bonanova - Killed N2 by Hector 5. Aura 2.0 (phil1882) - Lynched D1 as Man in Black 7. aura - Killed N1 by Dr. Robert Ford Goodies win! Congratulations! Secrets in the spoiler
  6. Westworld Mafia

    To clarify the end of the night happens in around 4 hours 45 minutes.
  7. Westworld Mafia

    Yes. I would count as a tie rather than make the host win this
  8. Westworld Mafia

    Day 1: "Deja vu?" The revival was short. Back to the drawing board. tl;dr version: * Aura 2.0 was lynched as Man in Black Host: araver 1. Gavinksong 2. Flamebirde 3. Nana77 4. plasmid 6. bonanova 5. Aura 2.0 (phil1882) - Lynched D1 as Man in Black 7. aura - Killed N1 by Dr. Robert Ford Night 2 ends in 48 hours, 9AM EDT on Saturday.
  9. Westworld Mafia

    Host: araver 1. gavinksong - voting for bonanova2. Flamebirde - voting for bonanova3. Nana77 - voting for plasmid4. plasmid - voting for Aura 2.05. Aura 2.0 6. bonanova - voting for Aura 2.0 7. aura - Killed N1 by Dr. Robert Ford A little under 7 hours remaining.
  10. Westworld Mafia

    Host: araver 1. gavinksong - voting for bonanova2. Flamebirde - voting for Aura 2.03. Nana77 - voting for plasmid4. plasmid - voting for Aura 2.05. Aura 2.0 6. bonanova - voting for Aura 2.0 7. aura - Killed N1 by Dr. Robert Ford Reposting roster with whole information (i.e. incl. dead). Regarding your issues with the replacement/reveal, I hear you, but you have to trust the host on this. After all, this is what you signed up for And no, I did not hint at all at her (previous or actual) role. That is, you may infer what you want, just don't pin it on the host. e.g. invulnerability N1 for the Indy is in the OP (original post) along with the rules.
  11. Westworld Mafia

    IMHO, it shouldn't. I agree that it looks as if one player has a bit of extra info, but outing the N1 kill would disrupt much more in balance. But Aura is a mature enough player, if she absolutely feels like it, she can tell you herself
  12. Westworld Mafia

    1. Theoretically? No. If the Indy outlives (is alive at the end of a phase where all his targets are dead) then game ends with Indy win. Even if there are goodies alive at that point, they can't win since game stops with Indy victory. If everybody dies at the end of a phase, then no one is really alive to claim victory. 2.ODTG Indy RID kill happens instantly. Even if it's in the last second before a phase ends, it can't happen at the same time as a goodie killing the indy or indy being lynched. Also, reviving Aura to replace phil. And since I was asked twice but not publicly: 1. If a player is inactive for a phase, the host randoms an action for him/her. 2. If a player is inactive for more than 1 phase, he/she gets replaced (that means 4 day IRL, so plenty of time to give a proof of life) Host: Araver 1. Gavinksong - voting for Flamebirde2. Flamebirde - voting for bonanova3. Nana77 - voting for plasmid4. plasmid - voting for Aura 2.05. Aura 2.06. bonanova *DEAD 7. Aura - Removed N1 by Dr. Ford
  13. Westworld Mafia

    Forgot to add, Day 1 ends in 48 hours, 9AM EDT on Thursday.
  14. Westworld Mafia

    Night 1: "Where art thou?" Silently the nightly builds were deployed into the unknowing hosts. One of them never quite manage to reboot and was dragged to QA for some quick diagnostics. They decided the host was unfit for duty and silently sent her to a dry cool place. Read storage. No other news. tl;dr version: * Dr. Robert Ford "updated" Aura. Host: araver 1. Gavinksong 2. Flamebirde 3. Nana77 4. plasmid 5. phil1882 6. bonanova 7. aura - Killed N1 by Dr. Robert Ford
  15. Westworld Mafia

    1. Follow spy can see the NK. It has a carrier. It is true that it can't be blocked, but it can be spied. 2. No. You're thinking of >> strictly chronological version. Trap > block: If A traps B who tries to block A or block anyone else, A wins OOA and the block does not happen. If A traps C and B blocks A (C is not B) then B's block does indeed stop the trap. If it had been >> instead, it would be strictly chronological A traps C then B blocks A but with no real effect since the trap already happened.
  16. Forgotten District II Mafia City 17, forgotten district, once known as the "The Neighborhood" Six years after the previous events in Trainer's Manual Mafia IV ~~~~~ Checking his balance at the end of the day, the Loan Shark smiled to himself, "This is still a nice neighborhood to do business in." "What's that Boss?", asked Muscle. "Nothing for you to worry about, Muscle, as always. Call Clark for me will ya?" "Sure thing, Boss." said Muscle, opening the door and letting a gust of music slip inside. That music would one day be the death of him, sighed the Loan Shark. His hair was tinted white at his temples and he felt weary during a Saturday Night. "Hey Boss!", Clark "the DJ" blasted through the door. "Close it please", Mick sighed. "Have you heard about the new Mayor?". "Yeah", Clark flexed his hands nervously," he's talking about restoring the Civil Guard and all!". "About that, I need you to do something for me. Go mix during the day, talk to your former colleagues, lemme know if trouble is brewing." "Sure thing, but, wait, you want me to do something about it?". "No, just report back to me.", he stood up and secured his briefcase. "And get the damn music lower one notch, it's making my head explode", he added before going to the safe. "Boss, you know there are paying customers right now draining the bar and putting money in our pockets because of that music ... ", Clark responded as his Boss put the briefcase in the safe and walked back to his table. "Fine, close it earlier though, I need silence to ponder." Clark grabbed the door handle, "I'll let the guys know to close after 2 tonight", as he went out. ~~~~~ Baddies (Mafia): Shady characters, trying to make an extra buck by circumventing the rules. Have BTSC and a group NightKill that needs to be carried by one living member. Each night can try to RID a player as the messenger and get a copy of the message if successful. WinCon: Removing those who oppose their business. * Mick "The Loan Shark": He has made enough money offering unsecured loans to the nice people in the neighborhood. Wants to expand his business while maintaining a front cover business. Ability: Each day, can bribe his way into stopping a vote (Vote Manip - Can make one vote count x0). * John - "The Muscle": Former linebacker, career terminated by a knee injury. Very good at getting loans back, not so good with strategy. Ability: Each night, can make someone dream of a better world. Literally. (Block) * Clark - "The DJ": Local redneck that won the local club at a poker game a couple years ago. Runs the establishment as a front business for the Loan Shark. Ability: When spied, he appears as a random living Goodie. Goodies (Innocents): Peaceful taxpayers trying to restore their clean neighborhood. WinCon: To get rid of the Baddies. * The Doctor: Former Med student, did not finish his studies due to money problems and a recurring addiction. Knows enough to help a player survive minor injuries though. Ability: Can save a player each night. Can save self. Can save the same player in a row (Save) * The Baker: Lost his bakery to the Loan Shark a while back and still sports a scar made by Muscles in a barfight when he refused to pay his loan. He has sworn to get revenge while ago, but after the fiasco a couple of years ago, his vengeance simmered. Ability: Each night can message a player via the host. The message can be intercepted by the Baddies if they RID him. (Messenger) * The Cop: Lived in this neighborhood all his life, became a cop on an impulse, never looked back. Ability: Each night can stake out a player (Role Spy). * The Shopowner: Still owns huge debts and his business barely covers the vig. Always looking for a clean way out of the mess he got himself into. Ability: Each night can block a player. (Block). If the Baker dies, opens his secret locket and gets a copy of all his messages. * The Soldier: Settled back from his tours of duty a while ago, no longer finds enough happiness in just listening to birds singing. He longs for some action and may turn out to be hero after all. If the Cop dies, he gets to play the hero. Ability: No action (Vanilla). If the Cop dies, he gets a Kill. * The Mayor: Just back in his hometown after inheriting her aunt's big mansion. Never forgot about his political ambitions. Ability: Can redirect a vote each day (Vote manip) * The Postman: Knows much, says very little, tries to keep out of fights. Ability: Each night selects a player and will get a list of players that targeted X at night or just his name if no one acted on X (Reverse-Follow Spy) Rules: *NP shows Kills and Saves. DP shows lynched player's role, no indication on vote manipulation. *Tie: D1 No lynch. D2+ All lynched. *OOA: Block > Save > Kill > Spy > Day actions. Kills are not blocking. *Blocks will count as successful if the block went through unstopped by another block. Daily actions can be blocked. Blocked players will be told so. Two blocks blocking each other = both fail. Roster: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
  17. City Growth

  18. A circle between three circles

    Since the above was never translated to an approximation (8 significant digits):
  19. Westworld Mafia

    1. In this game, the indy trap only affects the night phase as a block+save combined and does not silence or trap during the day. So, no, it does not interfere with the target's ability to vote or be voted for, but it does block the target from using day actions such as vote manipulation or special ODTG powers if blocked the night before. 2. The only instanteneous action in this game is the Indy ODTG RID Kill. That happens instantly during the day/night it is used and becomes a post announcing the death of a player if successful. The rest of actions are evaluated at the end of the night and so happen at the same time. For actions of the same type e.g. X NKs Y and Y kills X, both happen.
  20. Westworld Mafia

    1. No, it only appears as a save if successful. NP shows only deaths and saves. 2. Yes, trap can act on self. 3. Yes, they both appear as "Player X was saved" (but not which role did the saving). Whereas the killing appears as "Player X was killed by Role Y".
  21. Westworld Mafia Signups

    Roles for the 7-player version: Goodies - Artificially created beings that live in the Westworld Park, some original hosts being mostly mechanical, others made from biological tissue that resembles flesh and blood. They were created by Arnold and Dr. Robert Ford and are designed to be incapable of hurting any living non-host (i.e. human) visiting the park. WinCon: Lock the humans out of their control of their programming (i.e. "Eliminate" as in lynch/kill). That means getting rid of both dr. Ford and the Man in Black. 1. Dolores - One of the oldest active hosts, the rancher's daughter forced to be the damsel in distress in Sweetwater. As she has been updated numerous times over the years, she has access to all sorts of actions, but can use each of them only once (each is ODTG). Can use actions on back-to-back night/day phases. Day actions cannot be used if blocked/trapped the night before. (Choice) ** 1: Save the target of the lynch (day action, target can be chosen at any time during the day) ** 2: Add 1 extra secret vote invisible to the players (day action) ** 3: Remove 1 vote publicly cast (day action, target is the player casting the vote, vote is made x0) ** 4: Distract to protect an innocent (night action, save, does not work on self) ** 5: Force a target to reconsider (night action, block) ** 6: Grab a gun and get the job done (night action, kill) 2. Teddy - A host returning to Sweetwater to reunite with Dolores and attempt to protect her. He lacks a complete backstory but has an impressive arsenal that allows him to scare someone away each night, but not the same person twice in a row. (Block) 3. Maeve - A host working as "manager" at the Mariposa saloon in Sweetwater. An inquisitive mind that appears to have flashback events. This allows her choose one character to focus on and find out at the end of the night either who targeted that player or who that player acted upon (choice). ODTG during the night, she can instead try to force the visions and get a complete report (role spy) but that will make her lose her powers (vanilla) permanently. (Spy) 4. Clementine - A host working at the Mariposa saloon. Each night she can try to save a player, by giving them a special "discount", but cannot save self nor the same person twice in a row. Also, there is a 50% chance the action will not work at all and Clementine will lose her voting power the next day - she will know that the voting power was lost but the other players won't (Save) 5. Hector - A host in the role of the permanent "Most Wanted" bandit. He subscribes to the theory that the world is a mad place, and the only way to survive is to embrace the role of predator. Chooses to kill on even or odd nights at the beginning of the game. Must kill on said night. (Kill) Baddies - Humans running the Westworld Park and the hosts within it, represented by dr. Ford. Each night he roll updates and can take one host offline retiring it permanently. They usually can control only the actions of the hosts not those of other humans, but in some special cases, they can manipulate their way in the real world as well. WinCon: Take all the hosts offline for "maintenance" and get rid of the Man in Black. 6. Dr. Robert Ford - A brilliant and complicated creative director and co-creator of the Park. No one really understands his plans or future naratives, but no one tries to stand up to him either. His night kill is unstoppable except for someone saving the target but in that case he at least learns the target's identity. ODTG he can remove a vote but not if blocked or trapped the night before. Indy - WinCon: Outlive two secret goodies and dr. Robert Ford (baddie). 7. Man in Black - A Westworld veteran visiting the park for over 30 years now, he believes one of the original park creators hid some mystery in the park and is determined to find it. He tries to find the hosts or humans that can lead him to the Labyrinth. - Each night can trap a player, but not the same player twice in a row. Trap saves target from kills and blocks his/her night action but does NOT silence a player for the next day. (Trap) - Invulnerable N1 will appear as saved if targeted for a kill. - OTDG during the day or the night can RID Kill. Action is instantaneous and cannot be blocked (unless the Man in Black was blocked or trapped the night before). Rules: * NP shows only deaths and saves. * DP shows only lynched players and their roles. * Tie rules: D1 No lynch. D2+ All lynched. * Order of Actions (OOA): Trap > Block > Save > NK, Kill, RID Kill > Spy. * Kills are not blocking. Vote manips can be blocked i.e. blocks/traps at night stop day abilities. * Blocked players will be blocked & told regardless if they had an action or not. * ODTG = Exactly Once During The Game. Indy ODTG RID Kill is unblockable and unsaveable regardless if played during the day or night as action happens instantaneously. The ODTG cannot be used by the Indy during the day only if blocked/trapped the night before. The Indy RID Kill ODTG action appear as separate NP/DP post only if successful i.e. it fails silently if used incorrectly.
  22. Westworld Mafia Signups

    Westworld Mafia (I) Intro: Westworld is a park in which human visitors pay to immerse themselves in a carefully crafter Wild West world. The park's villages are populated by hosts - lifelike androids build by the park and used to interact with each other and the human visitors in narratives. Warning: This may contain spoilers (though I did try to steer clear of most of them) so if you haven't seen any episodes yet ... go see some and then come back Roles: Goodies - Artificially created beings that live in the Westworld Park, some original hosts being mostly mechanical, others made from biological tissue that resembles flesh and blood. They were created by Arnold and Dr. Robert Ford and are designed to be incapable of hurting any living non-host (i.e. human) visiting the park. WinCon: Lock the humans out of their control of their programming (i.e. "Eliminate" as in lynch/kill). 1. Dolores - One of the oldest active hosts, the rancher's daughter forced to be the damsel in distress in Sweetwater. As she has been updated numerous times over the years, she has access to all sorts of actions, but can use each of them only once (each is ODTG). Can use actions on back-to-back night/day phases. Day actions cannot be used if blocked the night before. (Choice) ** 1: Save the target of the lynch (day action, target can be chosen at any time during the day) ** 2: Add 1 extra secret vote invisible to the players (day action) ** 3: Remove 1 vote publicly cast (day action, target is the player casting the vote, vote is made x0) ** 4: Distract to protect an innocent (night action, save, does not work on self) ** 5: Force a target to reconsider (night action, block) ** 6: Grab a gun and get the job done (night action, kill) 2. Teddy - A host returning to Sweetwater to reunite with Dolores and attempt to protect her. He lacks a complete backstory hence he is forced to try to RID Guess Dolores each night. If successful, they gain BTSC (behind the scenes chat during the day and night). 3. Maeve - A host working as "manager" at the Mariposa saloon in Sweetwater. An inquisitive mind that appears to have flashback events. This allows her choose one character to focus on and find out at the end of the night either who targeted that player or who that player acted upon (choice). ODTG during the night, she can instead try to force the visions and get a complete report (RID, follow spy, target spy) but that will make her lose her powers (vanilla) permanently . (Spy) 4. Clementine - A host working at the Mariposa saloon. Each night she can try to save a player, by giving them a special "discount". (Save) 5. Peter - A host in the role of a retired decorated lawman, that spends his days tending to his herd and looking after his beloved daughter Dolores. He can ODTG break a day trap by the Man in Black if he isn't the one trapped, action is chosen at any point during the day, untrapped player can speak and vote. (Break trap) 6. Hector - A host in the role of the permanent "Most Wanted" bandit. He subscribes to the theory that the world is a mad place, and the only way to survive is to embrace the role of predator. Chooses to kill on even or odd nights at the beginning of the game. Must kill on said night. (Kill) 7. Armistice - A host in the role of a bandit who works with Hector to raid Sweetwater in the narrative. She has an impressive arsenal that allows her to scare someone away each night but not the same person twice in a row. (Block) 8. Lawrence - A criminal on the verge of being hanged until he is saved at the beginning of the narrative. He has ties with the secret Revolutionaries and through his influence each day he can make a player's vote x0 or x2. (Vote manip) Baddies - Humans running the Westworld Park and the hosts within it, have BTSC and can powerplay each other. Each night they roll updates and take one host offline retiring it permanently. They usually can control only the actions of the hosts not those of other humans, but in some special cases, they can manipulate their way in the real world as well. ODTG they can inflict maximum damage to a target but only if they are sure of it (instantaneous RID Kill). WinCon: Take all the hosts offline for "maintenance". 9. Dr. Robert Ford - A brilliant and complicated creative director and co-creator of the Park. No one really understands his plans or future naratives, but no one tries to stand up to him either. Each night he can wander in the park and follow a host or guest (Follow Spy - is told if who target visited). 10. Bernard Lowe - The Head of the Programming Division and in charge with overseeing "updates". He respects Ford and covers up his last update concerning "reveries". He can manipulate players into forgetting what they were doing blocking their plans for the night and day (Block - works on both humans and hosts). 11. Elsie Hughes - A highly skilled Behavior Lab and Diagnostic Department member, often the smartest person in the room. She can diagnose behavior problems in Westwold's hosts and change their programming before they enter the park. Each night can push an update to a host to redirect him/her during the night or day (choice of redirect or vote redirect, but not both in the same night/day cycle). The redirect fails (without notification for either side) if the target is human. Indy - WinCon: Be the last standing (can tie with either goodie or baddie faction as long as he is alive when one wipes the other out). 12. Man in Black - A Westworld veteran visiting the park for over 30 years now, he believes one of the original park creators hid some mystery in the park and is determined to find it. He tries to find the hosts or humans that can lead him to the Labyrinth. - Each night can trap a player, but not the same player twice in a row. Trap saves from kills, blocks and silences a player for the next day. (Trap) - Each day can make his vote count x0, x1 or x2 (if blocked or trapped at night he cannot). (Vote manip) - Invulnerable N1, D1 will appear as saved if targeted for a kill. - OTDG during the day or the night can RID Kill and inherit the ability of the person he RID Killed. Action is instantaneous and cannot be blocked (unless the Man in Black was blocked or trapped the night before). Rules: * NP shows only deaths, saves and silenced players. * DP shows only lynched players and their roles. * Tie rules: D1 No lynch. D2+ All lynched. Trapped players cannot be voted for. * Order of Actions (OOA): Trap > Block > Redirect > Save > NK, RID Kill > Spy. * Kills are not blocking. Vote manips can be blocked i.e. blocks/traps at night stop day abilities. * Blocked players will be blocked & told regardless if they had an action or not. * Redirected players will be redirected and not told, regardless if they had an action or not. * ODTG = Exactly Once During The Game. Indy and Baddie ODTG RID Kill and Goodie ODTG break trap are unblockable and unsaveable regardless if played during the day or night as actions happens instantaneously. The ODTG cannot be used by the Indy during the day only if blocked/trapped the night before. These ODTG actions appear as separate NP/DP posts only if successful i.e. they fail silently if used incorrectly. Signups: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.
  23. Westworld Mafia Signups

    OK, if no one signups till Saturday, I will trim it down to 7 players and give it a try. 48 hour phases (night/days) should accommodate a slower start ... so keep tuned
  24. Westworld Mafia Signups

    Well only 6 signups means I should be ready to cut this to 7 players I think (5 vs 1 vs 1).
  25. Westworld Mafia Signups

    Only 8 more :)) I am however prepared to trim it down to 7 if not enough people sign up.
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