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Topics - fillipk

Pages: [1]
1
Mafia / Mind Reading Mafia Game Over, No One Won.
« on: August 02, 2016, 11:19:22 am »
Mind Reading Mafia

An alarm blares, and the automated PA system spews out a warning, "We have been informed of spies in our midst, somehow they were able to slip past our mind probes and are running loose throughout the complex, all students are to proceed to their dormitories and the teachers are to proceed to the teacher's lounge, failure to do so will result in immediate termination, this is not a drill."  Hurriedly the teacher of mind probing 101 hurries to the teacher's lounge, to find the rest of the staff already there, taking his seat, he listens to what is going on.  "So as you may have heard," the headmaster began, "Someones have snuck into our facility past all of our mind probing and we have reason to believe that they have taken on roles as staff.  This could compromise our facility if this gets out so we are keeping it on the down-low for now, which unfortunately involves mind wiping all the students but they will forget it.  However we still have no idea who the spies are and that is for you all to determine.  As we are able to read a dead person's mind more effectively if they have some kind of protection, which we assume they do, this unfortunately involves killing you, however we have decided to let you guys talk this out so we aren't just shooting in the dark, best of luck and we will be watching."

Rules:
Votes must be red and bolded
The game runs on a modified hammer system. Days last until one person has at least 50% of the other people voting for them and then 6 hours after that, a hammer can be canceled during this time.
You can edit your posts as many times as you want, but only during the day and only of that day's posts
No quoting role pms
There is an unknown amount of mafia and/or third parties in this game
Keep the discussions civil and if you need to ask me anything poke me in any color (except red) just bold it please
I will always tell you the truth but I might not answer your question
Mephansteras can't play as he knows the set-up, sorry man
And no PMing other players
And you must be in or have played one other Mafia game.

Player List: (6/11)
  • Griffinpup
  • Oragamiscienceguy vishdafish Starver
  • BlackHeartKabal kanoguti TheBiggerfish
  • Jack A.T. TheWetSheep
  • TheDarkStar
  • The Moonlit Shadow BearShogun1692 Sprityo
  • Tiruin
  • juicebox
  • Deus Asmoth
  • GayArchaea UXLZ
  • Fallacy of Urist

Replacements: (0/-)

2
Mafia / Nope nothing to see here
« on: February 22, 2016, 06:12:09 pm »
Mind Reading Mafia

An alarm blares, and the automated PA system spews out a warning, "We have been informed of spies in our midst, somehow they were able to slip past our mind probes and are running loose throughout the complex, all students are to proceed to their dormitories and the teachers are to proceed to the teacher's lounge, failure to do so will result in immediate termination, this is not a drill."  Hurriedly the teacher of mind probing 101 hurries to the teacher's lounge, to find the rest of the staff already there, taking his seat, he listens to what is going on.  "So as you may have heard," the headmaster began, "Someones have snuck into our facility past all of our mind probing and we have reason to believe that they have taken on roles as staff.  This could compromise our facility if this gets out so we are keeping it on the down-low for now, which unfortunately involves mind wiping all the students but they will forget it.  However we still have no idea who the spies are and that is for you all to determine.  As we are able to read a dead person's mind more effectively if they have some kind of protection, which we assume they do, this unfortunately involves killing you, however we have decided to let you guys talk this out so we aren't just shooting in the dark, best of luck and we will be watching."

Rules:
Votes must be red and bolded
This works with a hammer system, days will last until one person has >50% of the people voting for them
Nights will last 24 hours
You can edit your posts as many times as you want, but only during the day and only of that day's posts
No quoting role pms
There is an unknown amount of mafia and/or third parties in this game
Keep the discussions civil and if you need to ask me anything bold and purple it please
I will always tell you the truth but I might not answer your question
Mephansteras can't play as he knows the set-up, sorry man
And no PMing other players
And you must be in or have played one other Mafia game.

Player List: (0/12)

Replacements: (0/-)

3
Mafia / Big Top Mafia Game over town and jester victory
« on: December 30, 2015, 08:28:17 pm »
COME TO THE BAY12 CIRCUS

SEE MARVOLUS ACTS SUCH AS:
  • The dazzling trapeze duo person? who flies fly through the air without a care in the world (Opening here too)
  • The graceful tightrope walker who balances on a thin wire without a net
  • The man who is strong enough to lift 10,000lbs
  • The fearless lion tamer who will stick not one arm but TWO inside the mouth of the beast
  • Bingo and Bongo, a pair of clowns that will leave you rolling around on the floor laughing (we have an open spot if you think you are funny enough, and bring a partner too)
  • A mysterious hypnotist that can make you do whatever he wants
  • A magician born half-sized, but don't tell that to his face]
  • And last but not least the grand finale, the HUMAN CANONBALL

YOU WON'T WANNA MISS IT FOLKS

Tickets available for $1520 dollars call the number below


"Okay folks, we're gonna have a show but before that there are a few rules we hafta go through first.
Number 1. All acts(days) last 72 hours and the break between each act(night) is 24 hours
Number 2. All inquires(votes) will be in red and bolded, just use that paper stack I keep outside my door
Number 3. At least 33% of the audience(players) must vote for an encore(extend) and each act can have a maximum of 2 encores
Number 4. If at least 50% of the audience decides so the act will end early(shorten)
Number 5. The act will only end early if the audience decides it, there are no hammers
Number 6. No spilling what act you have before the show starts. (No quoting pms)
Number 7. No changing the act (No PMing between players)
Number 8. Hmm I think that's all, oh right, have fun, smile, put on a show.

Allright break, we have a big show ahead of us and I expect ya all to prepare for it, we don't want a repeat of last time."

"It occurs to me I forgot to put up a list of the performers for this show, here ya go:
  • TheDarkStar
  • Deus Asmoth
  • Abstracttraitorhero
  • Jack A.T.
  • hector13
  • TheMoonlitShadow
  • O.Wilde
  • notquitethere
  • BlackHeartKabal

4
Mafia / Beginner's Mafia LVII: The Extra Guards Game over Town Victory
« on: October 07, 2015, 04:00:50 pm »
Beginner's Mafia
The Extra Guards
It has been 15 years sense the sky rained fire and the world destroyed itself.  The few surviving humans are still picking up the pieces in tiny isolated villages in those few places untouched by the radiation.  You live in a village called Chicago, apparently a great city from before the rain of fire and you have carved out a life for yourself and he rest of the village.  It was hard at first, food was scarce and the mutated wildlife was not easy prey.  Not to mention all the attacks by mutated humans and raiding groups.  But you held your village, you lost many friends along the way, you paid for this village in blood sweat and tears.  When it came time to elect a leader, Fernando Kien won with a vast majority and he has been fair and just.  But recently you have heard supporters of Devion Malagore preparing to assassinate Fernando and put Devion in charge, you quickly appointed people to guard Fernando but you were drunk at the time and you can't remember who was suppose to be appointed, or who the people trying to assassinate Fernando, only that only 7 people were appointed, and there are 9 people stationed at the posts...

Player List [7/7]:
  • Tomasque Shakerag - Jailor
  • NJW2000 - Vanilla Townie
  • AbstractTraitorHero - Sane Cop
  • Megggas - Vanilla Townie
  • Roo - Vanilla Townie
  • Hector13 - Vanilla Townie
  • Tolyk - Mafia Rolecop

ICs [2/2]:
  • 4maskedwolf origamiscienceguy - Vanilla Mafioso
  • TheDarkstar - Vanilla Townie

Scum IC [1/1]:
  • Jack AT

Replacements:
  • origamiscienceguy for 4maskedwolf
  • Shakerag for Tomasque

Spoiled Spectator:


Introduction

Welcome to Beginner's Mafia LVI. As the title suggests, this game is for beginners. If you have no idea how to play or you have some experience but you're still not quite sure what to do, then this is the right place for you. If you sign up, you have one goal: Learn how to play the game of mafia. Since this is not an easy thing to do on your own and we wouldn't dream of forcing you to do it, you will be assisted by two 'inexperience challenged' players, or ICs. The ICs are experienced players on the board who have signed up to help you learn. You can always trust that the advice they give is genuine, however, you cannot always trust the IC, as they are players in the game and have the same likelihood of being scum as every other single player.

If this is your first time playing, keep in mind that games of forum mafia take several weeks, and can sometimes run longer than a month, and that you are expected to be able to play continuously through that time. If you can't anticipate being able to play for that long for whatever reason, then maybe the game of mafia isn't for you. But if it is, then welcome to the mafia subforum, and I hope you have a great time playing.



Gameplay and Concept

The game of mafia has a simple concept. A large group of players known as the town plays against a smaller group of players known as the mafia. In this setup, there are nine players, with seven town and two mafia.

Before the game begins, each players is given a role and an alignment by the moderator. There are two alignments in this setup: Town and Mafia. The town outnumber the mafia, but each individual member of the town does not know the alignment of any of the other members. The mafia know the alignment of everyone on their team and they can discuss the game privately in a special mafia chat. The mafia has access to a nightkill that they may use in the Night phase, while the town occasionally has roles with abilities that are used during the night.

Once everyone has a role, the game begins in the Day phase. During the Day phase, players may discuss the game and each player has a vote that they cast publicly to lynch a player. At the end of the day after some predetermined amount of time, the player with the most votes is lynched. Lynching does two things: it reveals a player's role and alignment, and it removes a player from the game. Once lynched, a player is no longer allowed to post in the thread.

Once the day ends, the game proceeds to Night. During the Night, discussion is prohibited. The mafia team picks a target to nightkill. If available, any town power roles use their actions as well. At the end of the night, the target the mafia chose to nightkill has their role and alignment revealed, and that player is removed from the game in a similar way to being lynched. Once the night ends, the game proceeds to another Day.

Both teams win by eliminating the other. However, due to the nature of the teams, they win very differently. The town win by finding and lynching the mafia, while the mafia win by avoiding being lynched and nightkilling.

Potential Roles

Vanilla Townie - A member of the town with no special abilities.
Vanilla Mafioso - A member of the mafia with no special abilities.
Cop (Town) - A cop may choose to inspect a single player during the night and learn that player's alignment.
Jailkeeper (Town) - A combination of a Roleblocker and a Doctor, a Jailkeeper both protects and blocks the target from acting during the night.
Role Cop (Mafia) - Much like the Town Cop counterpart, the Role Cop investigates a single other during the night to learn their role, instead of their alignment.

This is still an experimental setup

The only role that receives the success of their results in this setup is the Cop and Rolecop. All other roles are not informed if they were successful or not.

One of the following setups is used:
1. 1 Mafioso, 1 Mafia Role Cop, 5 Vanilla Townies, Sane Cop, Jailkeeper.
2. 1 Mafioso, 1 Mafia Role Cop, 6 Vanilla Townies, Sane Cop.
3. 1 Mafioso, 1 Mafia Role Cop, 6 Vanilla Townies, Jailkeeper.

Spoiler: Possible Role PMs (click to show/hide)

Notes about the ICs

The ICs are here solely to teach new players how to play, but remember, they are also players in the game. This means they have the same chance to be scum as any other player and it is entirely possible for one IC or even both ICs to be scum. Regardless of their alignment, they are obligated to provide you with genuine advice, so that even if you don't trust the IC, you can trust the advice they give. Some ICs will use a special 'IC voice' to alert players that they are delivering honest, unfiltered advice, while some don't.

The ICs have the special privilege of being able to talk while dead. This is so that they can continue to give advice even if they are killed during the course of the game.



Rules
  • Voting - Votes are cast in red and should include the name of the targeted player. Other colors may be ignored. Jack A T, Jack and Jake A T, are all acceptable ways to cast a vote if the target is clear enough.
    • If you want to remove your vote, you may put unvote in red text. You must explicitly state this to remove your vote. You may put the name of the player you are unvoting in red after the unvote, e.g., unvote Jack A T, but it is not required.
    • If the day ends with two or more people having the same number of votes, the day will end with no player being lynched.
    • It is also possible to vote for a no lynch to explicitly end the day without a lynch.
  • Death - When you are dead, you are prohibited from posting in the thread. You may make a single 'bah' post after you die, however, it must not contain any game-related information. You may be asked to edit out any information that breaks this rule.
  • PMs - PMs between players are prohibited. You may freely PM the moderator to ask game-related questions, what the moderator may reveal, however, is limited.
    • Do not quote any direct correspondence with the moderator, including role PMs and rule-related queries.
  • Edits - Editing posts is prohibited. Do not edit your post for any reason, even if your post comes out as a train-wreck of formatting, spelling, punctuation, and/or grammar. The preview button exists; use it.
  • Replacements/Activity - If you find yourself unable to play, you may, and should, request a replacement. We may try to talk you out of it if it's for any other reason besides you not having enough time to play.
    • Prods may be requested for a player. If they have not posted in the thread within 24 hours, excluding weekends, they will be prodded.
    • If you stop playing altogether without notifying me, you will receive a warning after 48 hours, and a forced replace after 72 hours.
    • Please be active. The greatest killer of beginner games is poor activity.
  • Day/Night Length - Days will last 72 hours. Nights will last 24 hours, or until all night actions are received. Weekends are not counted in terms of day or night length. E.G., if a night starts at 12:00 PM Friday, it will end at 12:00 PM Monday.
    • If the game is in a LYLO or MYLO situation, there will be no formal deadline. >50% Players must vote to end the day, or votes must not change for 24-hours.
  • Extensions/Shortens - A player may vote for an extension to increase the length of the day. It requires >33% of the current number of players to request an extension for an extension to be granted. A player may also vote for a shorten. It requires >50% of the current number of players for a shorten to be granted. Extensions increase day length by 48 hours, while shortens will immediately end the day as soon as possible. There are only two extensions per day, with other extensions being granted at the moderator's discretion for special reasons.
    • Votes for extension/shorten are done in boldface. Extend, Extension, Extend it up yo, Shorten it out y'all are acceptable ways to vote for an extension or shorten
    • Extensions or shortens can be opposed. Opposition to extensions or shortens are done in boldface. Oppose Extend, Opposition to the Extension, Oppose Shorten, are acceptable ways to oppose an extension or shorten. Oppositions count against the total number of votes for an extension or shorten.
    • Extensions count as opposition to hortens. Similarly, shortens count as opposition to extensions.
    • Extensions, Shortens, and Oppositions will be counted and processed by the moderator in the order that they are cast.
  • External Participation - While the game is ongoing, if you are not a player, an IC, or a mod, refrain from posting in the thread.
    • Play to win! There is no hopeless situation, so don't ever give up. And remember, be bold! You learn nothing and you gain nothing by holding back.
  • Miscellaneous - Use of cryptographic hashing is not permitted.  If you want to have hidden/obfuscated messages in your posts for later use, come up with them using your own wetware.

Resources and Guides

Our own Bay12 Mafia tutorial
The Mafiascum wiki. Lots of theory, terminology, and game analysis.
An Interactive Flash tutorial by one of the Mafiascum.net people. Helpful visualization!
The Notable Games archive. Read a famous game from start to finish! Learn some Mafia history.

Spoiler: On D1 No-lynches (click to show/hide)






Frequently Asked Questions

Spoiler (click to show/hide)

5
Mafia / Miners and Nobles: Nope died due to Tantrum Spiral
« on: September 18, 2015, 05:16:26 pm »
This will be a Mafia and Masons game with a dwarf fortress flavor.  I will be using this open set up but with some changes:
  • There will only be nine people, two less Mafia and masons

All levels of skill are welcomed and since this is my second time running a game constructive criticism is okay, after the game is over or through pm.

Rules
  • Votes must be in red and preferably bolded
  • This is a nightless mafia, and because of that there is a hammer: 6 (a hammer means that once there are X votes on a target they are lynched and can't save them selves)
  • If you have a question about your role pm me
  • No ping other players both miners and nobles will get a quicktopic
  • Have Fun, mafia is suppose to be fun so be a good sport and don't sandbag your team

Spoiler: Player List (click to show/hide)




6
Mafia / Cutists and Churchgoers Version 2 Church Victory
« on: September 10, 2015, 04:39:06 pm »
Cultists and Churchgoers 2.0
 This is a 4 person game of mafia, with the Church attempting to get someone from the Cult lynched by the end of the game. The Cult wins if this doesn't happen. However, there is a twist: Each player has two roles! The first role ( referred to as the 'public' role) determines your allegiance to the Church and whether or not you have a day action. Your second role - the 'private' role - determines your allegiance to the Cult and whether or not you have a night action. What happens if a person is part of the Cult and the Church? You'll just have to keep reading to find out.

This game was created by Tomasque but he didn't have enough time to run it so he gave it to me kudos to Tomasque

Spoiler: How it works: (click to show/hide)
Spoiler: Public Roles: (click to show/hide)
Spoiler: Private Roles: (click to show/hide)
Spoiler: Extra Roles: (click to show/hide)
Spoiler: Goals: (click to show/hide)

7
Forum Games and Roleplaying / Tropical Islands 1 more needed
« on: September 06, 2015, 12:03:04 am »
"You open your eyes, the sky is a clear, vibrant blue and the air smells of the ocean, but you do not feel the familiar rocking of a boat.  You start to sit up in the sand, but you feel a searing pain in your head, it passes quickly but leaves you a bit dazed.  Last thing you remember was the storm, but the sky's all clear now.  Feeling better, and curious you start to look around, you notice two people right away and even with your dazed mind you recognize them as the fellow leaders of your people.  You look around again and see numerous forms of bodies all over the beach, some alive and some not.  Quickly, you round up some survivors and tell them to gather any survivors they can find.  It takes a bit but soon all the survivors are gathered, a mere 20% of your original tribe.  Stranded on a tropical island with no idea where you are you and your fellow leaders must ensure the survival of your people."

This is a game where you work in teams of three to rule a tribe and ensure its survival.  Each team consists of three people, the Civilization Leader, the Priest, and the General.  Each leader controls one resource and decides how that resource is to be used, though all three leaders can discuss how to best use the resources.

The Tribal Leader controls the Tribe Points.(TP)  Tribe points are used to discover new technologies and advance the tribe, but are also generated the slowest.  They are in charge of the Tribe and make the important decisions, they have the ability to override one of the other leader's actions if they have a better plan.

The General controls the Industry Points.(IP)  Industry points are used to build units and buildings and perform actions, but they are also generated the fastest.  The General controls all the units and actions and decides what will be built.

The Priest controls the Piety Points.(PP)  Piety points are used to build priests(shamans, mages, etc.), cast spells and call for favors from your god.  They are in charge of all matters divine and anything that involves knowledge.

All three leaders may discuss and agree on the best action per turn but each person must post their own action for their respective sphere.

Creating the Tribe:  Each group creates their own tribe with their own god, there are three categories, and each group decides which category is strong, normal, and weak, you can discuss this with your group.

The Civilization Leader is in charge of the tribe race and name.  Strong means that the race has racial bonuses, and a faster TP generation while weak means that the race has racial penalties and a slower TP generation.  Normal means the tribe has no bonuses or penalties.

The Priest is in charge of the tribe's religion and history.  Strong means that the tribe has stronger magic, cheaper favors and priests and faster PP generation.  Weak means the tribe has weaker magic, more expensive favors and priests and slower PP generation.  Normal has no effect.

The General is in charge of how the buildings look and how the soldiers are equipped.  Strong means the tribe has more population, more effective actions, and faster IP generation.  Weak means the tribe has less population, less effective actions and slower IP generation.  Normal has no effect.

Any extra Roleplay fluff can be rewarded with extra points of your type.

A person can be voted out of their spot by the other two leaders and will be replaced by someone on the waitlist (Please only do this if the person is inactive or being a huge jerk.)

There are 4 islands so there are 4 tribes and 12 spots, when you create a tribe pick an island it is first come first serve. 
The Northwest Island is a dead place, there is lots of materials but they won't regrow naturally.
The Northeast Island has few trees, some animals, kelp, is hilly and has a volcano.
The Southwest Island is a marshy mushroom island.
The Southwest Island is a jungle with plenty of wood and food but dangerous creatures.
Spoiler: Map (click to show/hide)

Spoiler: Tribes and Player List (click to show/hide)


8
Ant Colony

Its back everybody!

In this game you control an ant Colony and you must secure the prosperity and safety of your colony however the meadow is a dangerous place when your the size of an ant, and other ant colonies can try to bump you off as well.  Do you have what it takes to secure the dominance of your ants?

The Game takes place in turns, each turn is a month, 3 turns is a season and twelve turns is a year.  Each season changes the amount of food gathered during that season.
  • Spring: Ants gather 50% more food
  • Summer: Ants gather 75% more food
  • Autumn: Ants gather normal food
  • Winter: Ants gather no food

On your turn you order your ants to perform different tasks, each different evolution of ants can do one of these 3 actions:
  • Forage: Order your ants to gather food from a certain tile, Each ant will gather 1 food, then a percentage of them (determined by a d100)will gather extra food.  Only 100 ants can gather from any given tile and you can only forage two hexes from an ant hill
  • Dig: Dig or destroy rooms for your colony, it takes 50 ants to dig or destroy a room, the room choices are:
    • Burrow: a basic room, it houses 50 ants and stores 150 food
    • Storeroom: a food storage room, it can store 1,000 food
    • Queen Chambers: a room that houses one Queen, qualifies a burrow for the defender bonus
    • Ant Hill: The entrance to your colony, an ant hill provides a two hex vision and allows you to forage two hexes away from it.
  • Reproduce: Order ants to increase your population. This produces basic ants equal to 50% of the ants tat reproduced.  This action requires a queen and a queen can only be used to reproduce once a turn.

These actions don't require a full group of ants but instead have special requirements detailed in the action.
Move: You move ants 5 hexes, the ants are now based there and don't move back to the colony. This action must be done with a minimum of 5 identical ants
Colony Restart: You order your Queen to produce 50 basic ants + 50 ants per Queen level, the ants take 2 turns to hatch and this can only be done if you have less ants then what is being produced, the queen can not reproduce while doing this action
Evolve: Evolve some of your ants with either basic evolutions or special evolutions, this costs 1 food per evolved ant +1 extra food per ant equal to it's evolution level, (The total level of all your evolutions, minimum 0).  You can also evolve your queen increasing its level. Each level increase costs 5 food +5 food per queen level. You can only go up 1 Queen level per turn however you can put as many evolutions as you can pay for on your ant.
Spoiler: Queen Levels (click to show/hide)

Spoiler: Basic Evolutions (click to show/hide)

Spoiler: Special Evolution (click to show/hide)

The meadow is 50 by 50 hexes and it has a top (floor zero) and is 3 levels deep, each hex is 4ft. 
For reference:           N                                 L0 above ground
                      NW          NE               L1     burrow        L2  burrow
                           Center                             L3     queen                     
                      SW          SE                       
                              S                                  (Curtesy of Ozarck)
Each person starts with an Ant Hill, 2 burrows and a Queen Chamber, 100 ants, 1 level 0 Queen, and 300 food. 
This is the map of the meadow:
Spoiler (click to show/hide)
The castles are start locations - Each person gets a random start location
The skulls are monster dens - They produce a certain monster every season and a wandering monster every year, they don't spawn if there are any ants stationed on them they automatically increase in power as the game moves on.   
The yellow tiles are barren and can't be foraged on,
The tiles with lines on them are fertile and produce double food when foraged on.
The blue tiles are river tiles which can be dug under at levels 2 and 3, but otherwise not crossed

Each turn ants require upkeep.  An ant requires 1 food per turn + an amount of food equal to its evolution level, a Queen requires 5 food per turn +5 food per level
 
After 12 turns random events will start happening every turn, these can range anywhere from really good to really bad these are determined with a d100 as well.

1-10 - really bad event
11-35 - bad event
36-65 - neutral event neither good nore bad
66-90 - good event
91-100 - really good event

Combat:
Combat occurs when one group of ants attacks, or is attacked by a hostile creature or another group of ants.  An ant army's combat strength is how many ants are on that army, the winner is the side with the highest combat strength. The loser looses a number of ants equal to the winner's combat strength while the winner looses an amount of ants equal to half the loser's combat strength.  In the case of a tie the defending player wins, being in your own colony doubles your combat strength.

Spoiler: Example (click to show/hide)

Taking a colony is a different story.  The defender, in addition to the defender bonus, can re arrange his ants for one move, as long as the ants don't pass through an enemy controlled room.  The attacker has to move through each room, at double speed.  To take over the colony he must control the Queen chamber, but he doesn't need a queen in them.  Each Queen Chamber controls the rooms closest to it, with the higher level Queen winning Ties, (no Queen counts as -1)

Discovered Monsters:
Spoiler: Centipede (click to show/hide)

Other Notes:
Your colony only counts as 1 square for movement purposes no matter how big it is
Actions occur in a random player order
If you cannot pay upkeep then ants will cannibalize other ants for food until they are fed an ant provides 1 food + an amount of food equal to it's evolution level, the ants with the lowest evolution level will be eaten first.
Upkeep is paid before food is lost due to not having enough storage.
An inactive player will get a single standard default action which all ants capable of doing will act upon. No other action will be done that round. Priority is as follows: Defense against invasion. Food collection until storage is full. Digging until there is space for an additional %50 ants over current, breeding until upkeep matches (3/4)maximum income.


Turn Sequence:
1. State Action
2. Actions occur
3. Upkeep is paid
4. Next Turn's Event is determined

Spoiler: Player List (click to show/hide)
(Suggestions on how to improve the game are always welcome)

[This post is constantly being updated with clarifications and examples, if you have a question check to see if it was answered]

9
Forum Games and Roleplaying / You are a Villian
« on: July 29, 2015, 08:06:21 pm »
You are a Villian

This is a suggestion game where you are a super villain. To start things off, what are your powers and  what is your name?

Spoiler: Current Villian (click to show/hide)

Spoiler: Thwarted Villians (click to show/hide)

The setting is basically Earth but Powers have started to emerge, so there aren't many people with powers.

10
Roll to be a Hero

This is an RTD Game where you are part of a Super Hero Team and you fight crime and save the world.

This is a roll to dodge so you bold an action and I roll a d6 to see how it comes out.
1 - Epic Fail
2 - Fail
3 - Partial Sucess
4 - Sucess
5 - Super Sucess
6 - Overshoot

This game will use stats to modify how bad or good it turns out and I won't roll for simple actions.

To join create a character:
Spoiler: Example Sheet (click to show/hide)

I have the right to veto any Power if it breaks the game, but I would rather work with you to fix it.

I also have the ability to kick people for inactivity.

Spoiler: Player List (click to show/hide)

Spoiler: Waitlist (click to show/hide)

After every successful mission everyone who survived it will get a point to increase their stats.

11
Typical roll to dodge intro.  You guys post an action and bold it.. I role to see how it goes over.
1-Super fail
2-Fail
3-Partial success
4-Success
5-Super Success
6-Overshoot

and now that that's out of the way

You awake in a room, sitting in a chair, padded but not too much.  You spy others in a similar situation.  The room is dimly lit, there is a door off in the corner, but there are no windows.  You can not tell the time, month, day or year.  You do not know if you are above ground or below, you do not know why you are here.  In front of you, in the center of the room, is a small table with a button on it.  You have no memories save 2, your name, and a crisp male voice warning you not to press the button.

((So to join post a character sheet with your name and a physical description including the clothes you are wearing, you do not have a watch, or anything in your pockets.))

12
Forum Games and Roleplaying / Ant Colony Special Evolution Discussion
« on: July 07, 2015, 07:26:23 pm »
In this thread you can discuss special evolution for the ant colony game.

Things to discuss:
How many evolutions, positive or negative, it costs
It's benefit in game terms.
A name for it.

All evolutions will get looked over and I will have the final decision if they are used or not in the game, I linked the threads so if people are interested they can join the game.

Be creative, you can use real ant features or you can make them up.

Ant Colony

13
Forum Games and Roleplaying / Ant Colony-On a hiatus
« on: July 01, 2015, 01:16:00 pm »
Ant Colony

In this game you control an ant colony and you must grow it and ensure its survival.  But the meadow is a dangerous place for ones as small as the ant, not to mention the other ant colonies that don't like you encroaching on their foraging grounds.  To humans the meadow may seem a peaceful place, but when you are the size of an ant it is dangerous and unforgiving.  Come, your colony needs you to bring them to prosperity.

This is a turn based game where you must ensure the prosperity of an ant colony.  The game is broken into turns, and on each turn all ants of the same type take an action.

This game is broken into seasons and the seasons change every three turns.
The seasons are Spring, Summer, Autumn, and Winter in that order.
  • Spring: Ants gather 50% more food
  • Summer: Ants gather 75% more food
  • Autumn: Ants gather normal food
  • Winter: Ants gather no food

On your turn you have you can do 1 group of ants, groups are determined by what evolutions they have, your Queen does not count, the actions are:
  • Move: Move a group of ants 5 squares, this is used in combat or exploration, you can not move diagonally
  • Forage: Gather food, each ant gather's one food and then a percentage of your ants, determined by a d100 gather extra food. Ants only gather from spaces at most 2 squares from your colony and avoid hostile critters and ants, only one group of ants can forage at any given tile
  • Dig:Dig rooms for your colony or destroy them, it takes 50 ants to dig or destroy a room, the room choices are:
    • Burrow: a basic room, it houses 50 ants and stores 150 food
    • Storeroom:a food storage room, it can store 1,000 food
    • Queen Chambers:a room that houses one Queen, gives you the colony defense bonus if one exists in the colony
  • Reproduce: Increase your ant population by 50% of the ants that reproduce, needs a Queen, a Queen can only be used to reproduce once a turn, all ants reproduced are basic ants, instead of reproducing ants you can birth a Queen with this action, If you have less then 50 ants you can have your Queen produce 50 ants in two turns

Evolve is a free action that can be performed as much as you can pay for it, ants can be evolved as much as they want but can't perform another action

Evolve: Evolve some of your ants (can use only some of a group) and give them new bonus's or abilities, this cost 1 food per ant multiplied by the number of times the ants have been evolved counting this one. However to evolve ants past level 1 you have to have an evolved Queen.  Evolving a Queen costs 5 per level, so 5, then 10, then 15 etc. a Queen can only go up one level a turn and its upkeep is increased by 5 every level.

Spoiler: Queen Levels (click to show/hide)

Spoiler: Basic Evolutions (click to show/hide)

Spoiler: Special Evolution (click to show/hide)

The meadow is 100 by 100 squares and it has a top (floor zero) and 5 squares deep, each square is 4ft.  You can request a map of your colony plus the area you know at any time to determine start locations I will randomly decide the x and y coordinates and then you will get a three square deep colony, (2 burrows and a Queen chamber) 100 ants, 1 Queen, 300 food (enough for 2 turns)

Each turn ants require upkeep.  An ant requires 1 food per turn multiplied by how many times it has been evolved +1, a Queen requires 5 food per turn multiplied by how many times it has been evolved+1
 
After 5 turns random events will start happening every turn, these can range anywhere from really good to really bad these are determined with a d100 as well.

1-10 - really bad event
11-35 - bad event
36-65 - neutral event neither good nore bad
66-90 - good event
91-100 - really good event

Combat:
Combat occurs when one group of ants attacks, or is attacked by a hostile creature or another group of ants.  An ant army's combat strength is how many ants are on that army, the winner is the side with the highest combat strength. The loser looses a number of ants equal to the winner's combat strength while the winner looses an amount of ants equal to half the loser's combat strength.  In the case of a tie the defending player wins, being in your own colony doubles your combat strength.

Spoiler: Example (click to show/hide)

Discovered Monsters:
Spoiler: Centipede (click to show/hide)

Other Notes:
There is a river in the map, ants cannot walk on the moving river
An ant hole gives  2 squares vision, otherwise ants can only see the square they are on.
Your colony only counts as 1 square for movement purposes no matter how big it is
Some squares are plentiful and give double food if foraged at, other squares are baren and can't be foraged. (1+1% for plentiful, 10% for barren)
Actions occur in a random player order
If you cannot pay upkeep then ants will canabilize other ants for food until they are fead round up

Turn Sequence:
1. State Action
2. Actions occur
3. Upkeep is paid
4. Next Turn's Event is determined

Spoiler: Player List (click to show/hide)

(Suggestions on how to improve the game are always welcome)

[This post is constantly being updated with clarifications and examples, if you have a question check to see if it was answered]

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