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Author Topic: Traitors in the Fortress: Presidential Executions: Traitors Win!  (Read 12884 times)

TricMagic

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Within Fortree there is much rejoicing. The President has held a feast celebrating the completion of the Lava Cannon, the dirty Ellif shall never breach their valley, and the Gobal shall die to the newly installed trapdoor corridor. Yes, there is much rejoicing.

Thump. Disaster! The President has been poisoned! He is quickly taken by his loyal guards to receive healing, using secret passages unknown to the common Dwarf. The elected council gather and the room is sealed so the culprit may be determined via traditional dwarven lynching. Somewhere among those gathered are Traitors in the Fortress.



Based on Rebels in the Place, this game has a King, Guards, and Traitors. Not everyone was happy with the President's slavedriving ways. The Grudgeful King has a number of Traitors who know the secret that the True Dwarves must pick out. Lynch the Kingpin behind this crime, and you win. Let the False King and his Traitors lead the narrative, and you're swiftly find dwarven Justice is swift and vengeful. And full of Grudges.
In other words, Lynch the Grudgeful King(Mafia) to win.
Fall to the point the Mafia faction outnumbers yours, and True Dwarves(Town) lose.


  • EuchreJack         
  • MaximumSpin     
  • Jim Groovester   
  • Knightwing         
  • webadict             
  • Roden                 
  • ToonyMan           

Spoiler: PM Known (click to show/hide)
« Last Edit: May 04, 2022, 01:28:15 pm by TricMagic »
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EuchreJack

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Re: Traitors in the Fortress: Sign-Ups Unlimited
« Reply #1 on: April 26, 2022, 05:48:47 pm »

As a true and noble dwarf, I of course am IN

Maximum Spin

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Re: Traitors in the Fortress: Sign-Ups Unlimited
« Reply #2 on: April 26, 2022, 06:22:17 pm »

I'll play.
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Jim Groovester

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Re: Traitors in the Fortress: Sign-Ups Unlimited (2/?)
« Reply #3 on: April 27, 2022, 11:50:20 am »

In.
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I understood nothing, contributed nothing, but still got to win, so good game everybody else.

Knightwing64

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Re: Traitors in the Fortress: Sign-Ups Unlimited (3/?)
« Reply #4 on: April 27, 2022, 07:36:35 pm »

In


It’s been a while since I’ve played mafia without RL problems getting in the way. Should be fun.
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TricMagic

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Re: Traitors in the Fortress: Sign-Ups Unlimited (4/7+)
« Reply #5 on: April 27, 2022, 08:21:29 pm »

I'll give it till May 1st to start.
A reminder. As far as I know, this game doesn't have knights.
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webadict

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Re: Traitors in the Fortress: Sign-Ups Unlimited (4/7+)
« Reply #6 on: April 27, 2022, 09:57:21 pm »

In

Finally not dead.
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Roden

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Re: Traitors in the Fortress: Sign-Ups Unlimited (5/7+)
« Reply #7 on: April 28, 2022, 04:19:18 am »

In.
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TricMagic

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Re: Traitors in the Fortress: Sign-Ups Unlimited (6/7+)
« Reply #8 on: May 01, 2022, 08:19:58 am »

Note, as it was asked. Mafia does not have a quicktopic, as while they know who the King is, they don't know who the others are. (King doesn't know anyone.)

I'll leave this open for a few more hours in hopes of a last player.
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ToonyMan

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Re: Traitors in the Fortress: Sign-Ups Unlimited (6/7+)
« Reply #9 on: May 01, 2022, 10:37:05 am »

Okay. I'll join.
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TricMagic

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Re: Traitors in the Fortress: Day 1 - The First Arguments
« Reply #10 on: May 01, 2022, 12:33:31 pm »

Tables are rearranged, spike traps double checked, traditional Dwarven alcohol brought in from outside.(For what sort of meeting would be complete without it.) And delegates chosen from among them all. In all the chaos, things begin as arguments and accusations start flying, along with the occasional fist.

Day 1 has begun! The Day will end on Wednesday May 4th, in 72+ hours. Hammers are not in effect, and the vote is closed when I come in. (Which is about 28(27 now) minutes from here at the turn of the hour, plus those 72. Time Zones are pains. All votes will be counted then, even if they are past the deadline..)

There are 3 Traitors among you, one the leader of this plot which you must lynch. They do not have mafiachat, and only the Traitors know who the Grudgeful King is, but not each other. They must Outnumber you to win, not equal. PMs are in the opening thread if you want to check them. Now get roughhousing!
« Last Edit: May 01, 2022, 05:11:15 pm by TricMagic »
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Jim Groovester

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Re: Traitors in the Fortress: Day 1 - The First Arguments
« Reply #11 on: May 01, 2022, 01:29:04 pm »

EuchreJack is monarchist scum. Ask me how I know.

wait the scum team doesn't have a kill and don't know each other

lmao alright
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I understood nothing, contributed nothing, but still got to win, so good game everybody else.

Knightwing64

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Re: Traitors in the Fortress: Day 1 - The First Arguments
« Reply #12 on: May 01, 2022, 01:41:03 pm »

I am not a traitor, no sireee. I am a normal, law abiding dworf who loves killing puny long ears.
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ToonyMan

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Re: Traitors in the Fortress: Day 1 - The First Arguments
« Reply #13 on: May 01, 2022, 01:50:14 pm »

Three cheers to Jim the King!

Hip hip, hooray!

Hip hip, hooray!

Hip hip, hooray!
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ToonyMan

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Re: Traitors in the Fortress: Day 1 - The First Arguments
« Reply #14 on: May 01, 2022, 01:56:49 pm »

So obviously the plan here is to figure out which two players don't want to vote their King.

The King will have as much knowledge as the Rebels so they'll have an easier time blending in than the Guards, but it should still be deducible.

With 7 players and THREE MAFIA that means we can't mislynch a single time or the traitors win. On the other hand there's a lot of mafia to hit and if we hit the King we just win on the spot. Also the Guards could very easily vote each other without knowing and commit some friendly fire. Same for the King voting their own Guards. Don't think I've ever seen that come up before but who can say.
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