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Thread: INQUISITORHEAP Round 2 sign up thread!

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    Bentguru's Avatar
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    INQUISITORHEAP Round 2 sign up thread!

    Last game the Heretic cult game within inches of winning, only the swift justice of the Inquisition's bolt-guns saved the day. But this is a different planet, can the Inquisitor's iron justice prevail again, or will the heretic cult subvert the populace for CHAOS?! Sign up and find out!

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    The Rules

    Overveiw:
    Your planet has been deemed Heretical by the Emperor's Holy Inquisition. Unfortunately, it's too valuable to destroy, so the Inquisition has taken a, slightly, different approach.
    Everyone on your planet has been removed from their home and placed into concentration camps. You have all been alerted that there are Heretics among you, and in order to save yourselves, you are to ferret out the corruption in your Internment Camp. A member of the Ecclesiarchy has been provided to care for your souls, but it is up to you, denizens of Internment Camp 683 to weed out the Cultists among you.

    There are 3 Alignments in this game, Citizenry, Inquisitional and Cultist. The object is for the Citizens (with the Help of the Inquisition) to kill off all of the Cultists. There are also factions within the Citizenry, named the Arbites and the Gangers, who have their own goals.

    Everyone in the game can do actions at night. Some roles grant more actions. Each day, everyone is called upon to vote, and vote publicly, to burn one of your number in search of the cultists. In the end though, it comes down to figuring out who is who, and trying to keep your side alive.

    Unfortunately, that is extremely unlikely.

    ------

    Rules:

    General Rules:
    • 1 Turn Every 24 hours during weekdays, 48 during weekends
    • Turn ends at midnight Forum time (0000GMT, 7PM EST, Noon in upsidedown land)
    • Votes will be clearly placed with a $$Name, this makes it easier for the GM to count them
    • On Tie Vote, no one is killed
    • Abstain votes = votes for no one, if a majority, no one is killed
    • Screen shots are prohibited, but PMs are encouraged
    • Lying is it's own reward
    • Try to play to your Alignment(s) at all times
    • On the second day of INACTIVITY (defined as not posting, or only posting a vote), you are a free EXTRA kill for any of the factions. If you send a PM to the GM, you can extend this by 1 Turn. The most fun you get out of the game is if you actively play, please do. Actively looking for inactives will be rewarded somehow (probably with Armor).
    • Specific Win Conditions are listed appropriately
    • The Game Continues until 1 of the following occurs:
      • There are only Citizenry left
      • The =I= calls an all clear
      • The Cult has complete control
      • A Daemon is the only one left


    ---

    Terms:
    • Alignment: Determines your win conditions. Not exclusive, although the Win Conditions could be. Alignments are Inquisitorial, Cultist and Citizenry, with 2 Sub-Alignments within the Citizenry called Arbites and Gangers.
    • Role: What you are in the game, determines what Actions you can take.
    • Public: Anything in the thread and known to anyone playing. Public Roles can do Public Actions, which happen immediately the next time the GM checks the thread.
    • Action: Something you do during the night, usually to a Target. Denoted by Italics. You only every have 1 Action in a Turn.
    • Status: Something that modifies you, usually changing Strength in some way, or granting Actions. Can be Investigated by someone.
    • Target: A person or Group. Groups cannot be Targeted unless you know someone belongs to that Group.
    • Group: People who can pool their Strength. Starting groups are Inquisition, Cult, Arbites and Gangers. Adhoc groups are formed when more than 1 person does the same Action to the same Target. Groups can be defined by a leading member as well (ex. Steph's Group). Groups are aware of each other on the Turn they do an Action together.
    • Strength: An arbitrary number used to determine who wins during Attacks. If you have more Strength than your opponent, then you win; If you tie or have less, you lose. Everyone starts with 1 Strength.
    • Hiding Spot: An arbitrary number used to keep you safe from harm. The place you are considered to Hide. Increases when you Search for Hiding spots, decreases when someone Searches for you.


    -----

    Roles and Alignments:
    What is expected from your role will be sent via the First PM from the GM.
    Roles will be vaguely to strongly revealed on death via descriptive text, the person will be clearly stated.
    Killings will be vaguely to strongly attributed via descriptive text, people who die will be clearly stated.
    There can be more than 1 Cult. But there can be only 1 at the end.
    You can gain any number of Alignments during play, but you win with your primary one. Sub-Alignments can gain minor victories.

    Citizenry

    1 Priest, At least 1 Arbites, At least 2 Gangers, any number of Citizens and PDF
    Citizens do not know each other, with specific exceptions.

    Win Condition:
      Spoiler:
    Citizens win if all of The Cult are killed off, and the Inquisition is either dead, or calls an all clear. This is 40k, Citizen's almost never win.


    Citizens
    Can vote each day to burn someone.
    Can Search, Hide, Follow, Attack, Assist and Protect during the night.
    All other Roles have the same priviledges.

    PDF
    1/5 of the total players who are also citizens will be considered Armed.
    “Look Ma, I got to keep my Lasgun!”

    Priest
    Loss Condition:
      Spoiler:
    The Priest loses if less than a Quarter of his flock (Citizens) remain alive (minimum of 2)
    {At y-1 where roundup(y=(x-3)/4) where x=Total Players; (x-6) for games with an Interrogator and extra Cult}

    Public Role (In a low population game, begins play unknown)
    Cannot be Recruited, except through an appropriate Attack Action.
    Can Investigate for Warp Touched
    Can Pray 3 times per game to the God Emperor to Save a person's soul. There is a 50% chance that this instead Kills the Target (100% if it's a Daemon). Prayer is required to be used Publicly. The Priest is at +1 Strength for the Turn he Prays. If the Priest becomes a Heretic, he can only Pray for himself.
    Is encouraged to take private confessions. Anything gained via confession (volunteered by another player through PMs) CANNOT be shared to any other player that is not a also a Priest.
    Can train another Priest, which takes 1 full turn with no other actions, and can only come from the Saved. That person becomes a Priest upon completion.
    Does not Vote

    Saved
    Created Role
    Loses all Gained Roles and Alignments, returning to Beginning Role and Alignment only.
    Retains any Statuses
    Can be trained to be a Priest

    Adeptus Arbites
    Win Condition:
      Spoiler:
    Wins with their Alignment, but can also achieve a Minor Victory by eliminating all of the Gangers

    1/5th of total players (Minimum 1 starting)
    Begins play knowing each other and the Priest
    Can Investigate for Armed
    Must Protect any Public Roles each night with at least 1 member. If this is not voluntarily seen to, every Arbites forfeits their Action and switches to Protect.(in a low population game, this is 1 out of every 2 or 3 turns after the Role is known to the Arbites)
    Can Recruit if not at maximum members (1/5th total players)(Minimum 2)
    Given Additional Arms and Armor equal to 1/2th their Maximum (Minimum 1)
    Armed and Armored

    Gang Members
    Win Condition:
      Spoiler:
    Wins with their Alignment, but can also achieve a Minor Victory by eliminating all of the Arbites

    1/4th of total players (Minimum 2 starting)
    Begin play knowing each other
    Can Investigate for Armed
    Can Recruit, but has to Arm the recruits (from weapons acquired during Attacks). This is an Attack that doesn’t kill.
    Armed

    ---

    Inquisition (=I=)

    1 Inquisitor and possibly 1 Interrogator. Up to 2 Acolytes at one time.
    The Inquisition begins play knowing each other

    Win Condition:
      Spoiler:
    =I= wins if they kill off all the Heretics. They can be sadistic bastards and kill everyone else if they want, or Call an all clear.

    Inquisitor
    Can Investigate for Heresy
    Can Recruit one Acolyte at a time
    Starts with an Additional Weapon that can be used to Arm a Recruited Acolyte. Any further weapons must be obtained during play.
    Can grant 1 Special Action per turn to their Acolyte
    Can be Recruited, but does not gain the new Alignment
    Can Kill confirmed Heretics
    Can reveal himself as the Inquisitor and become a Public Role. This power is never transferred.
    Armed and Armored

    Interrogator
    Optional Role, if used add 1 Additional Cult. 25+ player games only.
    Can Investigate for Heresy
    Can Recruit one Acolyte at a time
    Starts with an Additional Weapon that can be used to Arm a Recruited Acolyte. Any further weapons must be obtained during play.
    Can grant 1 Special Action per turn to their Acolyte
    Can be Recruited, but does not gain the new Alignment
    If the Inquisitor dies, gains the Kill before any Acolytes
    Armed and Armored

    Acolyte
    Created Role
    Is granted powers by their sponsor on a turn by turn basis.
    If their sponsor dies, gains the Investigate and Kill powers permanently

    ---

    Heretical Cult

    1 Cult Leader and 1 Psyker and as many Heretics and Daemons as they can get away with.
    The Cult begins play knowing each other
      Spoiler:
    If there are Multiple Cults, each one starts with their own Leader and Psyker who know each other. They will be referred to by specific Chaos Gods (Khorne Cult, Slaneesh Cult, Tzeentch Cult and Nurgle Cult). Heretics can belong to as many Cults as they can get Recruited to.

    Win Condition:
      Spoiler:
    The Cult wins if they convert/kill everyone -OR- the =I= Calls an all clear and there are ANY left.

    Psyker
    Can Recruit Citizens, turning them into Heretics with a 10% chance of Creating a new Psyker.
    Immune to Prayer, and if prayed about Retaliates
    Can psychically Scry on someone. This is a Follow action that counts as Hide but has a 10% chance to summon a Daemon to possess the Psyker or the Target (50/50). The Inquisitor, Interrogator, Priest and other Daemons cannot be possessed.
    Heretic
    Warp Touched the Turn after using Scry or Recruit. His Target is also Warp Touched that turn.

    Cult Leader.
    Is a Cult Member
    Sets Default Actions of the Cult Members.
    Gets to decide who knows what and when, in regards to the Cult.
    If killed, a new one is elected the next night, using up all of the Cult Member's Actions (unless there is only 1 choice).
    Heretic

    Cult Member
    Citizens turned to chaos.
    Default Action is set by Cult Leader, therefore to follow orders, they don't have to actively set their Action.
    Can Recruit, but it counts as an Attack that does not kill, and only works when the Psyker is Hiding. This Recruit does not create new Psykers and does not work if there isn't a Psyker.
    Heretic

    Daemons
    Win Condition
      Spoiler:
    Daemons win if they kill everyone else. Yes, this includes any other Daemons. If there are multiple Daemons, it's possible that no one wins. If there is a Daemon left in play, the game does not end. In the Event of an all Daemon ending, Strength will be used to determine the most powerful Daemon. If there is a tie, no one wins.
    Created role
    Can Kill, and HAS to Kill once every 3 turns or is removed from play.
    Warp Touched and Heretic.

    -----

    Actions:
    • EVERYONE can take ONE (1) action per turn.
    • GROUPS can co-ordinate actions. Still limited to 1 per person.
    • PMs for Actions are required to be submitted before the end of the Turn.
    • If the GM has to ask for a clarification, this time is extended for about an hour.
    • All Actions WILL happen, even if the Order has to be juggled a bit. Generally, it will be as follows:
      1. Hide First;
      2. Follows, Searches and Recruits Second;
      3. Assists and Attacks Third;
      4. Retaliates Last.
    • The following Actions reveal you to your target: Recruit, Attack (if Unsuccessful), Assist; Protect reveals you to your Target and their Attacker, but only if there is an Attack.
    • Action Priority (what Action defeats what) is as follows: Search > Hide > All Other Actions > Search
        Spoiler:
      Hide defeats all actions except for Search. Search defeats Hide until a new Hiding Spot is Searched for (multiple turns). If you want to Attack someone, you should probably Search for them and then Attack. If 2 people are working together, 1 can Search while the other does something else. Larger groups have more options.
    • Group Actions: Most useful for Defense. Declare a group name as your Target (ex. Steph's Group), then everyone doing the same Action to the same Target becomes a group. This allows Protect to extend to the whole group without daisy chaining Actions. Assist is likely more useful with a single person as a Target. Group Actions are likely to alert your Target that they are being Targeted.


    EVERYONE can do the following actions:
    • Hide: You Hide and cannot be easily found. This is the Default Action. You automatically start with 1 Hiding spot.
    • Follow: Follows 1 person for the night. You find out what they do during the night. You also find out if anyone else is Targeting them.
    • Search: Allows you to find a new Hiding Spot, or Someone Hiding. You can build up hiding spots by searching for them multiple times.
    • Attack: You Attack someone with intent. Winners get to claim all of the guns left behind (Armed status from dead), but Armor: is ruined. If the Target survives, they will know who lead the attack.
    • Assist: You add your Strength to someone, helping in whatever they do during the night.
    • Protect: An Assist that is more specific, aimed towards Defense.
    • Lynch: This is technically a Group Kill that Targets the winner of the Vote. Does not use up an Action


    The Following Actions are per Role/Status:
    • Investigate: You Follow someone and look for signs of [Thing]. You get all of the Normal Follow information as well.
    • Recruit: You Recruit a Person as long as the requirements are met.
    • Kill: An Attack that Ignores the Status of the Target. Strength is still tallied from any Assisting.
    • Retaliate: If you die, you take 1 of your Attackers with you. Automatic Action, can only happen once.
    • Pray: See Priest Role
    • Scry: See Psyker Role


    -----

    Statuses:
    All Statuses stack with each other, but you can only have 1 of each type at a time.
    • Armed players subtract 1 from their enemies Strength and Retaliates.
    • Armored players add 1 to their Strength and negates 1 Retaliate per game. Destroyed on Death or Retaliate.
    • Warp Touched subtracts 1 from their enemies Strength
    • Heretic only counts for Investigation


    -----

    Specific Examples and Clarifications (Contains Math):

      Spoiler:
    Group Attacks:

    Group Attacks are violent and bloody. To represent this, when Groups fight more than 1 person may need to die during an attack.
    During a Group Attack, the Final Modified Strength numbers are subtracted from each other, and the resulting number is used to determine who dies based off of their unmodified Strength. This number is known as Remaining Strength.
    1. If the Attackers are successful, they start with their target, otherwise the person is determined at random from the losing side.
    2. Subtract that person's Unmodified Strength from the Remaining Strength.
    3. Repeat until Remaining Strength = 0.

    Every additional person suffers the same fate as the original Target. In the case of the Defenders wining, the Attackers are killed by default. Any Retaliate Actions will be determined after this step.

    Combat Examples:

    PDF vs Normal citizen. PDF is normal strength 1, does -1 strength to enemy due to armed, while normal citizen is strength 1. So the adjusted strengths are PDF 1 vs Citizen 0, citizen dies.

    Adeptus Arbite vs armed ganger. ganger is +1 normal, -1 enemy due to armed. AA is +1 normal, +1 for armored, -1 enemy due to armed. So the adjusted strengths are AA 1, vs ganger 0, ganger dies but retaliates because he was armed and breaks the AA's armor.

    Imperial Inquisitor (+1 normal, +1 armored, -1 enemy due to armed) being assisted by his Armed Acolyte (+1 normal, -1 enemy due to armed) vs 5 enemy cultists (+1 each) that attack the inquisitor. Inquisitor team is combined +3 strength, -2 enemy strength, vs cultist +5 strength. So the adjusted values are +3 vs +3, nobody dies.

    Imperial Inquisitor vs Heretic AA member. Because the Inquistor's kill command ignores status like armed or armored the effective strength is going to be Inquisitor (+1 normal, +1 armored, -1 of enemy b/c armed) vs AA (+1 normal). Inquisitor wins 2 to 0

    Somehow during play a Normal Citizen is Recruited to the Arbites, the Gang and becomes an Inquistorial Acolyte who is then Scryed upon by the Psyker and becomes a Daemon. This person is Armed, Armored and Warp Touched which gives him a Base 2 Strength and subtracts 2 Strength from his Target. He can also Kill without worry, which ignores his Target's Statuses, reducing them to Base 1 Strength which is then modified. Luckily the Priest will have no problems destroying this creature, provided he can find out who he is...

    Credit for the Examples is due to Bentguru

  3. #3
    Bentguru's Avatar
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    As an addendum, don't let the massive and complicated rules post prevent you from playing. You have ample time to learn the rules during the game, and it will be easier because you will only have to look at it from the perspective of whatever role you are in, rather than trying to memorize the entire gestalt at once.

    I expect many many PMs for clarification, and that is how it should be.

    Rules clarification #1:
    The Priest may not "Save" the Inquisitor or the Interrogator in an attempt to kill them (as hilarious as that would be).

    If you become a heretic, you have to play to win as a heretic. No getting recruited and then soliciting the priest to attempt to save you (looking at you Quar).

    Attack and Recruit actions MAY reveal you to the person targeted if unsuccessful (I'll roll a die or something and %chance will probably depend on the # of total combatants, so like 1v1 you're almost definitely getting seen, in a 5v3 brawl things will be more confusing and you might not be seen) given that our new group combat mechanics would make revealing ALL of the attackers a bit strong for the village. However, the person attacked will receive clues regarding your status (like if you have armor, or if you are armed), that could help them identify you.
    Last edited by Bentguru; July 14 2013 at 05:43:00 PM.

  4. #4
    Varcaus's Avatar
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    In

  5. #5
    Quarantine's Avatar
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    I'm in.

  6. #6
    Movember '12 Ginger Excellence Movember 2011Movember 2012 LarkinAlpha's Avatar
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    Yep, definitely going to play.

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    I'm in.

  8. #8

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    In of course!
    Quote Originally Posted by Devec
    Cool09 is the cancer that is corrupting our society and poisoning our children.

    WoT: Redglare[VPG]

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    In.

  10. #10
    Toxic's Avatar
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    Damn right Im in!

    Also clarification needed on the alignment section in the rules post. Is Demon not a sub-alignment? They might not be, because they are solo-players, but a short notice about them might be good, as I think many, including myself, equates alignment with win conditions (which you also state ).

    Edit: Here is the section:

    Terms:
    Alignment: Determines your win conditions. Not exclusive, although the Win Conditions could be. Alignments are Inquisitorial, Cultist and Citizenry, with 2 Sub-Alignments within the Citizenry called Arbites and Gangers.
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  11. #11

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    In like someone who wants to be the lone ganger again and lose horribly. Hurrah

  12. #12
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    Couple of questions:

    Can grant 1 Special Action per turn to their Acolyte
    What does that mean exactly?

    Also, I think an example for what Group Actions do would be good, I'm only halfway sure I understand how they work.

    Can you have and use multiple arms and armors, or only 1 of each?

    The cult recruiting counts as attack, do they need to win this attack to succeed?

    If an Inquisitor dies, the old rules stated that the Acolyte would take over his position. The new rules only seem to say that he inherits the Inquisitors powers. While the Inquisitor is immune to corruption, the Acolyte isn't. Does that mean it's possible to spawn corrupted Inquisitors by corrupting an Acolyte? Same question goes for Saved that become corrupted again.

  13. #13
    Bentguru's Avatar
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    Quote Originally Posted by Toxic View Post
    Damn right Im in!

    Also clarification needed on the alignment section in the rules post. Is Demon not a sub-alignment? They might not be, because they are solo-players, but a short notice about them might be good, as I think many, including myself, equates alignment with win conditions (which you also state ).

    Edit: Here is the section:

    Terms:
    Alignment: Determines your win conditions. Not exclusive, although the Win Conditions could be. Alignments are Inquisitorial, Cultist and Citizenry, with 2 Sub-Alignments within the Citizenry called Arbites and Gangers.
    Demons are a sub alignment in the cult but have their own win condition

  14. #14
    Bentguru's Avatar
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    Quote Originally Posted by Quarantine View Post
    Couple of questions:

    Can grant 1 Special Action per turn to their Acolyte
    What does that mean exactly?
    The inquisitor or interrogator can allow their acolyte to Kill or Investigate for them in any given turn. So with an Inquisitor/acolyte combo, you can have the Acolyte investigate while the Inquisitor attempts to use the Kill command (which would only go through if the target was heretic)
    Also, I think an example for what Group Actions do would be good, I'm only halfway sure I understand how they work.
    Do you mean stuff like group vs group combat? There are examples at the end of the rules post. If you're referring to group actions, like say the cult attempting to Follow and Recruit a person during the same night, I will resolve the order of the actions in the way that provides the most fun as possible.
    Can you have and use multiple arms and armors, or only 1 of each?
    All of a groups gear counts during combat.


    The cult recruiting counts as attack, do they need to win this attack to succeed?
    The cult has two ways to recruit basically. Option #1 is to have the psyker brought to the target and mind-rape them personally, this is NOT an attack and will succeed 100% of the time (barring the target is somebody who cannot gain a new alignment like the inquisitor). This is an safer method than option #2, but it puts your psyker out in the open where he can be targeted.

    Option #2 is to bring the recruit to the psyker, basically. This is the recruit action that counts as an attack. And yes, you will need to overpower the individual in order to recruit him in this instance. This keeps the psyker's identity safe, but also runs the risk of revealing who you are to the target.


    If an Inquisitor dies, the old rules stated that the Acolyte would take over his position. The new rules only seem to say that he inherits the Inquisitors powers. While the Inquisitor is immune to corruption, the Acolyte isn't. Does that mean it's possible to spawn corrupted Inquisitors by corrupting an Acolyte? Same question goes for Saved that become corrupted again.
    Yes, and Yes

  15. #15
    Movember '12 Ginger Excellence Movember 2011Movember 2012 LarkinAlpha's Avatar
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    Quote Originally Posted by Toxic View Post
    Damn right Im in!

    Also clarification needed on the alignment section in the rules post. Is Demon not a sub-alignment? They might not be, because they are solo-players, but a short notice about them might be good, as I think many, including myself, equates alignment with win conditions (which you also state ).

    Edit: Here is the section:

    Terms:
    Alignment: Determines your win conditions. Not exclusive, although the Win Conditions could be. Alignments are Inquisitorial, Cultist and Citizenry, with 2 Sub-Alignments within the Citizenry called Arbites and Gangers.
    Yes I should add them as a sub-alignment for the cult

    Quote Originally Posted by Quarantine View Post
    Couple of questions:

    Can grant 1 Special Action per turn to their Acolyte
    What does that mean exactly?

    Also, I think an example for what Group Actions do would be good, I'm only halfway sure I understand how they work.

    Can you have and use multiple arms and armors, or only 1 of each?

    The cult recruiting counts as attack, do they need to win this attack to succeed?

    If an Inquisitor dies, the old rules stated that the Acolyte would take over his position. The new rules only seem to say that he inherits the Inquisitors powers. While the Inquisitor is immune to corruption, the Acolyte isn't. Does that mean it's possible to spawn corrupted Inquisitors by corrupting an Acolyte? Same question goes for Saved that become corrupted again.
    Inquisitors give one of their special powers to their acolyte every turn, aka Investigate or Kill (they could give Recruit, but it would do nothing).
    There are a couple of Group examples in the Strength section, not sure what else you're asking for.
    Armed and Armored are Status, I'll add a "You can only have each Status once." but if you have extra guns, you can give them out to other players. They also get found whenever you die by who killed them. The only way Armed status goes out of the game is by Lynching or Praying deaths. This is mainly a detail for the GM to keep track of.
    Attacks only succeed if you with the Strength check, so yes.
    The Acolyte never inherited the Inquisitors position, just his powers. Yes, Acolytes can be recruited and become heretical. Saved can be re-recruited but it's quite likely they'll be closely watched.

    Quote Originally Posted by Bentguru View Post
    Quote Originally Posted by Toxic View Post
    Damn right Im in!

    Also clarification needed on the alignment section in the rules post. Is Demon not a sub-alignment? They might not be, because they are solo-players, but a short notice about them might be good, as I think many, including myself, equates alignment with win conditions (which you also state ).

    Edit: Here is the section:

    Terms:
    Alignment: Determines your win conditions. Not exclusive, although the Win Conditions could be. Alignments are Inquisitorial, Cultist and Citizenry, with 2 Sub-Alignments within the Citizenry called Arbites and Gangers.
    Demons are a sub alignment in the cult but have their own win condition
    Pretty much this.

  16. #16
    Bentguru's Avatar
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    added some rules clarification in my 3rd post

  17. #17
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    In I guess.

    This game needs a cab driver faction though. Not enough action complexity for you to sort through.

  18. #18
    Bentguru's Avatar
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    Quote Originally Posted by Qwert View Post
    In I guess.

    This game needs a cab driver faction though. Not enough action complexity for you to sort through.
    You cannot be serious.

  19. #19
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    Quote Originally Posted by Bentguru View Post
    Quote Originally Posted by Qwert View Post
    In I guess.

    This game needs a cab driver faction though. Not enough action complexity for you to sort through.
    You cannot be serious.
    Not bad for a 1000th post. Thanks for the clarifications.

    You'll have to explain the difference between targeting a group and a single person for me. What constitutes a group, everyone performing the same action together? Everyone of the same alignment?

    Also, guys, despite this discussion and the pretty long rule post, this is considerably easier to play than it looks like, and tons of fun. You'll easily learn the rules as you go along and you should really sign up if you like Mafia games. This is about twice the fun as a normal game.

  20. #20
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    Quote Originally Posted by Qwert View Post
    In I guess.

    This game needs a cab driver faction though. Not enough action complexity for you to sort through.
    +rep this man!
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