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Off Topic Coyote Canyon Game Thread

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  1. Joelinton's Right Foot

    Joelinton's Right Foot Worth Every Penny
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    This is the game thread for Coyote Canyon. The game outline, rules and mechanics are listed below. The game is a complicated one, so if you are taking part read through the rules carefully.

    This thread will be locked until the game starts. The game will start at roughly 9pm on Sunday 8th November, with nightfall on day one at approximately 9pm on Monday 9th November.

    The sign up thread is at:

    http://www.not606.com/threads/coyot...up-thread-for-the-international-break.314989/

    ------------------------------------------------------------------------

    Players Starting The Game

    01. CaptainChaos - Dead - Serial Killer - Lynched Day Two
    02. ValleyGraduate12 - Dead - Filthy McGraws Hired Gun - Killed in a Gunfight

    03. Graham Carr's Binoculars
    04. Kloppezinho - Dead - Town Vigilante - Assassinated by Bandits
    05. Style - Dead - Dirty Donaldsons Gang Leader - Killed in Gunfight
    06. Mitrosexual - Dead - Bank Guard - Killed avenging AFC

    07. Nolberto's Salsa Inferno
    08. Goonercymraeg
    09. Albert's Chip Shop - Dead - Town Gunsmith - Lynched Day Four
    10. AFCFTW - Dead - Coachman - Murdered by Bandits
    11. Tobes - Dead - Killed by Hitman - Coachman
    12. Darren Peacock's Ponytail - Dead - Town Deputy - Scarlet Fever
    13. Astro(Klopp's footbo)naut - Dead - Dirty Donaldsons Investigator - Syphilis
    14. Klooopp - Dead - Died in fire while robbing store - Filthy McGraws Thief
    15. TheJudeanPeoplesFront - Dead - died in a gunfight avenging Tobes - Bank Guard
    16. Brb - Dead - Lynched - Dirty Donaldon's Thief
    17. InKlippertyKloppWeTrust - Dead - Filthy McGraws Investigator
    18. Tash - Dead - Killed by single gunshot - Dirty Donaldson's Hired Gun
    19. Rolando - Dead - Killed by a hitman - Cobbler Store Owner
    20. Magic Klopp - Dead - Filthy McGraws Gang Leader - Killed in a Gunfight
    21. JakartaToon - Dead - Town Sheriff - Killed in a Gunfight
    22. BobbyD - Dead - Town Bank Manager - Died of Syphilis
    23. Mikey - Dead - Town Barman - Killed by Horse!!!!

    24. Sir Tennisball
    25. Bodanki
    26. Red Hadron Collider - Dead - Filthy McGraws Drunken Arsonist - Killed by the Serial Killer's Curse
    27. Obi Wanaldum - Dead - Town Priest - Obesity induced Heart Attack!
    28. Swarbs - Dead - Lynched by the town - Cat Burglar
    29. Danilo - Dead - Dirty Donaldsons Drunken Arsonist - Shot by the Sheriff

    30. Mustyfrog
    31. Sebb's Campaign Manager​

    -----------------------------------------------------------------------

    Coyote Canyon


    Welcome to the old Wild West, where life is hard and survival is an achievement.

    Coyote Canyon is a lawless town in crisis. This once bustling town boomed in the gold rush years, but when the gold ran out so did the town's luck. Initially drawn to the town from a desire to make money, the traders who set up the town were not fussy where there money came from. As a result they did not care who settled in the area, so long as they had cash and plenty of it. Misdemeanours and lawlessness were overlooked as there was plenty of money to be made from the visitors who came seeking their fortune. Now the visitors have dried up and the bandits have turned on the town and the greedy townsfolk are slowly being picked off by the lawless bandits they allowed to settle.

    Too greedy to pay for a sherrif, there is nobody to save them from the two evil gangs of bandits that are picking off the town traders one by one. The two gangs are sworn enemies who will stop at nothing to wipe each other out and don't care who is caught in the crossfire. As a result, everybody is suspicious of everybody else. Lynchings are common place, and nearly always misguided. The elder statesmen of the town have reluctantly decided that if there are any more killings they will employ a sherrif to root out the bandits and protect their wealth. Have they left it too late though?

    To make matters worse, a serial killer roams the town each night. It is believed that the killer is descended from the native americans who occupied the land before Coyote Canyon was built. Most of the tribe were barbarically killed, but did some escape?

    The townsfolk were ruthless in acquiring their wealth, and did not mind destroying the livelihoods of others if there was a fast buck to be made. One of the residents of the town is not who he seems. Returning to seek revenge for his lost business and livelihood, a cat burglar has resorted to crime in order to steal back the money he lost. He is extremely skilled and almost impossible to detect. If he is not stopped soon the town will be bankrupt and unable to pay for the protection it needs.

    The townsfolk are made up of a group of traders, bank employees, a doc, and a soon to be formed sherrif's department. They must continue to earn money through trading while avoiding being killed off by the bandits or serial killer, or bankrupted by the cat burglar. The town wins once no enemies of the town remain.

    The two groups of bandits are comprised of gang members and hired guns. The hired guns only remain loyal while they are being paid for their services. Each gang of bandits have to kill off all of the rival bandit gang, the serial killer, any rogue hired gun and must also outnumber the townsfolk to win.

    The serial killer's aim is to survive until the end of the game, killing off all other players.

    The cat burglar starts the game with the task of bankrupting the town and both gangs of bandits. This task may change during the game.

    As well as paying for the services of the sherriff and deputy (townsfolk) and hired guns (bandits), each team must acquire money through trading or theft in order to buy bullets – otherwise they leave themselves defenceless.

    One person is lynched each night (unless special powers are used), but, this being the Wild West, the chances are that several people will die each night. When robberies take place, or assassination attempts are made then gunfights can arise. Expect gunfire to be returned!!


     
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  2. Joelinton's Right Foot

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    The Teams
    (at game start - based on 29 players signing up)

    Town

    The Town Jail
    (has a QT board)
    Sheriff
    Deputy

    The Town Bank (has a QT board)
    Bank Manager
    2 X Bank Guards

    Coachmen (has a QT board)
    2 X Coachmen

    The Town Tavern (has a QT board)
    Inn Keeper
    Brothel Madame
    Barman
    Tavern Whore

    Tradesmen (Each with an individual QT board)
    3 X Town Traders

    The Doc (Individual QT board)

    Town Priest (Individual QT board)

    Vigilante (Individual QT board)


    Two Teams of Bandits (have QT boards)

    Gang Leader
    Investigator
    Thief
    Drunk Arsonist
    Hired Gun


    Serial Killer (Individual QT board)

    Cat Burglar
    (Individual QT board)


    There is the possibility of recruitment during the game, as well as the possibility of two Lone Gunmen and one Ranger being created during the game.

    Town Visitors

    Nobody knows who town visitors will be aligned to at the start of the game. Town Visitors begin the game staying in the town tavern (without access to the Tavern board). This will change after night one.
     
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    The Town

    The Town Jail

    The town jail lies empty at the start of the game. However, after more lawlessness on day one the townsfolk decide to employ a sherrif, who insists on bringing his own deputy as he trusts nobody in the town. The Sherrif and deputy cannot act on night one, but can talk and vote so as to protect their identities. The Sheriff and Deputy can also be lynched on night one – so vote carefully!

    The town jail contains three cells which cannot be shared. Once somebody is jailed they can be left in the cells for as long as the Sherrif chooses (with the exception of the cat burglar – see below). Once the Jail is full then at least one prisoner must be released before another one can be taken.

    The jail is a safe haven. Nobody in the jail can be killed, investigated or lynched. Neither can they carry out actions.

    If anybody is jailed then either the Sheriff or the Deputy cannot leave them unattended. They must release the prisoners before choosing actions that require both of them to leave the jail.

    The Sheriff begins the game with 3 bullets. He is the main focus of law enforcement for the town. He directs all law enforcement actions. Each night he has a choice of five actions;
    • He can lock up any member of the town, rendering them safe from harm but also unable to perform any actions.

    • He can kill any player in the game based on his suspicions

    • He can buy up to 20 bullets per night (depending on finances) for the law enforcement team and/or the bank and coachmen teams, and disperse them as he chooses. He does not need to know who fills these roles to hand over the bullets.

    • He can join the deputies investigation posse and add 40% to the chance of the result being accurate

    • He can choose to protect a property/business of his choice (including the bank and coachmen) – if the business is unattended he will collect all money from that business and hand it directly over to the bank
    As a skilled marksmen, the Sheriff has 100% shot accuracy.

    The Deputy begins the game with 2 bullets. He follows the instructions of the Sheriff but his main task is to organise the posses that will investigate players. The deputy is inexperienced and only has a 60% chance of finding an accurate investigation result if he goes alone. The deputy does not have to join the posse however. He can also be used to guard the jail (if there are prisoners present) or he can choose to protect a property/business of his choice (including the bank and coachmen). However, if the Deputy chooses not to join the posse, then the posse will only have a 10% chance of an accurate result per person in the posse and the Deputy will not know how many were present.

    Investigation results will be posted on the town jail board but will not give away individual roles or teams. They will come back as either Town, Bandit, Serial Killer or Cat Burglar.

    The deputy is not as experienced as the Sheriff and only has 60% shot accuracy.

    The Sheriff and the deputy do not have the power to recruit. However, if they lock up the Cat Burglar he will confess and then they will sentence him to 2 nights in jail, and recruit him as a Ranger. If a member of the law enforcement team is killed each member moves up one rank.

    If all members of the law enforcement team are killed then their money remains in the unguarded jail and can be robbed by the bandits/Cat Burglar or collected by the coachmen. This is the only situation where this can happen so this team needs to be aware of how much money they take out of circulation.
     
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    The Bank

    There are three members of the bank team. The bank is the safest place for the traders' money. It is hard to rob as it is very well protected.

    The Bank Manager starts the game with 2 bullets. He controls the town's finances and is a highly respected member of the community. His main role is bank security. Most nights he will stay in the bank and help the bank guards protect the town's money. However, he knows that he cannot rely on the Sheriff to provide him with bullets, so may have to choose to leave the bank on some nights to purchase bullets for his own team and/or the coachmen. The Bank manager can purchase up to 14 bullets on any night (depending on finances), if he chooses to leave the bank in the safe keeping of the guards and/or coachmen.

    The bank manager is a businessman and only has 35% shot accuracy.

    The Bank Guards start the game with 3 bullets each. There are two guards and their sole purpose is to protect the bank. If the bank is attacked they will fire back at the bandit(s), along with the bank manager if he is present, and coachmen (if present). If the bank manager is killed then one of the guards can assume the ability to purchase bullets, but must leave his colleague alone to protect the bank if he does so. If the coachmen are both killed then the bank manager can choose to send out the bank guards as coachmen.

    The bank guards are professionals and have a 60% shot accuracy.

    The Bank team cannot recruit.
     
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    The Coachmen

    The coachmen are not bank employees. They work for a private company, brought in to securely deliver the tradesmen's earnings to the bank. The game starts with two coachmen who each start the game with 3 bullets.

    Each night the coachmen must decide whether to stay and be the first line of defence at the bank or whether to collect the tradesmen's earnings from the safe deposit boxes outside each business. If they stay at the bank then they know that any attack from the bandits will bring the bank guards and manager running to attack the bandits. However, if they leave the earnings uncollected then the money could be stolen direct from the business premises and the town may run out of finances to pay the Sheriff and Deputy's wages, as well as being unable to afford bullets.

    The coachmen work in secrecy and have no way of communicating with the bank manager or bank guards. However, their actions are also secret, so the bandits will have no way of knowing if and when money has been collected.

    The coachmen have no way of purchasing bullets, so rely entirely on either the bank manager or Sheriff to do so on their behalf.

    The coachmen are professionals and have 60% shot accuracy.

    The coachmen team cannot recruit.
     
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    The Town Tavern

    The town tavern is the largest town team at the start of the game. There are two businesses located within the tavern. Downstairs is the town bar. Upstairs is the town brothel. These are run as two separate businesses, but they work closely together, so are aware of each other's actions and identities.

    In the event that the town bar is robbed then the brothel-keeper and tavern whore hide and will not be robbed. However, if the Brothel is robbed then the bandits must first fight through any occupants of the bar and so will rob both the bar and the brothel.

    The Inn-Keeper starts the game with 2 bullets. As with other tradesmen, the Inn-keeper has a choice of four actions each night.
    • He can choose to stay and defend his own business

    • He can join the Deputy's posseand add 10% to the chance of an accurate result

    • He can buy up to 10 bullets to be dispersed as he chooses among the rest of his team

    • He can choose to protect another property/business of his choice
    The Inn-keeper is a businessman and only has 35% shot accuracy

    The Bartender starts the game with 2 bullets. At the start of the game the Bartender has no option but to defend the bar. However, in the event that either the Inn-keeper or Brothel Madame are killed he will take over their role.

    The bartender is a young boy and only has 25% shot accuracy.

    The Brothel Madame starts the game with 2 bullets. She has a choice of three actions each night.
    • She can choose to stay and defend her own business

    • She can join the Deputy's posse and add 10% to the chance of an accurate result

    • She can choose to protect another property/business of her choice
    In the event that only 1 member of the town tavern team is alive then that person will automatically become the Inn-keeper. The brothel will be closed down, and any money left will be transferred to the town bar. However, the town will lose the ability to earn any further money from the brothel.

    The brothel-keeper is a businesswoman and only has 35% shot accuracy.

    The Tavern Whore starts the game with 1 bullet. She only has one action. Each night she will give one person syphilis. That person will die two nightfalls later, even if they have the invincibilty potion. The town whore does not attack people with gunfire, but will fire back if she is shot at and not killed.

    If the brothel madame is killed then the town whore takes over as brothel madame.

    The town whore is a girl so only has 25% shot accuracy.

    The tavern team cannot recruit
     
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    The Tradesmen

    The game starts with six independent businesses. However, not every business is occupied. Empty businesses are easy pickings for the bandits, but they will also be easy pickings for their rivals, so may result in a gunfight anyway. Empty businesses can also be protected by any member of town who chooses to protect the premises as a night action. These tradesmen are working blind and do not know who anybody else is. They do not have access to any boards.

    Each tradesmen starts the game with one day's takings in their kitty. At the end of each day each tradesmen earns the stated amount of their day's trading. This money is the life-blood of the town. It is the responsibility of each tradesmen to decide how much money to hold back and how much money to place in their safety deposit box for transfer to the bank for the on-going costs of defending the town. Tradesmen will need money to buy bullets for themselves so they have to judge wisely how much to transfer. Transferring money is not classed as an action. If the safety deposit boxes are not collected the tradesmen regains access to the money they contain (provided they were not robbed).

    If their store is robbed then they will lose all the money that is held in their kitty. The coachmen collect before robberies take place so any money transferred is safe – provided the coachmen collect. If the coachmen do not collect then the bandits will rob what is in the safety deposit box too. Once a trader is killed their business closes – though any cash remains available for robbery or collection. Any remaining kitty is automatically transferred to the safety deposit box.

    The businesses that start the game as empty businesses continue to trade throughout the game. The % of the money that each empty business transfers to it's safety deposit box will be decided at random each night. (number generator).

    Each tradesman has the choice of four actions each night;
    • He can choose to stay and defend his own business

    • He can join the Deputy's posse and add 10% to the chance of an accurate result

    • He can buy up to 4 bullets for personal use

    • He can choose to protect another property/business of his choice
    The Gunsmith has unlimited bullets. However he cannot transfer these to anybody else. All bullets for other players must be paid for. This store will remain open even if/when the Gunsmith is killed.

    The Gunsmith is a firearms expert and has 100% shot accuracy.

    The town has 5 other businesses. However, three of these trade without any input from players and are classed as empty businesses. Nobody knows which businesses are occupied at the start of the game.

    The Blacksmith
    The Carpenter
    The Grocer
    The Cobbler
    The Barber


    Each business earns a different amount to the others, and so some may be seen as more attractive to rob than others.

    The individual traders each start the game with 2 bullets.

    The traders are skilled workers and have only 35% shot accuracy. Each trader starts the game with two bullets.
     
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  8. Joelinton's Right Foot

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    The Town Doc

    The Town Doc starts the game with 4 bullets. He is a medical expert who has developed a potion which makes people invincible for 24 hours (except against lynching, syphilis and the serial killer). He keeps himself to himself and during each day he develops one portion of his potion which he can distribute to anybody of his choosing (including himself). This happens every night and does not count as an action.

    The town doc is paid $40 per night for his services by the town. The doc chooses how much of this to keep for himself and how much to transfer into his safe deposit box.

    If the doc is robbed then not only is his cash taken, but the bandits can steal the potion for the following night and so make one of their own number invincible, as well as preventing the town from doing the same.

    Each night the doc has a choice of four actions;
    • He can choose to stay and defend his own surgery. (His surgery can be robbed and the potion for the following night stolen.)

    • He can join the Deputy's posse and add 10% to the chance of an accurate result

    • He can buy up to 4 bullets for personal use

    • He can choose to protect another property/business of his choice
    The town doc works alone and has no idea of anybody else's role and has no access to any boards.

    The town doc is a medical expert and only has 35% shot accuracy.


    The Town Priest

    The Town Priest serves in the Town Chapel. He has no special powers and carries a Bible rather than a gun.

    Whenever a player takes sanctuary within the chapel, the priest will learn their true identity when they are forced to take confession. However, due to all confessions remaining totally confidential, the priest must not pass this information on to any other player. They will also learn the true identity of the priest, but will find it very difficult to kill him if they should want to.

    It is also possible that their may be hidden consequences to attacking the priest!

    The priest is unarmed and so cannot shoot back if attacked. However, due to the power of prayer, any attacker will have only a 15% chance of killing the priest - no matter what their usual shooting accuracy is!

    The priest cannot be recruited. If a gang attempts to recruit the priest they will be told that their recruitment attempt was unsuccessful. They will still have the opportunity to recruit on another night though. However, the priest will take the $100 recruitment fee and put it in the funds for a new church roof.


    The Vigilante

    The vigilante is convinced that he knows who the bad guys are and doesn't mind breaking a few rules to bring them to justice.

    He starts the game with 5 bullets and has a shooting accuracy of 70%.

    The Vigilante has three actions to use during this game. Other than that his only contribution will be voting and taking part in the game thread. He can choose what nights to use his actions (one per night) and can choose to do nothing each night if he wants to save them for later in the game.

    The vigilante has a choice of three actions each night:

    1. He can chose to shoot at a player he suspects of being a bandit (can use this action twice)
    2. He can have his vote worth triple (can only use once during game)
    3. He can choose to do nothing
    When using his triple vote, he needs to let me know the nightfall BEFORE that he intends to use it the following day (This means he cannot use it on day one). Once he decides to use it he cannot change his mind. On the day that his vote is worth triple, nobody else will know until nightfall (and even then, only if it changes the public vote). Using his triple vote will count as the night action on the night that he tells me - not the night that his vote is worth triple.

    He is allowed two attempts to kill players in the game (with a 70% chance of killing them). Even if a kill is unsuccessful that still uses up one of his attempts. Because he works from the shadows they will not fire back at him if he misses (or if they have company).

    He starts the game with 5 bullets and cannot buy more. This means that if he is attacked, and uses bullets firing back, then he may run out of bullets before using up his kill attempts. However, as he does not have the option of defending premises, the chances of him being attacked is lower.
     
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    The Bandits

    There are two teams of bandits, The Filthy McGraws and the Dirty Donaldsons, living just outside the town. Each team has identical roles and abilities. Each team's task is to destroy both the town and the other team of bandits. Each team has its own board and can communicate freely.

    The gangs seek to kill and rob the inhabitants of the town, and their rival gangs. As well as robbing the town they can choose to rob their rivals, so each knows they must balance their actions between raiding and defending their own gang hideout.

    The Gang Leader starts the game with 4 bullets. The gang leader is an experienced villain who has spent virtually his whole life on the run from the law. He came to Coyote Canyon at the height of the gold rush, recognising the opportunity to gain vast wealth robbing prospectors and businessmen. Now that the gold rush has died down he has assembled a gang of bandits to turn on the town and take what little wealth is left.

    The gang leader controls his gang of bandits with an iron fist. Each night he has a choice of nine actions to choose from (it is up to the Gang Leader to decide which actions are valuable and which are pointless);
    • Kill any player of his choice

    • Join one of his team on their mission to improve the chances of success

    • Buy up to 12 bullets (depending on finances) to distribute among his team as he chooses

    • Switch the result of an investigation on a player of his choosing to ensure an incorrect result

    • Blow a hole in the wall of the jail to allow all prisoners to escape

    • Free a player from a lynching (this is a team action so all other players remain in the hideout and do not act, and can only be used once)

    • From the third day onwards recruit one player of his choice (fee $100 in advance)

    • Rob any premises (only 50% of available cash taken unless the thief is present)

    • Do nothing and protect the hideout
    As an experienced villain the Gang leader has 100% shot accuracy.

    In addition the gang leader knows how to get out of a tight spot. In the event of being involved in a tied lynching the gang leader will always win the coin toss. This will only be reported as a normal coin toss. If both gang leaders are the only two in a tied lynching then a coin toss will take place as normal. This will give away the identity of the other gang leader however, so it is a double-edged sword for those involved.

    The Investigator is the second in command. He starts the game with 3 bullets. In the event that the gang leader is killed he will take over the gang leader role. If this happens, it is up to the investigator which role is lost (investigator or thief). The investigator has a choice of three actions each night;
    • Investigate any player of his choice (getting a result of Town, bandit, serial killer or cat burglar

    • Join one of his team on their mission to improve the chances of success

    • Do nothing and protect the hideout
    The investigator is a regular bandit and has 50% shot accuracy

    The Thief is third in command and will take over the gang leader role if both the gang leader and investigator are killed. He cannot reassign roles if this happens, as the hired gun can only ever be a hired gun. The thief begins the game with 3 bullets.

    The thief has a choice of two roles each night;
    • Rob a town business/premises/the doc or rob the rival gang hideout

    • Do nothing and protect the hideout
    Once the thief is killed, or the role lost, then any robbery will only collect 50% of the cash available.

    The thief is a regular bandit and has 50% shot accuracy.

    The Drunk Arsonist is a former town trader who went bankrupt and fell on hard times. Full of bitterness, he loves nothing more than setting fire to town traders' premises.

    The arsonist starts the game with 2 bullets.

    His main role is to attempt to set fire to one of the following businesses each night (Grocer, Blacksmith, Carpenter, Cobbler or Barber). Each attempt, he stands a 50% chance of successfully starting a fire. If fire breaks out, then anybody in the premises at the time stands a 50% chance of dying in the fire. Any business burned down will lose all of the money left in the business but due to the amazing 'barn raising' qualities of the local builders, they will be re-open for business the following day.

    The Gang leader can choose to send the arsonist out to help another bandit on a quest, rather than attempting an arson, if he chooses. However, because the arsonist is permanently drunk, he only has 25% shooting accuracy.

    The arsonist cannot be re-allocated to any other role.

    The Hired Gun is ranked only above the recruit, and starts the game with 3 bullets. Although aligned with the gang, the hired gun has no loyalty towards the gang's aims. He is in it for the money. This means that the hired gun will leave the gang and become a Lone Gunman if he is not paid. However, if he is still being paid at the end of the game then the hired gun wins as part of the gang.

    The hired gun will not take over anybody's role in the event of other gang member's deaths.

    The hired gun will do as he is told by the gang leader. The gang leader will choose from one of three actions for the hired gun each night;
    • Kill any player

    • Join the thief to help his chances of success/rob premises at 50% if he is the loan bandit

    • Buy up to 4 bullets for himself
    As a skilled user of a gun, the hired gun has 70% shot accuracy.

    The hired gun is a man without friends. As a result of this he will lose any tied vote he is involved in. If both hired guns are involved in a tied vote then this will be cancelled out and the hired guns will have the same immunity as the gang leader. This is to ensure that the town cannot put everybody into a lynching at the start of the game knowing one of the hired guns will lose.

    The Recruit can be any player in the game (apart from the Town Priest). However, not all recruits will be welcome. If any member of the law enforcement team, rival gang (including hired gun), or the serial killer is recruited they will keep their original allegiance. All other players will switch allegiance to the gang, including Lone Gunmen (who will no longer need to be paid).

    All recruited players keep their original skills and actions which now can be used for the benefit of the gang. If a tradesman is recruited he will continue to trade but will transfer all of his earnings to the gang rather than the town. The gang leader can assign the recruit to either the thief or investigator role if either of those players has been killed. However, he can only carry out one role so may risk revealing himself if he does not carry out his town role.

    If the same player is recruited by both gangs then it us up to the recruit which gang he chooses to support. He does not need to decide straight away and can play the role of troublemaker, playing one gang against the other. However, in order to win he will need to choose a side to align to before his death.

    If a member of the bank team or coachmen is recruited he can pass on information but not cash. Any recruit will continue to have access to any board they originally had access to.
     
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  10. Joelinton's Right Foot

    Joelinton's Right Foot Worth Every Penny
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    The Serial Killer

    The Serial Killer is a fearless player seeking revenge for the slaughter of his people when the land was cleared to make room for the building of Coyote Canyon. Currently happy to sit back and watch the town self-destruct, he will decide to start taking matters into his own hands once the Sherrif is appointed. From then on (day two), each night he can choose to scalp one of his victims as payment for a life taken many years ago. The serial killer does not need to kill every night and may choose not to in order to hide. This avoids the serial killer being identified if locked up. However, in a short game the serial killer needs as many kills as possible to exact the most revenge.

    The serial killer has an almost impossible task. He does not carry a gun and constantly faces the fear of exposure. If he chooses to attack somebody who is in the presence of others, then all others present will see him and identify him. It is then up to them whether they choose to expose him, risking giving away their own role in the process, as the public report will make it clear what the victim was doing at the time of his/her death.

    However, the serial killer has one powerful defence. He does not value his own life, but rather values the spirit of revenge. He is protected by deep and old magic. Whoever takes the life of the serial killer will also die instantly upon his death.

    The magic involved in this curse is so deep that not even the invincibility potion can protect against it. There is no escape. When the serial killer dies his killer dies with him.

    If the serial killer is lynched, then the FIRST person to vote for him will also die. He will take revenge on the one who led the actions to kill him. All of the other players will know of this curse. It is still possible to lynch the serial killer, but the process will be one of torment for the town and the bandits. If somebody removes their vote then the second person to have voted for him will become the victim of the curse (and so on). That person can then vote again, but only after they have registered a vote for another player, and they will then join the back of the death queue.

    The curse is designed to torture those who want to see him killed. Some may try to use the curse to trick their opponents with a late switch – but they cannot guarantee that they will not fall foul of the very same trick from others – especially as nobody knows exactly when nightfall will happen.

    Until the serial killer is identified then he knows that each vote for any player will carry the worry of death. It is a curse that the town has brought upon itself through the fear it bestowed upon his ancestors. He despises fear and will continue to punish the town with nightly killings if they fear the consequences of lynching him.

    The serial killer is one of only three players allowed to publicly identify their own role. This can be used as a defense against lynching or killing, aimed at spreading fear among the town. It is up to the serial killer whether to use this ability or not.

    The serial killer's task is to kill as many townsfolk and bandits as possible. If the serial killer manages to kill all other players (even through the act of being killed) then the serial killer wins.
     
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    The Cat Burglar

    Although not aligned to the town, the Cat Burglar is not a wicked man. He acts out of a misguided desire to see justice brought upon the town. Many years earlier the greedy town tradesmen tricked him out of all of his wealth and he lost his business and livelihood. Now he seeks to administer justice by robbing back all that was taken from him.

    The cat burglar's sole aim is to bankrupt the town (and bandits) so that they can experience the misery and hardship that they brought upon him. Each night (from day one) he sneaks out undetected to rob a tradesmen of all his wealth. The cat burglar only has one action. He will rob a town business (or bandits) each night. His skills allow him to go undetected no matter how many people are protecting the business.

    The cat burglar acts in the deep of night, so acts after every other action has occurred. This means that he never gets involved in a gunfight unless he is attacked, or he chooses to rob a hideout. If the premises he chooses have already been robbed by bandits then he may have a fruitless night. If the coachmen have collected from the premises then he can only collect anything that the tradesmen kept for himself. However, if the coachmen chose not to collect then he will also steal anything contained in the safe deposit box. Once a premises has been robbed (sucessfully or not) the cat burglar cannot target the same premises for another 2 nights. The cat burglar wins if all other teams are bankrupt. He can choose to rob the bank, but each person present in the bank reduces his chance of success by 25%. This includes the coachmen if present, so he could stand a zero percent chance of success. If he chooses to rob a bank vault then he can only carry off 50% of its contents if successful. He can also choose to rob a bandits hideout, but will only succeed if the hideout is empty. If it is not empty he will be shot at by all present.

    The cat burglar starts the game with 2 bullets. He can chose to buy up to 2 more bullets at a time, but cannot steal on that night. If he is present in the Gunsmith store when it is robbed then he will be caught up in the gunfight, along with everybody else present.

    Being new to town, freshly arrived from the city, he has very poor gun skills and only has 25% shot accuracy.

    The cat burglar can be identified by any team through investigation. If the cat burglar is locked up from day two onwards then he immediately panics and confesses all to the Sheriff and hands back the money to the town.. He is then sentenced to 2 nights in jail and given immediate access to the law enforcement board, and becomes aligned to town. If either the Sheriff or Deputy is killed before the 2 days is complete then he is immediately released and promoted to Deputy (or Sheriff if both are killed). If there is a jailbreak while he is in jail then he immediately takes on the role of ranger and gains 50% shot accuracy and can also take part in the Deputy's posse (adding 20% chance of an accurate investigation). If none of this happens then at the end of his sentence he takes on the role of ranger.

    If the cat burglar is recruited to a bandits' team then his heart is not in it. He becomes aligned to the bandits but his shot accuracy drops to 10%. The bandits gain access to all of his money but do not gain a valuable team member. If the cat burglar is recruited after already being recruited to the law enforcement team then he remains loyal to the law enforcement team. If he is recruited by a Bandit team before getting locked up then he will no longer confess and be recruited by law enforcement if he is locked up after that point.

    If the Cat Burglar is recruited to a gang before he is locked up then he loses the role of Cat Burglar and takes on the role of useless recruit, without any special robbing abilities.

    If the cat burglar is killed in an attack then his money is given to the person who killed him. If he is killed by the serial killer his money is burned.

    From day two onwards the cat burglar can choose to make his role public if he wishes to join the law enforcement team, and hopes to be locked up. However, this will then make him a known target for the bandits and the serial killer.
     
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    The Lone Gunman

    There are no Lone Gunmen at the start of the game. There are only two ways for Lone Gunmen to be created.

    Firstly, if a gang of bandits runs out of money and does not pay their hired gun then that hired gunman will give up alliegance to the gang and will become a Lone Gunman.

    Secondly, if all gang members are killed (apart from the hired gun) then the hired gunman becomes a Lone Gunman. In this scenario that gang of bandits has lost the game and will not be on the winning team if the Lone Gunman goes on to win the game. The Lone Gunman would keep all of the money that the gang owned if this happens.

    The Lone Gunman becomes a serial killer, with the task of killing all other players in the game. If the Lone Gunmen is the last player left in the game then they win.

    Each night a lone gunman has the choice of four actions.
    1. Kill a player (with the same rules and actions as a hired gun).

    2. Rob a premises (keeping 100% of any money found)

    3. Buy up to 4 bullets for himself

    4. Lay low and do nothing
    If a Lone Gunmen is recruited by bandits then he becomes aligned to the bandits and gives his money and recruitment fee to the gang of bandits. Once recruited a lone gunmen does not need to be paid for his services.
     
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    Finances

    The Bank

    The town begins the game with $800 in the bank. This is stored in 2 separate vaults, East vault and West vault, with $400 in each. From then on the bank manager nominates a vault each night that any transfers will be put into. He also nominates each night which vault any payments will be taken out of. If there is not enough money to cover all of the payments in one vault then the balance will be taken from the second vault. No other money can be transferred between vaults. The bank manager needs to try and keep as equal a sum in each vault to protect against losing too much in the event of a robbery.

    In the event of a bank robbery, the bandits or cat burglar must state in their actions which vault they are attacking. If they rob an empty vault they leave with nothing.

    Tradesmen

    Each tradesmen begins the game with one day's takings in their kitty. At the end of each day they earn another day's takings, which they then choose how to allocate between the kitty they keep and the amount transferred to the bank.

    The day's takings for each business:

    The Brothel: $200
    The Town Bar: $100
    The Gunsmith: $60 + income from bullets sold the previous night
    The Grocer: $50
    The Blacksmith: $40
    The Carpenter: $30
    The Cobbler: $20
    The Barber: $10

    Town Costs

    The Sheriff: $100 per day
    The Deputy: $60 per day
    The Ranger (if present): $30 per day
    The Doc: $40 per day

    Box of 2 bullets: $25

    If the law enforcement team are not paid in advance then they will remain in the jail and all prisoners will be released (except the cat burglar). Once the town loses the ability to collect money then any remaining law enforcement team are disbanded and become regular townsfolk who take over vacant businesses and have the same choice of actions as the other tradesmen. They keep their respective gun skill levels though, and retain access to the law enforcement board.

    The Bandits

    Each gang of bandits begins the game with $400. The bandits need successful robberies in order to pay the hired gun and buy bullets. The bandits successfully rob a business, money coach, bank vault or premises if they kill all of the players defending the money, or if the premises were empty.

    The bandits can also gain money by killing (or recruiting the cat burglar).

    Bandit Costs

    Hired Gun: $60 per day (the hired gun keeps this money and can be made to buy his own bullets)

    Recruitment Bribe: $100 (given straight back upon successful recruitment, but must be paid in advance to recruit).

    Box of 2 Bullets: $25

    If both teams recruit the same person then the recruit can choose how to disperse the money – but will give himself away if he does not return it all. Similarly, a law enforcement, rival bandit recruit or serial killer recruit can choose not to return the money but will give themselves away if they do not.

    If the hired gun is the last remaining gang member then he becomes a loan bandit. He keeps all that he robs and bullet costs remain the same.

    The Serial Killer

    The serial killer lives off the land and has no need of money.

    The Cat Burglar

    The cat burglar begins the game penniless but keeps all that he steals, less any money he spends on bullets.
     
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    Rules

    Game Start

    The game will begin with special instructions for day one once the game play thread is unlocked. There may be special instructions for each day of the game, with unique extra rules and conditions for each day, so read the opening instructions posted on the bulletin each day before posting.

    The only private communication allowed is via the QT boards. Once you die you must stop posting on the game boards, and can only post one goodbye 'I told you so' post on the main thread. There will be a dead board for those killed. Once you are dead you are dead – no zombies in this game!

    There are several special rules for individual players which are public and contained within the role descriptions of those players. These affect everybody, so don't just read your own role or you may be caught out. Not reading the full instructions will not be a defense against death (or any other action).

    The only players who can publicly reveal their roles are the Sheriff (or someone who has assumed the Sheriff role), the Serial Killer and the Cat Burglar (and the Bandits - but why would they?). These players are under no obligation to do so though. If the Sherrif is replaced after death then the new Sherrif can also reveal his role. The bandits can publicly claim any of these three roles but not any other roles. Any other player revealing their roles will catch Scarlet Fever and will die instantly (before lynching and their votes and actions discarded). No exceptions!!

    Lynchings

    Lynchings begin on day one. The rules for lynchings are the same as every other game. There is no requirement to vote, but a lynching will be carried out each day whether people have voted or not.

    Anybody can be lynched with the exception of those already in jail. If the Sherrif chooses to lock somebody up then that action occurs after the lynching, so there is no protection until you are in jail. The Sheriff will say in his instructions for actions whether anybody is to be released from jail each night, and these releases will take place as part of the sheriffs actions after the lynching for that night. Therefore, anybody locked up immediately gets protection from lynching the following night and cannot be voted for. Both those locked up and those released will be announced in the nightly bulletin.

    In the event of a tied vote, each player involved in the tie will stand an equal chance of being lynched (except for the special rules applied to gang leaders and hired guns).

    If the serial killer is lynched on a tied vote of zero votes then the person who dies as a result of the serial killer's curse will be selected at random.

    ALL VOTES FOR LYNCHINGS MUST BE POSTED IN BOLD
     
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    Gunfights

    Robberies

    If the bandits decide to rob a store or premises then they will need to fight their way past anybody guarding those premises. If nobody is present then the robbery is straight forward and the bandits leave. If the premises are guarded then each person present will be involved in the gunfight.

    The bandits fire first. Whichever bandits are present they will always fire based on the following order;
    1. Hired Gun

    2. Gang Leader

    3. Thief

    4. Investigator

    5. Recruit
    If roles have been re-assigned then it is the current role that counts. The first bandit fires one shot. If the kill is successful the second bandit fires. If the kill is unsuccessful then the person shot at will shoot back at their attacker. This continues for as many bandits that take part in the raid. If there are more defenders present than bandits then those defenders will each take a shot at the bandits, but this time in reverse order from above. If the defender successfully kills the bandit then the next unused defender fires at the next bandit. If the defender does not kill the bandit then that bandit shoots back (provided they still have bullets).

    The defenders present are shot at in reverse order of their shooting ability (so lowest first). If defenders have the same shooting ability as each other then this is chosen randomly. If there are excess defenders then the first to start the second round of shooting is the highest rated defender, and then working down.

    This makes it very dangerous to attack. Bandits need to choose to go high risk and high rewards or play it safe by aiming for targets they think might be empty.

    Once everybody present has fired at least once then the gunfight is over. If no defenders are left the robbery is successful. If any defenders remain alive then the bandits retreat, unidentified but empty handed.

    The Gunsmith Store

    In the event that the gunsmith store is targeted for robbery, then any customer visiting the store automatically defends the store – no matter what their alliegance in the game.This means that customers face the risk of being shot if they are purchasing bullets on the night it is attacked. It also means that any attackers could face a large number of defenders. If a gang leader is visiting the gunsmith then he too will defend the store against the attacking bandits. This is even the case if a gang mistakingly decides to target the gunsmith on a day they are also purchasing bullets.

    Mass Shootouts

    There are two reasons that a mass shootout can take place.

    The first is that the Sheriff decides to kill somebody who is involved in a shootout (either as an attacking bandit or a defending townsperson). In that situation the Sheriff's action takes place first. The Sheriff will kill that person and any team members of that person also present (whether bandits or townspeople) will then fire back at the sheriff.

    Once that action is complete then the bandits will attack the premises as above and the Sheriff will take his place as a townsperson defending the target and will get to shoot again (providing he has remaining bullets and isn't killed first).

    The second reason would be if both gangs of bandits chose to attack the same premises. This is a very dangerous situation that will result in mass bloodshed.

    In that situation, the gangs would initially join forces to attack the town.

    The gang that notified their decision last will shoot first (in the same order as above), alternating shots with the other gang. The first target will be the townsperson with the lowest shooting skill. If that person is killed by the first bandit then we move onto the next attacker. If the first target wasn't killed they would get to shoot back at the bandit who shot at them. The second attacker would be the first bandit of the gang that notified their action first. This would continue through all of the bandits present, with each unsuccessful shot resulting in return fire.

    If there were more townsfolk defending the property than there were combined bandits, then the extra townsfolk would fire at the bandits in the reverse order that the bandits shot at them, with unsuccessful shots resulting in returned fire (all dependant on bullets being available).

    If there were more bandits than townsfolk present, then any bandits who had not yet taken a shot would get to shoot at any townsfolk still living, each with the possibility of returning fire if they were not killed.

    Unlike a simple gunfight, a mass shootout needs a winner. The attack on the townsfolk would continue until either all of the attacking bandits had been killed, all of the defending townsfolk had been killed, or everybody present had run out of bullets.

    Once no more bullets are available then the shootout is over, and all people present (and still alive) leave unidentified.

    If the bandits manage to wipe out the townfolk present then the shootout is not over unless no bullets remain. The two gangs of bandits will then fight over the cash that has been robbed. This then takes the form of a simple gunfight, with the gang who notified their decision first taking the role of the attackers and going first. The second gang would take the role of the defenders and would be shot at lowest gun skill first.

    In the fight between bandits, any player out of bullets will still take a shot – but with zero chance of success. The person shot at will then get to fire back provided they have bullets. This will continue until one group of attacking bandits has been wiped out, or until no bullets are left.

    If bullets run out before either team of bandits has been wiped out, then the cash will be divided equally among the number of people present, and the surviving bandits would all leave unidentified.

    Mass shootouts only involve the team members present and so can involve as few as three people (if it is one from each team).

    Large scale mass shootouts are to be avoided if possible. They can aoccur at any stage of the game and will almost certainly see the bandits out of bullets and at least one team decimated. They can even occur on day one, but would probably leave one of the teams on the verge of victory, or all three teams weakened beyond hope.

    A large scale mass shootout provides the serial killer with just about his only hope of victory.

    Therefore gang leaders need to balance the desire to boost attacking numbers to improve the chances of success against risking losing an entire team if the other bandits attack the same premises.
     
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    Individual Kills

    Individual kills are targeted at people rather than premises. However, if that person is with team mates at a premises then those team mates will respond with fire upon the killer. The killer shoots first at his target. If he is unsuccessful in killing his target then his target shoots back. Then any team-mates of the target present will also take turns shooting at the hitman. If the hitman survives the shot he will fire back (depending on bullets).

    If two bandits target the same player, or two players in the same location, then the first one to post their notification of their action will shoot first. This will then follow the same process as above without the second hitman getting involved. If the target is dead at the end of that process then the second hitman will leave unidentified. If the target is still alive then he will take a shot and the process above will be repeated (depending on bullets).

    If two rival bandits target each other for kills then the one who posted first will take the first shot. If he is unsuccessful the target will fire back. However, if firing back is also unsuccessful then the original target becomes the attacker and gets to shoot again (bullets allowing). If the original attacker is then still alive he can return fire.

    Kills happen before any other bandit action, in the order they were posted. Once a killer has shot at his target, and faced any resulting shots back from the target's team mates, then the killer leaves, regardless of whether any other action is being carried out at that premises. The only exception to this is if the Sherrif attempts to kill someone at a premises where a robbery is taking place. The Sheriff will stay to defend the premises, providing he has survived any firing back from team mates.

    The Sheriff should note. If he attempts to mistakingly kill a townsperson, then any other townsfolk present will treat him as a bandit and fire back.

    Kills are a very aggressive move and full of danger. Unless the person targeted is alone then the killer will almost certainly be killed too.

    If an individual kill target is locked up then the target is safe from attack. In that instance the killer returns to his hideout, but does not get back until after any actions targeted at the hideout have been carried out.

    Just as with robberies, if the Brothel Madame is targeted to be killed, the killer must first fight their way through everybody in the downstairs bar before getting to the brothel (unless the brothel madame is in another location through her actions).
     
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    The Town Chapel

    Any player can choose to take sanctuary in the town chapel once during the game and this replaces other actions. This is the action of a coward. The player names of all who take sanctuary will be published in the bulletin and those players will lose the right to vote the next day. This only protects against a direct kill, investigation or being locked up. The serial killer does not believe in western superstitions and will happily kill inside the chapel. Sanctuary does not protect against lynching.

    Coyote Canyon is not a religious town, so the town chapel is very small. Only 4 players can be in the chapel at once (plus the priest).

    Don't forget, taking sanctuary will mean that the town priest will learn your identity and your role. He cannot pass this information on to anybody though.

    Any player wishing to take sanctuary should notify me by PM before nightfall.
     
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    Nightfall

    Nightfall is at 9pm each night...ish! Clocks aren't what they are going to be and Nightfall can fall anwhere between 5 minutes early and ten minutes late. This makes it difficult to plan late switches. The bulletin will be posted as soon as all of the votes have been tallied and all actions have been collated. This could take some time on the first few days of the game.

    Any player not posting an action will stay at the premises they are based, and if tradesmen then all of their takings will automatically be placed in the safe deposit box for collection.
     
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    Order of Events
    1. Lynching
    2. Tavern Whore actions
    3. Serial Killer's actions
    4. Sanctuary taken
    5. Bank Manager actions
    6. Bullets purchased
    7. Invincibility potion taken
    8. Sherrif's actions
    9. Bandit kills (including Lone Gunmen kills) - carried out in order received
    10. Vigilante kills
    11. Coachmen actions
    12. Other bandit actions (if the action is to rob the coachmen then this happens before the coachmen return to the bank) - In order:
      1. Gang Leader actions,
      2. Gang Investigator actions
      3. Gang Thief actions
      4. Gang Arsonist actions
      5. Hired Gun Actions
    13. Deputy actions
    14. Lone Gunmen other actions (carried out in order received)
    15. Cat Burglar actions
     
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    Inactive Players

    If any player is inactive their role will still play its part in the game. They will still fire back when attacked and will still trade if they are tradesmen.

    If the inactive player is a member of the gangs then the Gang leader can assign tasks for that player as if they were taking part. It is the gang leader's responsibility to notify all team actions on the team board. If a gang leader is inactive at nightfall then the next in command can assign roles.

    If it becomes obvious that key roles are not participating, and it is affecting the game, then any uninvestigated tradesmen may have their roles swapped for a key role. This will not affect the running of the game. However, this can only be done in the first 2 days. After that point, or if not enough tradesmen survived night one, then the game will run as normal and the affected team will need to cope with the disadvantage and hope their player turns up.

    Hidden Tasks & Rewards

    There are no hidden roles within the game. However there may be some hidden tasks and rewards. These tasks and rewards may be for individuals or teams, and may or may not consist of bullets, cash, extra recruitment, free investigations, free kills, free invincability, or granting an extra player access to your board. Not all of these rewards will necessarily be on offer. These tasks and rewards will mainly be used as a way of balancing the game.

    Probablities of Kills and Actions Success Etc

    Because most of the probabilities are not 50/50, I will use an online number generator to randomly determine roles, kill success, investigation success and action success.

    --------------------------------------------------------------------------------------------------

    Extra roles can be added as required, depending on numbers
    The more the merrier as this game will work better with large numbers


    If anybody notices any inconsisties or things that look unbalanced in the set-up, please use the sign up thread to point them out so that changes can be made before the game starts.

    http://www.not606.com/threads/coyot...up-thread-for-the-international-break.314989/
     
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