Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)
THE RULES
Please read the following carefully
THE NUMBER ONE RULE of KRC: You MAY NOT discuss the role you submitted in any way, shape, or form, anywhere (not even factional chats) other than in direct discussion with the host!
Although you are free to discuss the role you received without any restrictions! (Note the difference between the role you submitted vs the role you received!)
Revealing mechanics of the role you submitted will result in a modkill.
Revealing the name of the role you submitted will result in a modkill.
Softing mechanics, softing the name - modkill for both.
You know what role you submitted and may make decisions and actions accounting for that knowledge (e.g you do not have to intentionally perform sub-optimal actions in order to act uninformed), but aside from that you must act and post as if all the roles in this game were created by me and you have no knowledge on what roles are in the game.
Players attempting to hunt or deduce role submissions of living players anywhere other than in their own head/in communication with the host will also be in violation of this rule.
THIS GAME IS SEMI-ANONYMOUS. That means that the player list will be public, but everyone will receive an anonymous forum account.
Despite the public player list, you should treat this game like an anon game. Do not mention identities or meta reads on other players at any point. Any attempts to hunt other players' mains, out your own main, soft your own main, or cleverly circumvent these rules is liable to being modkilled. You are free to think about these things, or muse about them with the hosts - but none of these thoughts should be evident in your actual posts.
Be aware that talking about your own self-meta, mentioning previous forum games you have played, and talking about other personal information may be seen as a violation of this rule if another player can reasonably deduce your identity based on what you have said.
Particularly idiosyncratic players do not need to attempt to alter their playstyle in an attempt to remain anonymous, although the line between idiosyncrasy and softing your main is a fine line that players should be cognizant of and tread carefully. If you have questions on what is or isn't allowed, contact the hosts.
10 posts per day phase minimum. Anyone that fails to meet this will be modkilled and exit the game with a loss, regardless of reason. If there is an early hammer then it will be at our discretion if we think someone has posted enough to not get modkilled.
There will be no subs, only modkills.
Cryptography is forbidden. Breadcrumbing is okay.
Never post screenshots of anything. Do not screenshot the thread, do not screenshot private chats, do not screenshot mod communication, do not screenshot. If you wish to quote something, paraphrase it.
The only player communication you are allowed to copy paste is either from the thread to a private chat or to a factional chat. Or from a private chat to a factional chat.
Pasting your rolecard, night feedback, or day feedback in factional chats is okay. Copy + pasting anywhere else or pasting any other forms of mod communication in factional chats is forbidden.
You may not modify your profile picture or signature at any point during the game.
We reserve the right to modify these rules if needed.
If you're not sure if what you're planning on doing is allowed, ask a host first.
Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)
Mechanics
Accounts:
Anonymous accounts, an account will be provided for you
Phase Length:
48 hour days, 24 hour nights.
SoD/EoD Time:
3PM US Central Time / 9PM GMT.
Role Submission Flips:There will not be role submission flips on death this year.
Day Vote Deadline (including day votes):
Exactly at posted EoD Time. X:59 = good, X:00 = too late
Day Action Deadline (including day votes):
1 hour before EoD
Night Action Deadline:
3 hours before SoD
Instantaneous Effect Actions Deadline:
Actions with instantaneous effects cannot be used in the 1 hour period before EoD or in the 3 hour period before SoD. Instantaneous actions that would affect other players (eg instant killing abilities) are disabled during the night phase unless otherwise stated.
Early Hammers:
Night is always at least 20 hours long with SoD occurring at the soonest following 3 PM time.
Elimination Type:
Plurality Elimination.
Plurality with Majority Hammer enabled happens only after ITAs are disabled.
Votes to hammer is equal to 51% of the number of living players, rounded up. During Day 1 only, there will be a double elimination day and the two players with the highest number of votes will die instead of just one.
Sleeping/Skipping:
Sleeping/Skipping is allowed.
Last Wills:
Last Wills are not allowed by default.
Death Notes:
Death Notes are not allowed by default.
Self-Votes:
Self-votes do not count, the bot doesn't even register them.
Factional Chats:
Factional chats will be on Discord. Factional chats will NOT be anonymous.
Private Chats:
Private Chats will be on Xoyondo.
In-Thread Attacks:
Yes. Refer to the In-Thread Attacks section for more details.
Anti-Slank and Anti-Spam Mechanics: This setup is likely to feature anti-slank and / or anti-spam vigilantes in addition to the regular post minimum in place.
These are killing roles that will only be able to target players who posted above or below certain posting thresholds.
The exact posting thresholds for these roles will not be disclosed and may vary on an individual role basis but, as a very rough guideline, players with fewer than 30 posts within a day phase or greater than 300 posts within a day phase may be at increased risk of dying from these mechanics.
Anticlaim:
We cannot give guarantees about the existence or non-existence of roles or abilities that punish role claiming. Claim at your own risk.
Limbo:
There will be a Limbo mechanic. If mechanics that interact with dead players exist, players will remain in Limbo for up to one full cycle after they died. After one full cycle has passed, Dead players will no longer be able to interact with the game in any way.
Last edited by Lumi; March 20th, 2024 at 02:13 PM.
Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)
KRC: Sc2Mafia 13th Anniversary Game
FAQ
Can I ask questions about the setup?
Yes, there's no guarantee we will answer your questions, but it doesn't hurt to ask!
Can we trust you?
We will never knowingly lie to you unless made to do so by a role.
What factions are there?
There is an uninformed majority known as the town, and there is at least one anti-town faction. There could also be third party roles with their own win conditions.
Can rolecards contain hidden information?
It is possible.
Will players know their true alignment?
Yes, players will always know their own true alignment.
Will players know their true win condition?
Yes, players will always know their own true win condition.
Why wasn't my question answered?
We respond to all questions, even ones that we won't answer (e.g "No comment" or "¯\_(ツ)_/¯"). If it feels like we missed your question, then we probably missed your question and you are free to ask again. Getting 1 notification from a user vs multiple notifications from a user is effectively the same to us, so don't worry!
What is the difference between factional actions and role actions?
Factional actions are granted by a player's faction. Role actions are granted by their role. But other than that distinction they are all just treated as actions unless a role explicitly specifies otherwise (e.g a roleblock will stop a factional action just the same as a role action)
Can you rand your own role?
No. (The math behind the probability of someone randing their own role is fun: Derangements)
Was my role modified after I submitted it? Will I know if it was modified?
The balance team had two primary goals:
- To make a fun and balanced game for all roles and factions
- To alter as little about roles as we can in pursuit of this goal
We did our best to change as little as we can about submitted roles. But if your role was changed, you were not notified, and will not be notified.
Was the role I received altered?
I cannot comment on that, refer to the previous question.
When a player dies and their received role is revealed, is hidden information for the role shown?
Unless the role specifies otherwise, when a player dies and the role they received is revealed, all hidden information for that role is revealed, UNLESS the flip was modified in some way, in which case whether or not hidden information is revealed depends on the nature of the modification.
What exactly is hidden information?
Hidden information refers to any sort of information on rolecards that is hidden in certain circumstances, examples of possible hidden information include, but are not limited to:
- Hidden from the recipient of the role
- Hidden from role-cops
- Hidden during the role-submitter's flip
Information that is hidden to role-cops or hidden during the role-submitter's flip may or may not be indicated as such on a player's role card.
Submitted roles must be alignment agnostic, do modifications to a role made during host balancing also have to be alignment agnostic? No, it is possible that a role was modified with a specific alignment in mind.
What is the Order of Operations (OoO)?
I refer to the OoO I use as "Paradox Avoidant Simultaneous Execution" meaning all actions happen simultaneously - unless a paradox would occur. If a paradox would occur then the paradox inducing roles are executed in a predetermined order instead.
In 99% of cases this functions exactly like a normal OoO, and you should probably stop reading here.
The major area where this differs from a traditional OoO is that roles that alter the execution of other roles do not have a strict hierarchy.
For example, imagine a setup with a Roleblocker and a Bus Driver. With a traditional OoO one of them has to go first, if the Roleblocker goes first then the Bus Driver can never protect other players from role blocks because the RB goes first in the OoO. If the Bus Driver goes first, then the Roleblocker can never stop the Bus Driver from swapping. But with simultaneous execution neither role acts as a trump card over the other role.
Spoiler : Examples :
Roleblocker blocks Player A
Bus Driver swaps Players A and B
Result: The Bus Driver redirects the block from Player A to Player B.
Roleblocker blocks Bus Driver
Bus Driver swaps Players A and B
Result: The swap is blocked
Spoiler : More Complicated Examples :
The way the simultaneous execution technically works is:
- Iterate over all possible action orderings (With n actions there are n! possible orderings)
- An action ordering is inconsistent if it results in a retrospective contradiction (e.g a role did their action but then later got roleblocked, therefore they shouldn't have been able to do that action)
- Ignore inconsistent orderings.
- For consistent orderings, add the outcome of that ordering to the set of valid outcomes.
- If there is exactly one valid outcome, use that outcome. If there are either 0 or 2+ valid outcomes, then a paradox occurred and the roles responsible for the paradox will be executed based on a predetermined hierarchy
Roleblocker blocks Player A
Bus Driver swaps themselves with Player A
Result: If the Bus Driver were to go first, then they would swap the roleblock onto themselves which is inconsistent because they already did their action. If the roleblocker goes first, then there is no inconsistency and Player A is roleblocked. So the effective OoO of Roleblocker -> Bus Driver is used
Roleblocker blocks Bus Driver
Bus Driver swaps themselves with Player A
Result: If the Roleblocker goes first, then the Bus Driver can't swap. This is a consistent outcome and is added to the set of valid outcomes. If the Bus Driver goes first, then the swap is redirected to Player A. This is also a valid outcome and is added to the set of valid outcomes. As the set of valid outcomes has two different solutions, a strict OoO is used instead and what happens depends on which role was given priority during set-up creation.
Spoiler : Abandon Hope All Ye Who Enter Here :
Bus Driver 1 swaps Bus Driver 2 with Player A
Bus Driver 2 swaps Bus Driver 1 with Player A
If Bus Driver 1 goes first, then:
1 -> 2
2 -> A
A -> 1
If Bus Driver 2 goes first, then:
1 -> A
2 -> 1
A -> 2
As there are two valid outcomes, a strict OoO is used and whichever bus driver was given priority during setup creation goes first. For the sake of example we can assume Bus Driver 1 has priority so the resulting outcome is:
1 -> 2
2 -> A
A -> 1
Same as the previous example, but add a roleblocker blocking Bus Driver 1.
Roleblocker blocks Bus Driver 1
Bus Driver 1 swaps Bus Driver 2 with Player A
Bus Driver 2 swaps Bus Driver 1 with Player A
There are 6 action execution orders:
1) R -> 1 -> 2 results in a paradox because Bus Driver 1 is blocked, but then later swapped, meaning retrospectively they shouldn't have been blocked. This is an inconsistent execution and is ruled out.
2) R -> 2 -> 1 has the same result as 1
3) 1 -> R -> 2 results in Bus Driver 1 getting to use their action, but then later being roleblocked, which is inconsistent, and this execution is ruled out.
4) 1 -> 2 -> R results in Bus Driver 2 getting roleblocked, but this is inconsistent because bus driver 2 already got to use their action, and this execution is ruled out.
5) 2 -> R -> 1 results in Player A getting roleblocked, and Bus Driver 2 going before Bus Driver 1. The execution is consistent and so the outcome is added to the set of valid outcomes.
6) 2 -> 1 -> R has the same result as #5
There is only one valid outcome in the set of valid outcomes, so the action ordering of either 5 or 6 is used to produce the result where:
1 -> A
2 -> 1
A -> 2
And Player A gets roleblocked.
Notice that the only thing we changed from the previous example is we added a roleblock action into the mix. The roleblocked blocked neither bus driver, and yet the execution of the bus drivers' actions flipped. The existence of the roleblocker pruned the set of valid solutions and coerced the OoO into a different outcome despite the roleblock itself not actually hitting either bus driver.
Spoiler : An OoO resolution that runs in O(n!) ?? :
While the theoretical upper bound for the run time of this style of OoO resolution is O(n!) the search space can be greatly pruned by only considering actions that can affect other actions. Build a digraph of manipulative actions and then search for cycles on the constructed digraph. Disconnected components do not affect each other and can be executed separately. Acyclic connected components form a tree and can be rooted and then topologically sorted in order to determine their execution order. Only cyclic components on the digraph require O(n!) consideration, since the occurrence of cyclic components is very rare, and the ones that do occur are usually of a low order, the actual computation of the OoO is not O(n!) in practice.
Will main identities be revealed post game?
Yes. Remaining anonymous post-game is not an option.
What's the deal with night 0?
Some roles may have abilities that can be submitted during Night 0. All role actions and all factional actions cannot be used on Night 0 unless they explicitly specify otherwise. Factional chats will be open on N0 unless specified otherwise. If your role PM makes no mention of Night 0 abilities, then you don't have to worry about submitting anything during Night 0.
Can I target myself?
Abilities may only self-target if they explicitly state that they are able to. If this explicit statement is absent, they may not self-target.
Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)
Terminology
The Thread - the public game thread Private Chats - private chats on Xoyondo where you do not know the alignment of the other members of the chat (e.g Neighborhoods, Architect Chats, etc) Factional Chats - private chats on Discord where the alignment of all members of the chat is mod confirmed to be the same and the main account identity of all faction members is known. In KRC members of a factional chat may have alternative win-cons, but it will always be guaranteed that all members of the chat may obtain a win through their shared win-con. (e.g Mafia factional chat, Masonries, etc) Host Chats - each slot's private group chat on Discord directly with the host team. Host chats are guaranteed to be private and will not be released after the game.
Alignment - the team someone is playing for. Members of the same non-town alignment will have access to a 24/7 factional chat with all members of that same alignment unless specified otherwise. Faction - another word for alignment. A faction may have any number of players, including just one. Factional Actions - non-town factions will gain access to some number (possibly zero, possibly one, possibly many) of shared factional actions that can be performed for free alongside their regular role actions. Each factional action must be assigned to a member of the faction unless specified otherwise. Roleblocks will block factional actions unless specified otherwise. Likewise, factional actions are subject to any other game effects as well (tracking, redirection, manipulation, etc.)
Role - the role that a player receives. Roles are alignment agnostic and any role can be assigned to any alignment. Role Actions - the actions granted to a player from their role, as opposed to factional actions.
Anti-Town Faction - a faction is anti-town if town cannot win as long as any anti-town faction members are alive. Although it may be possible for anti-town factions to win with town still alive.
Phase - one portion of a cycle, such as the day phase or the night phase. Cycle - a full day + night phase.
Blocked (Condition)
Definition: The term for having actions denied. A Blocked player fails to carry out Role, Factional, and Item actions. Unless otherwise specified: charges are still consumed, and only occurs at night.
Defined separately from Roleblock to indicate a successfulBlock. E.g. A player can be Roleblocked but not Blocked, such as in the case where they had sufficient levels of Willpower.
Strong-Willed (Modifier)
Definition: The term for actions that cannot be blocked or redirected, even when Blocked.
Generally, does not interact with the Roleblock nor the Willpower mechanics. A player that has all of their actions with the Strong-Willed modifier can still be Blocked. However all of their Strong-Willed actions will still execute. Additionally, since they were Blocked they will still gain Willpower at SoD, even though no actions were prevented.
Strong-Willed actions can still fail or be prevented, such as by a Commute, Ethereal, any of Shielding, Protection, or Kill Immunity on a non-Piercing killing action, etc.
Unstoppable
Definition: An Unstoppable action is immune to most effects, including Roleblock, Redirection, and Rolestop.
It is notably the exclusive source of Rolestop-Immunity.
Rolestop
Definition: Rolestopped actions are not prevented such as in the case of Blocking, but their effects are prevent.
This is notable different in a few cases, e.g. a blocked action does not visit its target so a tracker would see no visit whereas a rolestopped action does visit its target, it just has no effect, so a tracker would see a visit.
Commuting (Condition)
Definition: All actions that target a commuting player are rolestopped. All non-self-targeting actions performed by a commuting player are rolestopped and non-visiting.
Notably, Strong-Willed is not enough to target a Commuter, Unstoppable is needed.
Ethereal (Condition)
Definition: All actions targeting an Ethereal player are rolestopped. An Ethereal player may target their actions as normal.
Notably, Strong-Willed is not enough to target an Ethereal player, Unstoppable is needed.
Item (Terminology)
Unless otherwise specified:
Items disappear after their last charge is consumed.
Items cannot be discarded, dropped, gifted, or traded.
Items are multitaskable.
Multiple items may be used within the same phase.
ITA (Modifier)
Definition: The ITA modifier indicates an action that may only be used during a designated ITA window. Usage of an action with the ITA modifier is public (posted in the thread), announcing both the user and their target, unless the action also has the Silent modifier, in which case only the use of the action is announced, but not the user nor the target.
Day Killpower
Definition: Any killing actions that can be used during the day but outside of ITA windows.
If ITAs are enabled, non-ITA Day Killpower cannot be used until after the first ITA session concludes.
Kill-Immune (Condition)
Definition: The term for a player that is immune to killing actions (Wound, Attack, Terminate).
The Protect action does not provide Kill-Immunity.
A Kill-Immune player is NOT immune to being affected by or dying to Poison
More generally, a Kill-Immune player is NOT immune to dying from sources outside of (Wound, Attack, Terminate).
E.g. If a player has an ability that says “Upon using this ability, you will die.” Then Kill-Immunity will not protect from that death.
E.g if a player has an piercing kill, then Kill-Immunity will not protect from that death.
Macho (Condition)
Definition: A Macho player's death cannot be prevented by Protect actions.
Protect actions may still target them and reduce their Injured level, however Protection level they gain from Protects will not work to negate Wounds, Attacks, or Terminates
Notably, their death may still be prevented by Shielding and Kill-Immunity
Additional Vote Power
Definition: Any mechanics that grant additional vote power.
All sources of additional vote power are automatically disabled if mafia could have parity if they were in possession of every active additional vote.
The disabling occurs immediately, even if it occurs mid-day.
After additional vote power gets disabled, it cannot be re-enabled.
Status Levels and Action Level/Strength(Terminology)
Notes:
Status levels can never go below 0, and all status levels start at 0.
Outside of investigative actions, players do not know what statuses they're affected by.
Status levels and action levels are a mechanic implemented to give hosts more balance knobs to turn by enabling non-RNG-based variable strength for actions.
The Wound action increases the target's Wounded level.
Wounded players are more likely to die to future Attacks
The Wound action usually cannot kill unless the target is already heavily Wounded, or the action is a very high level.
Mend (Action)
The Mend action reduces the target's Wounded level.
Attack (Action)
The Attack action attempts to kill the target.
Attacks have a higher chance of killing Wounded targets, with higher levels of Wounded further increasing the chance.
The higher the level of an Attack the higher chance it has to kill.
When an Attack fails to kill it inflicts Wounded equal to the Attack's level.
The default ITA is a Level 2 Attack
Terminate (Action)
Kills the target unless their Protection Level is greater than the Terminate's level.
Piercing Kill (Action)
Piercing kills are not categorized as any of Wound, Attack, or Terminate, therefore they bypass Kill-Immunity, Shielding, and Protect actions, but not necessarily other forms of kill prevention.
Armor (Status)
Whenever a player would gain Wounded levels, they gain less based on the level of the Armor.
Protect actions negate negative effects, starting with Injured status levels then Attack action levels then Wound action levels.
There is a cost to this protection though, for every level of Attack and Wound that Protection reduces, the target gains a level of Injured the next day, making them require more protection to prevent their death on the following night
This penalty can be offset if there is surplus Protection on that night.
See the Detailed OoO for more information.
Shield (Action), Shielding (Status)
The Shield action increases the target's Shielding level.
One level of Shielding can prevent the effects a single Wound, Attack, or Terminate action that would have otherwise killed the target.
Shielding notably does not prevent piercing kills nor effects that cause unavoidable death.
When Shielding levels are consumed to prevent death, temporary buffs are prioritized over permanent buffs.
Willpower (Status) and Roleblock (Action)
Willpower decreases by 4 at SoD.
A Blocked player gains 10 Levels of Willpower at SoD. (Increase occurs after the -4 SoD decay. A Blocked player will therefore generally have Level 10 Willpower during the following cycle)
If a player is targeted by a Roleblock, then the following procedure occurs:
Reduce the target's Willpower by the strength of the Roleblock. E.g. A Level 2 Roleblock will reduce 10 Willpower to 8 Willpower
If the target's Willpower would have been reduced below 0, then they are Blocked.
If the target has remaining Willpower, or was reduced to exactly 0, then they are notBlocked.
Multiple Roleblocks can work together to reduce Willpower faster.
Empower (Action) and Daze (Action)
Empower increases the target's Willpower by the level of the Empower.
Daze Reduces the target's Willpower by the level of the Daze.
Heal (Action), Poisoned (Status), and Poison (Action)
A player who is Poisoned during a night phase will die at the end of the following day phase unless Healed. A night-phase Poison is publicly announced at SoD.
A player who is Poisoned during a day phase will die at the end of the following night phase unless Healed. A day-phase Poison is publicly announced at SoN.
These mechanics are fairly standard and are mentioned to distinguish the Heal action from the Protect action.
The Poisoned status does not have any levels. A player is either Poisoned or not Poisoned, and a single Heal is enough to remove the Poisoned status.
Detailed Order of Operations
Notes:
Remember, status levels cannot go below 0 at any point.
E.g. If a status is at level 0, then gets decreased by 10 levels, then gets increased by 10 levels, it will go from 0 → 0-10 = 0 → 0 +10 =10 → Level 10.
E.g. If a status is at level 0, then gets increased by 10 levels, then gets decreased by 10 levels, it will go from 0 → 0+10 = 10 → 10-10 = 0 → Level 0
During OoO, actions are applied with the lowest level action applying first.
E.g. A Level 5 Wound is applied before a Level 10 Wound
This is usually not relevant, but is done to increase the efficacy of Shielding as they're more likely to negate stronger effects this way.
Block-Based OoO
The Block-Based OoO is straightforward:
Empower
Daze
Roleblock
Willpower Level decay
Willpower Level increase from Blocked condition
Killpower/Protection-Based OoO
The Killpower/Protection-Based OoO is slightly more complicated:
Set the Recovering level to 0. (This is an invisible counter that is only used in this OoO, and has no effects elsewhere)
For each Injure action, increase the target's Injured level by the strength of the action.
For each Protect action, increase the target's Protection level by the strength of the action.
For each Mend action, decrease the target's Wounded level by the strength of the action.
For each Shield action, increase the target's Shielding level by the strength of the action.
If the Protection level is greater than the Injured level,
Reduce the Protection level by the Injured level and set the Injured level to 0.
Otherwise,
Reduce the Injured level by the Protection level and set the Protection level to 0.
For each Terminate action,
If the remaining Protection level is less than the Terminate level,
If Shielding level is greater than 0, reduce it by 1.
Else, the target dies.
For each Attack action,
If the remaining Protection level is greater than the Attack level,
Reduce the Protection level by the Attack level, increase the Recovering level by the Attack level, then set the Attack level to 0.
Otherwise
Reduce the Attack level by the remaining Protection level, increase the Recovering level by the remaining Protection level, then set the Protection level to 0.
For each Wound action,
Reduce the Wound level by the target's Armor level.
If the remaining Protection level is greater than the remaining Wound level,
Reduce the Protection level by the remaining Wound level, increase the Recovering level by the remaining Wound level, and set the Wound level to 0.
Otherwise
Reduce the Wound level by the remaining Protection level, increase the Recovering level by the remaining Protection level, and set the Protection level to 0.
Increase the target's Wounded level by the remaining level of the Wound action.
If the target's Wounded level is above the lethal threshold,
If Shielding level is greater than 0, reduce it by 1, and revert the Protection/Recovering/Wounded levels that were calculated in the previous steps for this Wound action.
Else, the target dies.
For each Attack action,
Roll to see if the Attack would kill. Level 0 Attacks have a 0% chance to kill.
If the Attack would kill,
If Shielding level is greater than 0, reduce it by 1.
Else, the target dies.
Otherwise, decrease the Attack level by the target's Armor level and increase the Wounded level by the remaining level of the Attack.
Check if the target's Wounded level has reached the lethal threshold, if so then the target dies.
Reduce the Injured level by 25.
Increase Injured level by the Recovering level and set the Recovering level to 0.
Decrease the Injured level by the remaining Protection level and set the Protection level to 0.
Last edited by Lumi; March 20th, 2024 at 02:38 PM.
Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)
KRC: Sc2Mafia 13th Anniversary Game Action Submission Deadlines
The day ends at EXACTLY 3 PM CST.
Day action submission deadline is 2 PM CST (1 hour before EoD)
Night action submission deadline is 12 PM CST (3 hours before SoD)
X:59 = Good
X:00 = Bad
No exceptions will be made to any of these deadlines.
Where to Submit Actions?
We will be using Discord to process action submissions and to send night feedback. Please submit night actions on Discord and check Discord for any day/night feedback.
Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)
KRC: Sc2Mafia 13th Anniversary Game
As the day begins and people begin emerging from their homes expecting a sunrise, they are instead met with the sky growing even darker.
In lieu of the sun, the New Moon rises above the horizon.
An unidentified voice can be heard, speaking through the rising moon:
Moon worshiper here. If you want to speak to the dead during night two, quote this post. I can fit eight of you. It will take some time to set up mechanically though. I can choose four people today and then four more people tomorrow to set up the effect that night. Warning, any night feedback you will receive night two (or night three unsure which one) will be scrambled
Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)
Hey all, heres some quality of life recommendation: go to settings and click general settings. Scroll down to bottom and turn off “Check For New Replies When Posting” it will make your life easier.
Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)
Originally Posted by FM-Old Lickilicky
Hey all, heres some quality of life recommendation: go to settings and click general settings. Scroll down to bottom and turn off “Check For New Replies When Posting” it will make your life easier.
Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)
Originally Posted by FM-Old Lickilicky
Hey all, heres some quality of life recommendation: go to settings and click general settings. Scroll down to bottom and turn off “Check For New Replies When Posting” it will make your life easier.
Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)
Originally Posted by FM-Old Lickilicky
Hey all, heres some quality of life recommendation: go to settings and click general settings. Scroll down to bottom and turn off “Check For New Replies When Posting” it will make your life easier.
Re: KRC: Sc2Mafia 13th Anniversary Game (S-FM 357)
Originally Posted by FM-Old Lickilicky
Hey all, heres some quality of life recommendation: go to settings and click general settings. Scroll down to bottom and turn off “Check For New Replies When Posting” it will make your life easier.