Mini-Fooling Party (10P)
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    Mini-Fooling Party (10P)

    MINI FOOLING PARTY
    A smaller & somewhat modified version of The Fooling Party
    Changes noted at bottom of post in spoiler.

    Dragon Head
    Corrupted Assessor
    Triad Hidden
    Town Hidden
    Town Hidden
    Town Hidden
    Bus Driver
    Citizen
    Citizen
    Citizen



    Spoiler : Rolecards :


    Spoiler : TOWN :

    Citizen
    You have no special abilities
    Town Hidden can be any of these :

    Bus Driver
    Swap two players at night. Abilities targeting A will hit B, and vice versa for that night.
    Locksmith
    Choose a player at night, locking their house. Anyone visiting them will be blocked. You may only do this twice.
    Detective
    Track a player at night to learn who they targeted that night. Players targeting no one will visit no one, while players targeting themselves will visit themselves.
    Lookout
    Watch a player at night to learn who visits them that night. If your target visits themselves, you will observe this.
    Vigilante
    You may attack a player at night. You may do this twice. If you kill a town, you lose any remaining attempts.
    Military (Only one may exist)
    You may declare a curfew at night. Any redirection actions will not occur for that night. For the rest of the game you will be revealed and have a vote-power of two.
    Butler
    At the beginning of the game, you will know the name of a randomly selected town.
    War Surgeon
    Each night you may heal or bodyguard a player. You have two shots to heal a player, and unlimited shots to bodyguard players.

    Healing will prevent a single non-sniper attack. Bodyguard will prevent all attacks at the expense of your life if they are attacked.

    If there are two or more war surgeons protecting a player when they are attacked, and one of the surgeons is bodyguarding, the bodyguard dies. RNG where there is more than 1 bodyguard.

    When a bodyguard action is used upon a player (Player B) who is using a bodyguard on another player (Player C), and Player C is attacked, only Player B dies as Player C was attacked and player B dies as a result of their own ability.
    Roleblocker
    Each night you may role-block a player, preventing them from doing their action.

    You cannot be role-blocked, and do not learn if your target was role-block immune.


    Spoiler : TRIAD :


    Dragon Head
    As leader of the triad, you carry out the nightly kill. You are immune to standard night attacks and role-blocks.

    Upon your death, a Triad Hidden will inherit your role in addition to their own role (effectively having two roles). If the Triad Hidden is a Sniper, the Sniper will instead be replaced and will become a special form of Dragon Head that ignores all redirections and forms of protection when killing. If the Triad Hidden is dead, the Corrupted Assessor will have the choice of either inheriting your role or the Triad Hidden's role.

    You will inherit the Triad Hidden's role upon their death (except for Sniper, which is handled in a similar manner). Any dual roles you inherit from the Triad Hidden will have the same # of uses that the Triad Hidden had left at the time of death.
    Corrupted Assessor
    Once per game, target two players at night, which can include yourself. This action cannot be role-blocked.

    If both are town, then their last wills are destroyed (host says they have no last will) and you will learn that they are both town. If both towns die, their last wills from their respective time of death are revealed.

    If both are triad, then nothing happens.

    If one is triad and the other is town, then their flips are switched and their last wills are destroyed (host says they have no last will). If both the triad and town die, the host will post the last-will of the town from the time of death.

    If you die, your role is not inheritable by other triad members. You will have the choice of either inheriting the Dragon Head's role or the Triad Hidden's role once they are both dead.
    Triad Hidden can be any of these :

    Deceiver
    At night, hide at a player's house, redirecting all targets on you to them. Limited to twice per game.
    Corrupted Citizen
    You have no night action. You cannot be killed on night 1, and will become a Deceiver on day 2 with only one ability charge.
    Sniper
    You have an ability to attack at night which has a single-night cool-down and begins on cool-down. Upon attacking, your attack will ignore all protections and redirections except bodyguard. You will be seen as visiting yourself if you attack.

    If you die, instead of the Dragon Head inheriting your role as a dual role, the Dragon Head instead becomes a special Dragon Head where their attacks ignore all protections and redirections.
    Vanguard
    Watch a player at night to learn who visits them that night, as well as learn who they targeted that night.

    Players targeting no one will visit no one, while players targeting themselves will visit themselves.
    Sorcerer
    Each night you may mind-control a player to choose who they target. This does not work for abilities requiring multiple targets, and you cannot force them to take impossible actions.

    If the player has multiple abilities, whatever they were selecting that night is chosen; otherwise it is randomly selected.
    Liaison
    Each night you may role-block a player, preventing them from doing their action.

    You cannot be role-blocked, and do not learn if your target was role-block immune.
    Moulder
    Choose a player at night, locking their house. Anyone visiting them will be blocked. You may only do this twice.



    RULES

    General FM rules apply. Examples of general rules:
    No cheating
    No in-depth discussion of other on-going games
    Insult/attack gameplay instead of players
    Minimum of ten posts per day phase.
    Additional rules subject to the host of this setup, to be clarified at signups.
    If you have rule concerns, ask the host.
    GAME MECHANICS

    Days last 48 hours.
    Nights last 24 hours.
    Skip vote isn't allowed.
    Voting system is Plurality+Majority.
    In case of a vote tie, coinflip.
    Triad members won't know each other.
    No Triad chat of any kind.

    There is no N0, the game shall start D1.
    Last wills are enabled.
    Win conditions

    Town : Get rid of all the Triad.
    Triad : Get rid of all the Town, or tie with them in a 1v1 at any point.

    The game may end early in Triad's win if the all of the following conditions occur:
    1) The Triad either outnumber or equal the number of town.
    2) The Town does not have any extra kill-power.
    3) The remaining Triads submit a guess in private to the host of who alive is triad.
    4) At the time of the guesses, the following EoD does not eliminate a triad.
    5) All guesses are correct.

    These conditions are only validated at EoD. If all conditions are valid, the game ends in a triad win. This early win mechanic is for convenience, as any Triad team that satisfies all of these conditions would be likely to win anyways.

    The host will publicly note if this was attempted by any of the triad, but will not disclose why the game continues.

    It is entirely possible for the town to claw back a win by deceiving the triad about who is triad.
    ORDER OF OPERATIONS
    1) Locksmith/Moulder and Military
    2) Sorcerer
    3) Role-blocker/Liaison
    4) Bus driver
    5) Deceiver
    6) Corrupted Assessor
    7) ALL OTHER ROLES THAT AREN'T LISTED



    Spoiler : Changes From Original & Why :

    Removed Switcher, generally find wincon shifting to be un-fun. Its a cool idea, but play with it more than once or twice and it becomes more of an annoyance than anything else. Removed Scientist.

    Cut out a triad hidden and two town hiddens to make for a smaller game size. Added a Citizen.

    Changed wincons to account for Switcher removal. Added early-end conditions for Triad.

    Replaced "Random" with "Hidden". I have no clue if the first run of the original setup had actually RNG'ed the roles, but in the interest of balance and clarity I am setting it to hidden so that the host picks.

    General re-wording of roles and the setup. If anything was mechanically changed from the original, it will be noted here.

    Redesigned War Surgeon so it is less powerful. Classic bodyguard from Arcade -Mafia- would be too swingy.

    Redesigned Sniper, it visits itself upon attacking a target. Its attacks can be protected against by bodyguards, but not by heals or redirections. The attack is instead a single-night cool-down ability that begins on cooldown.

    Removed the feedback resulting from a block and locksmith/moulder. They are no longer feedback to anyone.

    Removed the "possible feedback" section since Auwt mentioned it could've been changed by hosts anyway...making it rather pointless.

    Removed Corrupted Assessor's elimination-related ability effect, as it is too volatile. Simplified the role to avoid confusion-prone mechanical outcomes.

    Modified Corrupted Citizen so it is not simply outright better than Deciever.

    Removed Operator since it seems not helpful for Triad and as such is dubious in this smaller-scale setup.


    Spoiler : changes after first run of Mini-Fooling Party :

    Dragonhead and Triad Hidden are now inheritable by other triad members as a dual role (except in the case of Sniper, which will instead become a special form of dragon-head in exchange for losing Sniper's kill power). CA won't be inheritable, and CA will only be able to inherit one of Triad Hidden or Dragonhead at their choice once both the Dragonhead and Triad Hidden are dead.

    CA has more control/power over the outcome, by making the ability differentiate between situations of Triad/Triad, Town/Town, and Triad/Town.

    As counter-balance, citizen is removed from the list of possible town hiddens.

    Made role-list more readable.
    Last edited by MartinGG99; July 25th, 2023 at 02:34 PM. Reason: updates after first mini game
    A.K.A "That One Idiot"

 

 

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