Frankston Rover
Academy Award Winner
- Nov 25, 2005
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I think I can sum this one up in one word - "Nothing."
The Seinfeld crew has made a few enemies along the way though and now it's up to them and their fellow New Yorkers to remove evil and restore harmony to their city.
Hoping to kick this off over the weekend if we get enough numbers.
Basic Rules:
At the beginning of the game each player is given a 'role' at random and in secret by myself or the moderators, via PM. Regular villagers don't receive a PM naturally. Those roles are New Yorkers (good), Close Talkers (evil), Anti-Dentite's (evil) and Loners (independent).
The aim of the New Yorkers is to identify and kill all the Close Talkers, Anti-Dentite's and Loners before the evil factions can kill enough villagers so that (#of close Talkers or #of Anti-Dentite's or #of Loners = #of villagers). Only one faction (Evil/Good/Independent) can win.
How are players killed?
Each 'turn' of the game will last 24hrs or so and also represents one 'day' of game time, thus a game will go on for several days before it is concluded. There are two 'phases' to every turn of the game;
Night Phase (7:00pm – 10:00am): When the evil factions secretly decide amongst themselves, via PM communication, which villager (one per night per faction) that they shall slaughter and kill and then each inform the moderator of their vote via PM. Votes for the night phase are to be in no later than 10am.
Day Phase (10:00am – 7:00pm): After the slaughter has been announced, everybody, villagers and evil factions alike, discusses and ultimately votes publicly in the game-thread upon which player (one per day) that they shall lynch and kill. Votes for the day phase are to be in no later than 6pm.
Obviously during the day the villagers will want the group to vote for and lynch an evil player, whilst the evil factions themselves will want not to be lynched; herein lies the fundamental strategy of the game ; can the villagers identify the evil that lurks amongst them, whilst at the same time convincing the rest of the group that they're not themselves evil? And can the evil doers convince the group that they're not evil at all and thus avoid being lynched?
Game Etiquette:
There are two main rules which everyone must follow in order for the game to run successfully;
KILLED PLAYERS MUST LEAVE THE GAME
If you are killed at any point during the game then you are no longer allowed to participate although I will allow a farewell post, but that post cannot impact the remainder of the game. Anyone breaking this rule will be banned from the next game.
THERE MUST BE NO PRIVATE COMMUNICATION BETWEEN PLAYERS EXCEPT BETWEEN EACH INDIVIDUAL FACTION
Between separate factions, sending PM's or other forms of private communication concerning the game is not allowed.
Anyone found to be breaking the above rules will be banned from the next game, and repeat offences will result in being banned from all future games should there be any; please follow the rules and keep the game legitimate.
For this game we will be using the Reason for Lynching rule. That being, you must have a legitimate reason for your vote. Simply stating a name will see your vote disallowed. An example may be: "The_Reaper He voted for ClarkeM in consecutive days who has claimed to be the seer. This is a risk us villagers can't take right now".
Voting:
During the Day Phase players must vote for whom to lynch, your vote must be formatted in bold like this: Player Name.
Upon the voting deadline (end of day-phase) the votes will be tallied by the moderator and whoever has received the most will be lynched and be out of the game: remember, once killed you cannot take further part; do not reveal your roles to anyone until the game has been concluded.
Any ties in voting will be decided by a coin toss scenario.
Missing 2 lynch votes will see you mod-killed. Missing 2 night actions (if given a role) will see you mod-killed.
Night Actions
During Night Phase, evil factions must PM the moderator their vote before the deadline (before the start of the following Day Phase). Again, if they fail to do so, or do not agree and votes are tied, the player slaughtered shall be chosen randomly by the moderator.
The Seers must inform the moderator of their day's 'target' via PM, if they fail to do so then they simply miss the opportunity. The vigilantes and seers will also need to PM the moderator their action, failure to do so will mean they miss their opportunity.
Roles:
Evil
The Anti-Dentite's (4):
- Alpha Wolf [Crazy Joe Davola] (1): This clown has the ability to find out the role of any person in the game and is also part of the voting group, with the overriding call.
- Wolves [Cedric and Bob] (2): A gay couple who by day appear as law abiding New Yorkers but at night get together and kill someone via vote or steal their Armoire. (All players can talk privately with each other)
- Cub [The Drake] (1): Upon death gives the group the ability to make an extra kill out of grief cos everyone hates The Drake except the Anti-Dentite's.
The Close Talkers (3):
- Godfather [Newman] (1): The evil leader of the Close Talkers has the ability to find out the role of any person in the game and is also part of the voting group.
- Mafia [Soup Nazi] (1): An evil genius who will be able to kill at night via vote.
- Blackmailer [Tim Whatley] (1): Another member of the Close Talkers who uses his dentist gas to subdue a member of the village to do their nightly action to a member of the blackmailers choosing the following night (if the player blackmailed is a regular villager, then their vote for lynch may be the order). If the blackmailed player does not follow their orders, they will be killed along with the Close Talkers nightly kill on the following night. If the Blackmailer dies during the day, the blackmailed player is safe. Tim may only blackmail targets Newman has seered. The blackmailers identity is kept private in blackmailing and will be sent as a stand alone PM. Blackmailed players cannot reveal they have been blackmailed to their group or to the public.
Independent (1):
- Lloyd Braun (1): On Night 1 there is 1 loner (head loner). The head Loner has the ability to convert other players into Loners. They can only do this on odd nights (i.e. N1, N3, N5, etc.). There can be a maximum of 3 Loners at any given time. On even nights, the Loners can nominate to kill another player (i.e. N2, N4, N6, etc.).
Any player converted must give preference to the Loner group and cannot tell their original group they have been converted - if they are a member of another group, they effectively become a double agent; working for the Loners.
If the original Loner is killed, the next longest serving member takes over the leadership.
New Yorker's (16+):
- Seer [Kramer] (1): Has the ability to see any role of any person in the game.
- Jerry, Elaine and George (3): Can communicate and are to receive mail (hint) every second morning - starting Day 2. Only Elaine has the ability to block someones role at night. Hints can not be shared with the public until only one member of the group remains. Hints for this group will be cryptic or somewhat "vague" but will be 100% correct.
- Fake Seer [Uncle Leo] (1): Will be told they are the Seer, but in fact, they may be told the wrong information.
- Vigilante [David Puddy] (1): Takes it upon themselves to kill someone at night regardless of what Elaine or the New Yorkers think.
- The Killers [Morty and Helen] (2): Chooses to kill someone if they are targeted and killed, their last action before death is to kill someone.
- Frank and Estelle (2): Can communicate and will receive mail (hint) every second morning - starting Day 2. The catch is, due to their volatile relationship, there is a 50% chance their mail will be completely wrong. They are only allowed to share their clues with the public once one member of the group has died.
- The Lawyer [Jackie Chiles] (1): Chooses someone to defend at night in the off chance that they are attacked. They can only defend themselves on one occasion.
- New Yorkers (5+): Members of the village who are lonely and have no family.
Miscellaneous:
- Astronaut's Pen: The holder of the pen will be immune to any action throughout the time that they hold it. If the holder of the pen is lynched, the player with the next most votes will be lynched. The holder must pass the pen on to another player after one day and nightof holding the pen. The pen can be passed all around a particular group only once. The pen will be given to a random person at the start of the game.
Looking for another Moderator for this one is anyone is keen???
My first go at Modding too, so be gentle.
Participating:
KingLonie
Wacky Tiger
pantskyle
Hatchy1992
The_Reaper
Tayl0r
Willo_
TheFreshBanana
LicoriceAllsorts
Noobz0r
ClarkeM
SmartysPower
El Dubya
Danoz
SM
Juggalo Balla
Matera92
Wooshette_
BigJoeD
tigland
fitzroybulldog
Son of God
miss_kate18
The Filth Wizard
matty6
Broken
DemonJim
Golumless
brahj
beez
The Seinfeld crew has made a few enemies along the way though and now it's up to them and their fellow New Yorkers to remove evil and restore harmony to their city.
Hoping to kick this off over the weekend if we get enough numbers.
Basic Rules:
At the beginning of the game each player is given a 'role' at random and in secret by myself or the moderators, via PM. Regular villagers don't receive a PM naturally. Those roles are New Yorkers (good), Close Talkers (evil), Anti-Dentite's (evil) and Loners (independent).
The aim of the New Yorkers is to identify and kill all the Close Talkers, Anti-Dentite's and Loners before the evil factions can kill enough villagers so that (#of close Talkers or #of Anti-Dentite's or #of Loners = #of villagers). Only one faction (Evil/Good/Independent) can win.
How are players killed?
Each 'turn' of the game will last 24hrs or so and also represents one 'day' of game time, thus a game will go on for several days before it is concluded. There are two 'phases' to every turn of the game;
Night Phase (7:00pm – 10:00am): When the evil factions secretly decide amongst themselves, via PM communication, which villager (one per night per faction) that they shall slaughter and kill and then each inform the moderator of their vote via PM. Votes for the night phase are to be in no later than 10am.
Day Phase (10:00am – 7:00pm): After the slaughter has been announced, everybody, villagers and evil factions alike, discusses and ultimately votes publicly in the game-thread upon which player (one per day) that they shall lynch and kill. Votes for the day phase are to be in no later than 6pm.
Obviously during the day the villagers will want the group to vote for and lynch an evil player, whilst the evil factions themselves will want not to be lynched; herein lies the fundamental strategy of the game ; can the villagers identify the evil that lurks amongst them, whilst at the same time convincing the rest of the group that they're not themselves evil? And can the evil doers convince the group that they're not evil at all and thus avoid being lynched?
Game Etiquette:
There are two main rules which everyone must follow in order for the game to run successfully;
KILLED PLAYERS MUST LEAVE THE GAME
If you are killed at any point during the game then you are no longer allowed to participate although I will allow a farewell post, but that post cannot impact the remainder of the game. Anyone breaking this rule will be banned from the next game.
THERE MUST BE NO PRIVATE COMMUNICATION BETWEEN PLAYERS EXCEPT BETWEEN EACH INDIVIDUAL FACTION
Between separate factions, sending PM's or other forms of private communication concerning the game is not allowed.
Anyone found to be breaking the above rules will be banned from the next game, and repeat offences will result in being banned from all future games should there be any; please follow the rules and keep the game legitimate.
For this game we will be using the Reason for Lynching rule. That being, you must have a legitimate reason for your vote. Simply stating a name will see your vote disallowed. An example may be: "The_Reaper He voted for ClarkeM in consecutive days who has claimed to be the seer. This is a risk us villagers can't take right now".
Voting:
During the Day Phase players must vote for whom to lynch, your vote must be formatted in bold like this: Player Name.
Upon the voting deadline (end of day-phase) the votes will be tallied by the moderator and whoever has received the most will be lynched and be out of the game: remember, once killed you cannot take further part; do not reveal your roles to anyone until the game has been concluded.
Any ties in voting will be decided by a coin toss scenario.
Missing 2 lynch votes will see you mod-killed. Missing 2 night actions (if given a role) will see you mod-killed.
Night Actions
During Night Phase, evil factions must PM the moderator their vote before the deadline (before the start of the following Day Phase). Again, if they fail to do so, or do not agree and votes are tied, the player slaughtered shall be chosen randomly by the moderator.
The Seers must inform the moderator of their day's 'target' via PM, if they fail to do so then they simply miss the opportunity. The vigilantes and seers will also need to PM the moderator their action, failure to do so will mean they miss their opportunity.
Roles:
Evil
The Anti-Dentite's (4):
- Alpha Wolf [Crazy Joe Davola] (1): This clown has the ability to find out the role of any person in the game and is also part of the voting group, with the overriding call.
- Wolves [Cedric and Bob] (2): A gay couple who by day appear as law abiding New Yorkers but at night get together and kill someone via vote or steal their Armoire. (All players can talk privately with each other)
- Cub [The Drake] (1): Upon death gives the group the ability to make an extra kill out of grief cos everyone hates The Drake except the Anti-Dentite's.
The Close Talkers (3):
- Godfather [Newman] (1): The evil leader of the Close Talkers has the ability to find out the role of any person in the game and is also part of the voting group.
- Mafia [Soup Nazi] (1): An evil genius who will be able to kill at night via vote.
- Blackmailer [Tim Whatley] (1): Another member of the Close Talkers who uses his dentist gas to subdue a member of the village to do their nightly action to a member of the blackmailers choosing the following night (if the player blackmailed is a regular villager, then their vote for lynch may be the order). If the blackmailed player does not follow their orders, they will be killed along with the Close Talkers nightly kill on the following night. If the Blackmailer dies during the day, the blackmailed player is safe. Tim may only blackmail targets Newman has seered. The blackmailers identity is kept private in blackmailing and will be sent as a stand alone PM. Blackmailed players cannot reveal they have been blackmailed to their group or to the public.
Independent (1):
- Lloyd Braun (1): On Night 1 there is 1 loner (head loner). The head Loner has the ability to convert other players into Loners. They can only do this on odd nights (i.e. N1, N3, N5, etc.). There can be a maximum of 3 Loners at any given time. On even nights, the Loners can nominate to kill another player (i.e. N2, N4, N6, etc.).
Any player converted must give preference to the Loner group and cannot tell their original group they have been converted - if they are a member of another group, they effectively become a double agent; working for the Loners.
If the original Loner is killed, the next longest serving member takes over the leadership.
New Yorker's (16+):
- Seer [Kramer] (1): Has the ability to see any role of any person in the game.
- Jerry, Elaine and George (3): Can communicate and are to receive mail (hint) every second morning - starting Day 2. Only Elaine has the ability to block someones role at night. Hints can not be shared with the public until only one member of the group remains. Hints for this group will be cryptic or somewhat "vague" but will be 100% correct.
- Fake Seer [Uncle Leo] (1): Will be told they are the Seer, but in fact, they may be told the wrong information.
- Vigilante [David Puddy] (1): Takes it upon themselves to kill someone at night regardless of what Elaine or the New Yorkers think.
- The Killers [Morty and Helen] (2): Chooses to kill someone if they are targeted and killed, their last action before death is to kill someone.
- Frank and Estelle (2): Can communicate and will receive mail (hint) every second morning - starting Day 2. The catch is, due to their volatile relationship, there is a 50% chance their mail will be completely wrong. They are only allowed to share their clues with the public once one member of the group has died.
- The Lawyer [Jackie Chiles] (1): Chooses someone to defend at night in the off chance that they are attacked. They can only defend themselves on one occasion.
- New Yorkers (5+): Members of the village who are lonely and have no family.
Miscellaneous:
- Astronaut's Pen: The holder of the pen will be immune to any action throughout the time that they hold it. If the holder of the pen is lynched, the player with the next most votes will be lynched. The holder must pass the pen on to another player after one day and nightof holding the pen. The pen can be passed all around a particular group only once. The pen will be given to a random person at the start of the game.
Looking for another Moderator for this one is anyone is keen???
My first go at Modding too, so be gentle.
Participating:
KingLonie
Wacky Tiger
pantskyle
Hatchy1992
The_Reaper
Tayl0r
Willo_
TheFreshBanana
LicoriceAllsorts
Noobz0r
ClarkeM
SmartysPower
El Dubya
Danoz
SM
Juggalo Balla
Matera92
Wooshette_
BigJoeD
tigland
fitzroybulldog
Son of God
miss_kate18
The Filth Wizard
matty6
Broken
DemonJim
Golumless
brahj
beez
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