Post by Pinda on Jul 28, 2013 14:48:58 GMT -5
Note: This is an experimental game, things may get changed if they turn out over or underpowered
This game started exactly one year after the first Haters of the Jedi game. It is also set one year after the events of this game.
This game was originally intended to be like a regular Ambush game but I decided to make it a bit more unique.
Intro
Note: The video says "two years later" but it should be "one year later"
Rules
Teams
You will be divided into groups of 3. Each group will consist of an Inspector, Protector and Spy. You'll be added into a conversation containing 3 people. One of these will be the inspector, the second is the protector of the same group, the third is a spy from one of the enemy teams. You are not allowed to reveal your role to anyone! Doing this will result in a kick from the game instantly. However, you're allowed to contact your team's spy form another team, but this can only be done by contacting the host (me) and he'll forward your message to the spy without revealing your identity. You'll not know what team your enemies are on.
Goals
Your goal is to get your hands on the Stolen Hat for a certain amount of days (I'm not sure how many yet and the amount may change during the course of the game). You can get control off the hat by trying to pickpocket one of your enemies. If your team manages to get control of the ht you can decide who gets to hold it. If you choose to give an enemy spy control of the hat it will be under control of the team this spy is working for.
Roles
Inspector: Each team has one inspector. He'll be in a group with the protector of the same team and a spy from an enemy team (but they are not allowed to reveal this). The inspector can inspect anyone that isn't in his group (so members of the other teams and the spy of his own team). Inspecting will have the following effects:
He also has a second ability, but only one can be used each night. This ability will allow him to find out what team an enemy is on.
Inspectors may be contacted by other inspectors to negotiate, this is done by contacting the host. You could try to get them to inspect one of your teammates if you inspect them to be a spy, in exchange for other information.
Protector: Each team has one protector. He'll be in a group with the inspector of the same team and a spy from an enemy team (but they are not allowed to reveal this). The protector can protect one target which will make it impossible for the inspector to find out which team his target is on or it can be used to protect the spy on some occasions (may be taken out if it turns out to be overpowered).
Spy: The spy will be in a group with a enemy inspector and protector (who are both on the same team). He isn't allowed to reveal his role to anyone. He can be contacted by protectors or inspectors from his team by contacting the host. He can also contact them.
The also have the ability to mess up communications. If anyone from his conversation group tries to contact a spy or enemy inspector he'll get to see the message first and he may adjust it to whatever he wants before the host forwards. The chance of this happening is 50% and will be calculated by a computer.
Capturing the spy
You cannot kill in this game. However you can openly speak up your suspicions about him. This will either allow you to have a chat without this person (even if he's actually not the spy) or it will lower the rates of successful communication sabotage (undecided which one it will be yet).
Contacting people
You're allowed to contact people that are not in your group. This is done by contacting the host at your guide (the conversation in which you got your role) and giving him the message and the role of the person you want to address. He may then send it to the spy on your team (50% chance), who'll get to adjust it or it will go to the target directly. Either way, the host will contact the targeted person and show him the adjusted or original message on his guide. This person can respond by just replying to the host but again the spy may get to censor it. Only the spies are able to send their messages without the risk of sabotage.
Each role can only contact certain people:
The inspector may contact both enemy inspectors and his team's spy.
The protector may only contact his team's spy.
The spy may contact the inspector of the same team or he may contact the the group in which his team's inspector and protector are (so an enemy spy will also see it).
The hat
Each day the groups (inspector, protector, enemy spy) vote to pickpocket an enemy target, if this target is holding the hat they'll obtain it. If not nothing happens.
So I hope you can understand this. Feel free to give opinions about it, especially about the goal, because I'm not certain if it will work properly. Anyway, I'll be sending you your roles now. Keep in mind your guide will be used throughout the game.
The Yellow team is currently in control of the hat
This game started exactly one year after the first Haters of the Jedi game. It is also set one year after the events of this game.
This game was originally intended to be like a regular Ambush game but I decided to make it a bit more unique.
Intro
Note: The video says "two years later" but it should be "one year later"
Rules
Teams
You will be divided into groups of 3. Each group will consist of an Inspector, Protector and Spy. You'll be added into a conversation containing 3 people. One of these will be the inspector, the second is the protector of the same group, the third is a spy from one of the enemy teams. You are not allowed to reveal your role to anyone! Doing this will result in a kick from the game instantly. However, you're allowed to contact your team's spy form another team, but this can only be done by contacting the host (me) and he'll forward your message to the spy without revealing your identity. You'll not know what team your enemies are on.
Goals
Your goal is to get your hands on the Stolen Hat for a certain amount of days (I'm not sure how many yet and the amount may change during the course of the game). You can get control off the hat by trying to pickpocket one of your enemies. If your team manages to get control of the ht you can decide who gets to hold it. If you choose to give an enemy spy control of the hat it will be under control of the team this spy is working for.
Roles
Inspector: Each team has one inspector. He'll be in a group with the protector of the same team and a spy from an enemy team (but they are not allowed to reveal this). The inspector can inspect anyone that isn't in his group (so members of the other teams and the spy of his own team). Inspecting will have the following effects:
- The inspector will be notified whether the target is holding the hat or not
- It will reveal whether the target is a spy or not.
He also has a second ability, but only one can be used each night. This ability will allow him to find out what team an enemy is on.
Inspectors may be contacted by other inspectors to negotiate, this is done by contacting the host. You could try to get them to inspect one of your teammates if you inspect them to be a spy, in exchange for other information.
Protector: Each team has one protector. He'll be in a group with the inspector of the same team and a spy from an enemy team (but they are not allowed to reveal this). The protector can protect one target which will make it impossible for the inspector to find out which team his target is on or it can be used to protect the spy on some occasions (may be taken out if it turns out to be overpowered).
Spy: The spy will be in a group with a enemy inspector and protector (who are both on the same team). He isn't allowed to reveal his role to anyone. He can be contacted by protectors or inspectors from his team by contacting the host. He can also contact them.
The also have the ability to mess up communications. If anyone from his conversation group tries to contact a spy or enemy inspector he'll get to see the message first and he may adjust it to whatever he wants before the host forwards. The chance of this happening is 50% and will be calculated by a computer.
Capturing the spy
You cannot kill in this game. However you can openly speak up your suspicions about him. This will either allow you to have a chat without this person (even if he's actually not the spy) or it will lower the rates of successful communication sabotage (undecided which one it will be yet).
Contacting people
You're allowed to contact people that are not in your group. This is done by contacting the host at your guide (the conversation in which you got your role) and giving him the message and the role of the person you want to address. He may then send it to the spy on your team (50% chance), who'll get to adjust it or it will go to the target directly. Either way, the host will contact the targeted person and show him the adjusted or original message on his guide. This person can respond by just replying to the host but again the spy may get to censor it. Only the spies are able to send their messages without the risk of sabotage.
Each role can only contact certain people:
The inspector may contact both enemy inspectors and his team's spy.
The protector may only contact his team's spy.
The spy may contact the inspector of the same team or he may contact the the group in which his team's inspector and protector are (so an enemy spy will also see it).
The hat
Each day the groups (inspector, protector, enemy spy) vote to pickpocket an enemy target, if this target is holding the hat they'll obtain it. If not nothing happens.
So I hope you can understand this. Feel free to give opinions about it, especially about the goal, because I'm not certain if it will work properly. Anyway, I'll be sending you your roles now. Keep in mind your guide will be used throughout the game.
The Yellow team is currently in control of the hat