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Other => Off-Topic => The Werewolf Game => Topic started by: davy on August 03, 2015, 03:41:18 PM

Poll
Question: when game
Option 1: Dudeman votes: 5
Option 2: NocturneOfShadow votes: 3
Option 3: BlackDragonSlayer votes: 5
Title: TWG LXXXIII Signups
Post by: davy on August 03, 2015, 03:41:18 PM
In. Not for hosting though this time around.

1. davy
2. fank009
3. Latios212
4. Maelstrom
5. FireArrow
6. BlackDragonSlayer
7. Dudeman
8. NocturneOfShadow
9. Brawler4Ever

Replacements:
1. mariolegofan
2. Dude
3. Liggy
Title: Re: TWG LXXXIII Signups
Post by: Sebastian on August 03, 2015, 03:43:38 PM
I'll sub again. Sorry I couldn't take Noc's place last TWG.....I was not home. But my schedule is open for this one though if I'm needed.
Title: Re: TWG LXXXIII Signups
Post by: fank009 on August 03, 2015, 03:43:59 PM
/in
Title: Re: TWG LXXXIII Signups
Post by: Latios212 on August 03, 2015, 03:48:54 PM
in.
Title: Re: TWG LXXXIII Signups
Post by: Maelstrom on August 03, 2015, 03:52:48 PM
In
Title: Re: TWG LXXXIII Signups
Post by: FireArrow on August 03, 2015, 04:29:24 PM
in
Title: Re: TWG LXXXIII Signups
Post by: BlackDragonSlayer on August 03, 2015, 04:34:21 PM
In. If nobody else is up for hosting, I might make a game.
Title: Re: TWG LXXXIII Signups
Post by: Dudeman on August 03, 2015, 04:37:14 PM
In. I might have to drop out if it goes on for too long. Anyone wanna sub?
Title: Re: TWG LXXXIII Signups
Post by: Dude on August 03, 2015, 06:47:15 PM
I'll sub
Title: Re: TWG LXXXIII Signups
Post by: Mashi on August 06, 2015, 09:42:44 PM
Hosts should have their games up by August 8th 11PM EST.  Players interested in joining should join by August 7th 11PM EST.
Title: Re: TWG LXXXIII Signups
Post by: mikey on August 06, 2015, 09:51:30 PM
In.if I can use a computer I might make a game
Title: Re: TWG LXXXIII Signups
Post by: Brawler4Ever on August 07, 2015, 01:54:14 PM
in
Title: Re: TWG LXXXIII Signups
Post by: Dudeman on August 07, 2015, 04:20:38 PM
TWG LXXXIII: Convergence Zone

All lynch votes are messaged privately to the game host.

Colored Cardflips are in effect.


Wolves:
1. Tridus: Has a one-use vigilante upon death.
2. Blind/Deaf: Wolf Schizophrenic. Can either seduce one character during any night phase to force them to vote during the following day phase for whatever player Blind chooses OR can prevent the Seer from using their power during any Night phase.
3. Cil: Starts on the side of the wolves and has the wolf win conditions, but is told he is a normal human. Wolves are not told Cil's identity. If Cil is lynched, he flies into a rage and kills one other player selected at random. In the thread it is publicly announced that "Cil flew into a rage and killed <player>!" Cil's player is messaged "You are Cil. You have killed <player>." If Cil publicly claims his role at any time from this point forward, he switches to the human side and gains the human win conditions.

Humans:
4. Agrith: If Agrith dies, Tridus dies without using his vigilante UNLESS Agrith is killed by Cil's rage. Is told he is a normal human.
5. Vintash: Can avoid one mislynch. Is told she is a normal human.
6. Othek: Always wins a Knife in the Box. Is told he is a normal human.
7. Rofut: Takes two hits to kill. Is told she is a normal human.
8. Tirall: Is told the identities of Tridus, Jogul, Sekka, and Rofut, but not which is which.
9. Sekka: Immortal Seer. If Sekka is wolfed, his spirit will leave his body and inhabit a random, normal human who will become the new seer. The new seer will remain green. This power transfer only occurs once.
10. Jogul: The Fool. If the Fool dies, the game is over and the Fool wins UNLESS Jogul is killed by Cil's rage. Jogul is immune to all wolfings. Is told he is the Fool.

Elements:
Each human (including Cil) possesses an element. If a player votes to lynch a player who is weak against their element, their vote will count for two.
- Agrith: Fire. Double against Cil and Jogul.
- Vintash: Wind. Double against Othek and Agrith.
- Othek: Water. Double against Agrith and Tirall.
- Tirall: Earth. Double against Vintash and Sekka.
- Sekka: Lightning. Double against Othek and Jogul.
- Jogul: Jungle. Double against Tirall and Rofut.
- Rofut: Stone. Double against Cil and Sekka.
- Cil: Ice. Double against Vintash and Rofut.

Wolves who aren't Cil know each other.
Wolves win the number of wolves is equal to or greater than the number of remaining humans. If this condition is met while Cil is aware of his role and is still a wolf, Cil may choose to remain a wolf and win automatically OR join the humans to try and lynch the wolves.
Humans win if all the wolves are lynched/killed.
Jogul wins if he is lynched.

btw this is based on an original universe of mine so don't bother looking it up
Title: Re: TWG LXXXIII Signups
Post by: mikey on August 07, 2015, 04:51:34 PM
TWG LXXXIII: Magic the Gathering

For 10 Players
There are 5 teams of 2 players, representing the five colors of mana- White, Blue, Black, Red, and Green.  A team wins when its enemy colors have been defeated:
White vs red and black
Blue vs green and red
Black vs white and green
Red vs blue and white
Green vs black and blue

Each team has multiple thematic powers to be used at night.  Each power can be used only once, and only up to one power can be used each night.
White- Revive, Guarding, Roleblock
Blue- Seering, Painting, Roleblock
Black- Vigi, Revive, Painting
Red- Vigi, Wolfing, Revenge shot
Green- Guarding, Seering, Revenge shot

Victory Conditions
-
Each color wins as soon as their 2 enemy colors have been defeated.  Multiple allied colors may win at once.  The game ends once at least one team wins.
Title: Re: TWG LXXXIII Signups
Post by: FireArrow on August 07, 2015, 05:02:48 PM
^You need to check mystery games with someone from TWC.
Title: Re: TWG LXXXIII Signups
Post by: mikey on August 07, 2015, 05:31:10 PM
It's not a mystery game
Title: Re: TWG LXXXIII Signups
Post by: mikey on August 07, 2015, 09:19:25 PM
Edited for (slight) cleanliness
Title: Re: TWG LXXXIII Signups
Post by: FireArrow on August 07, 2015, 11:59:23 PM
Ah, I missed the part where you explained which team got which power.
Title: Re: TWG LXXXIII Signups
Post by: BlackDragonSlayer on August 08, 2015, 01:21:15 AM
I figured I'd stick with something simple, in this case, a variation of a manhunt (I'm not sure if something like this has been done before). Can add more players if necessary.

TWG LXXXIII: The Marked One

Wolves:
1: The Sinister One: Wolf. He knows who the Marked One is.

Humans:
2: Human: Normal Human.
3: Human: Normal Human.
4: Human: Normal Human.
5: Human: Normal Human.
6: Human: Normal Human.
7: The Forgotten One: When the Sinister One dies, The Forgotten One is offered the choice to convert into a wolf before the Marked One. If he chooses to do so, the public is not informed. Does not know the identity of the Sinister One or the Marked One. If the Marked One is dead, becomes a wolf instantly.
8: The Marked One: Counts as a human, but wins with the wolves. Knows who the Sinister One is. When the Sinister One dies, he becomes a full wolf. The public is informed when this happens. However, if the Forgotten One becomes a wolf, he becomes a normal human (winning with the humans) instead.
Title: Re: TWG LXXXIII Signups
Post by: davy on August 08, 2015, 03:05:38 AM
Quote from: Dudeman on August 07, 2015, 04:20:38 PMTWG LXXXIII: Convergence Zone

All lynch votes are messaged privately to the game host.

Colored Cardflips are in effect.


Wolves:
1. Tridus: Has a one-use vigilante upon death.
2. Blind: Can seduce one character each night phase to force them to vote during the following day phase for whatever player Blind chooses. Cannot use her power if Deaf uses hers.
3. Deaf: Wolf Roleblocker. Can prevent the Seer from using their power during any Night phase. Cannot use her power if Blind uses hers.
4. Cil: Starts on the side of the wolves and has the wolf win conditions, but is told he is a normal human. Wolves are not told Cil's identity. If Cil is lynched, he flies into a rage and kills one other player selected at random. In the thread it is publicly announced that "Cil flew into a rage and killed <role>!" Cil's player is messaged "You are Cil. You have killed <role>." If Cil publicly claims his role at any time from this point forward, he switches to the human side and gains the human win conditions.

Humans:
5. Agrith: Is told he is a normal human. If he dies, Tridus dies without using his vigilante UNLESS Agrith is killed by Cil's rage.
6. Vintash: Is told she is a normal human.
7. Othek: Is told he is a normal human.
8. Rofut: Is told she is a normal human.
9. Tirall: Is told the identities of Cil, Jogul, Tridus, and Blind/Deaf, but not which is which.
10. Sekka: Immortal Seer. If Sekka is wolfed, his spirit will leave his body and inhabit a random, normal human who will become the new seer. The new seer will remain green. This power transfer only occurs once.
11. Jogul: The Fool. If the Fool dies, the game is over and the Fool wins UNLESS Jogul is killed by Cil's rage. Jogul is immune to wolfing on Night 1. If Jogul is wolfed on Night 1, it will be announced that "Jogul avoided an early demise!" and he will survive. Is told he is the Fool.

Elements:
Each human (including Cil) possesses an element. If a player votes to lynch a player who is weak against their element, their vote will count for double.
- Agrith: Fire. Double against Cil and Jogul.
- Vintash: Wind. Double against Othek and Agrith.
- Othek: Water. Double against Agrith and Tirall.
- Tirall: Earth. Double against Vintash and Sekka.
- Sekka: Lightning. Double against Othek and Jogul.
- Jogul: Jungle. Double against Tirall and Rofut.
- Rofut: Stone. Double against Cil and Sekka.
- Cil: Ice. Double against Vintash and Rofut.

Wolves who aren't Cil know each other.
Wolves win if all green humans (excluding Cil) are killed AND the number of wolves is equal to or greater than the number of remaining humans. If this condition is met while Cil is aware of his role and is still a wolf, Cil may choose to remain a wolf and win automatically OR join the humans to try and lynch the wolves.
Humans win if all the wolves are lynched/killed.
Jogul wins if he is killed by something other than Cil's rage.

btw this is based on an original universe of mine so don't bother looking it up

This game is for 11 players, even if you count the replacements we still have only 10 players (because somebody needs to host).

Wolves and Jogul are overpowered. I'd suggest making Jogul immune to wolvings at all and combining deaf and blind into a single role.

Quote from: NocturneOfShadow on August 07, 2015, 04:51:34 PMTWG LXXXIII: Magic the Gathering

For 10 Players
There are 5 teams of 2 players, representing the five colors of mana- White, Blue, Black, Red, and Green.  A team wins when its enemy colors have been defeated:
White vs red and black
Blue vs green and red
Black vs white and green
Red vs blue and white
Green vs black and blue

Each team has multiple thematic powers to be used at night.  Each power can be used only once, and only up to one power can be used each night.
White- Revive, Guarding, Roleblock
Blue- Seering, Painting, Roleblock
Black- Vigi, Revive, Painting
Red- Vigi, Wolfing, Revenge shot
Green- Guarding, Seering, Revenge shot

Victory Conditions
-
Each color wins as soon as their 2 enemy colors have been defeated.  Multiple allied colors may win at once.  The game ends once at least one team wins.

If you want to use the color white please add glow to it to make it readable.

Blue is severely underpowered (kind of like that draft I played the other day). Painting is the worst power in the game, a one use seering isn't that good either and roleblocking is potentially awesome, but only potentially. Red is very powerful with 2 (3?) night killings, but that is balanced out because they don't have a defensive power. White has a lot of defensive potential but no offensive power. Black has both of them but only one of each. Green is essentially a worse version of Black. Although I said white is quite strong, it will have problems fighting both red and black. In other words this game is in favor of Red and Black while Blue is at a disadventage.

Quote from: BlackDragonSlayer on August 08, 2015, 01:21:15 AMI figured I'd stick with something simple, in this case, a variation of a manhunt (I'm not sure if something like this has been done before). Can add more players if necessary.

TWG LXXXIII: The Marked One

Wolves:
1: The Sinister One: Wolf. He knows who the Marked One is.

Humans:
2: Human: Normal Human.
3: Human: Normal Human.
4: Human: Normal Human.
5: Human: Normal Human.
6: Human: Normal Human.
7: The Forgotten One: When the Sinister One dies, The Forgotten One is offered the choice to convert into a wolf before the Marked One. If he chooses to do so, the public is not informed. Does not know the identity of the Sinister One or the Marked One. If the Marked One is dead, becomes a wolf instantly.
8: The Marked One: Counts as a human, but wins with the wolves. Knows who the Sinister One is. When the Sinister One dies, he becomes a full wolf. The public is informed when this happens. However, if the Forgotten One becomes a wolf, he becomes a normal human (winning with the humans) instead.

A two-wolf-eight-player-menhunt is usually in favor of the wolves. I'm not sure how to balance this, however.
Title: Re: TWG LXXXIII Signups
Post by: BlackDragonSlayer on August 08, 2015, 03:32:37 AM
Quote from: davy on August 08, 2015, 03:05:38 AMA two-wolf-eight-player-menhunt is usually in favor of the wolves. I'm not sure how to balance this, however.
I was hoping more players would sign up.
Title: Re: TWG LXXXIII Signups
Post by: mikey on August 08, 2015, 07:33:56 AM
Quote from: davy on August 08, 2015, 03:05:38 AMIf you want to use the color white please add glow to it to make it readable.

Blue is severely underpowered (kind of like that draft I played the other day). Painting is the worst power in the game, a one use seering isn't that good either and roleblocking is potentially awesome, but only potentially. Red is very powerful with 2 (3?) night killings, but that is balanced out because they don't have a defensive power. White has a lot of defensive potential but no offensive power. Black has both of them but only one of each. Green is essentially a worse version of Black. Although I said white is quite strong, it will have problems fighting both red and black. In other words this game is in favor of Red and Black while Blue is at a disadventage.
tried to make it like the card game
apparently it worked
Title: Re: TWG LXXXIII Signups
Post by: Dudeman on August 08, 2015, 11:01:27 AM
Quote from: davy on August 08, 2015, 03:05:38 AMThis game is for 11 players, even if you count the replacements we still have only 10 players (because somebody needs to host).

Wolves and Jogul are overpowered. I'd suggest making Jogul immune to wolvings at all and combining deaf and blind into a single role.
lol Blind and Deaf were originally one role before I split them up because I thought the wolves were underpowered. Edited all.
Title: Re: TWG LXXXIII Signups
Post by: mikey on August 09, 2015, 12:49:54 PM
Hey Davy if I changed the seer to reveal a random enemy player would that make blue stronger
Title: Re: TWG LXXXIII Signups
Post by: Liggy on August 10, 2015, 08:17:26 AM
I'll sub if it's not too late!
Title: hul
Post by: Mashi on August 10, 2015, 08:37:09 PM
Poll is up for 48 hours.
Title: Re: TWG LXXXIII Signups
Post by: davy on August 11, 2015, 06:30:41 AM
@Dudeman:
I have realised that your game is kinda hard to balance. If Tirall knows who all the non-humans are, he also knows who all the humans are, enabling humans to race the wolves to victory by lynching a wolf each day phase. Limiting his power makes the wolves very strong, unfortunately, because then humans can be dead on one mislynch (wolf a human, lynch a human, wolf a human and it's 3 wolves against 3 humans). In order to balance that, humans should have the possibility to keep the numbers in their favor. The easiest way to do that in my opinion is giving the other normal humans a power that they aren't aware of. For inspiration for powers like that, I suggest looking at TWG 77 (http://forum.ninsheetmusic.org/index.php?topic=6900.0)

In short, my suggestion is to limit Tirall's power and to give the normal humans powers to control the numbers.


@NocturneOfShadow

Even if that makes blue stronger, blue is still left without kill and without protection.

I think it is better to start from a balanced prespective and going thematic from there than the other way around.

A balanced faction game with three powers has a vigi, a guardian or reviver and a seer. Or interpreted more widly: a kill role, a protection role and an insight role. Since the insight role is the least powerful of the three, it can also be substituted by another power.

A kill power would correlate to creature removal.

Black has a very easy time removing creature due to a large amount of destroy spells like Terror and Doom Blade. A vigi seems fitting for a color like that.

White has very good removal as well with Swords to Plowshares and Path to Exile. Both of these removal instants exile the creature, so white's kill should make it impossible to revive the target. Also, both of these cards give an advantage to the opponent, so you could make that player's teammate (or if he has no teammates left, a random ally) vote count for 1,5 the next day phase or something like that.

Once a creature has entered the battlefield, blue's most reliable way of removing it is by bouncing the creature and then countering it on the next turn. This could be translated into TWG by marking a player during the night phase, who will be killed during the next night phase. Also, blue would have to skip their next night phase action, because bouncing and countering are two actions.

This leaves red and green both of which have conditional removal. Red's removal is in the form of burn, which is dependent on the thoughness of the creature it wants to kill. Green's removal is in the form of the fighting mechanic, with cards like Prey Upon, which is dependent on the power of the own creature. Translating this to TWG is harder without adding a power/toughness mechanic. The only reasonable thing I can think of is using the number of votes from the last day phase to determine power and toughness and basing red and green's removal on that.

That means that in order from best to worst removal we'd have:
1. Black unconditional removal=White unconditional unrevivable removal with a downside
3. Red and Green conditional removal
5. Blue removal that takes two night phases

Protective powers would correlate with protective abilities.

Green has one very important protective ability which is shroud (or hexproof, not much of a difference here), giving them targeting immunity. Targeting immunity can easily be implemented in TWG. Moving on.

White's most important protective ability is protection from a color. Translating that to TWG would be night phase immunity to a color and immunity to votes from that color during the next day phase.

Black's most important protective ability is regenerate, translating easily to guarding. Reviving would also be an option for Black, but since black already has the strongest kill spell, I think guarding is more balanced.

If blue wants to protect its creatures, it would just throw a counterspell against anything that threatens it. Translating that to roleblocking would be easy, except roleblocking is much less powerful than a counterspell, because a roleblock in TWG is a shot in the dark, while a counterspell is a response to something that is certain. To end up somewhere in the middle between those two I was thinking about roleblocking  a color rather than a player.

That leaves red, which doesn't protect its creatures. Red does have a theme of using a creature for one turn, which translates to dead players reviving oneself for a single day phase.

Seeing how reviving doesn't seem like its going to play a big role, that weakens white's removal. So the updated removal would be:
1. Black unconditional removal
2. White unconditional unrevivable removal with a downside
3. Red and Green conditional removal
5. Blue removal that takes two night phases

Protection from best to worst would be:
1. Green untargetability
2. White protection during night and day phase from one color.
3. Black guarding
4. Blue roleblock one color
5. Red revive for one day phase

Adding those two together makes:
Black: 4
White: 4
Green: 4
Red: 8
Blue: 9

Which means there is quite a difference in power between BWG and UR. This can be balanced by giving red and blue a very powerful final power, while giving white, green and especially black a weaker final power. Therefore I'm dropping my idea of giving each color an insight power.

The most powerful TWG power for blue would be stealing. Translating that to TWG: pick a player during the night phase, for the rest of the game you control that player's vote during the day phase and can force the player to not use a power during the night phase (any more control over would be pushing it and is more of a black thing anyway).

Red wants to end games quickly, either by direct damage or creature damage. The latter of which can be acomplished by firebreathing. Firebreathing translates to TWG as vote manipulation for one phase. The most balanced vote manipulation seems to me as having the choice between a) doubling the player's own vote and his partner's for one phase and b) tripling his own vote for one phase.

White is the color of the masses. I don't want white to interfere with the vote count because that would immediately make white too powerful. What remains to preserve the masses is an extra protection power. Since white already has a protection power, this one can be weaker then the previous one. Since white is not focused on the individual, I was thinking of guarding a non-white player.

Black is the color of the individual, of sacrificing others for his own gain. A fitting power for a color like that would be sacrificing its partner to vigi a player.

Finally green, the color for which I find it incredibly hard to find a fitting power for it. I mean, what kind of power could represent natural processes? I've decided to settle on a coroner power for the night phase and the following day phase because death is a natural process, so green won't prevent it but does like to research it.

This creates the following set of powers.
White- Exile, Protection from color, Guard nonwhite.
Blue- Marking, Roleblock a color, Player Control
Black- Vigi, Guarding, Sacrifice teammate to vigi
Red- Conditional Vigi, Revive for one day, Vote manipulation for one day
Green- Conditional Vigi, Targeting Immunity, Coroner

I was expecting this to still be inbalanced once I gave it another look, but it looks surprisingly balanced to me. It does make the game much more difficult however, so I leave it up to you which of these changes you want to use.
Title: Re: TWG LXXXIII Signups
Post by: Dudeman on August 11, 2015, 07:55:15 AM
Quote from: davy on August 11, 2015, 06:30:41 AMIn short, my suggestion is to limit Tirall's power and to give the normal humans powers to control the numbers.
Would limiting Tirall's knowledge to just the identities of Jogul and Tridus work? That makes it a 50-50 shot at who's the wolf. And I'll work at giving the humans powers; thanks for the suggestion.
Title: Re: TWG LXXXIII Signups
Post by: mikey on August 11, 2015, 08:57:25 AM
Davy,I like most of those changes and will balance them, but protection isn't in magic anymore.  Also I feel that a sacrifice to kill could also be red, and that black and white have enough revival forit to be  thing.  But for those of you voting,I will change most of the powers to Davy's idea if it changes your vote
Title: Re: TWG LXXXIII Signups
Post by: davy on August 11, 2015, 10:38:08 AM
Quote from: Dudeman on August 11, 2015, 07:55:15 AMWould limiting Tirall's knowledge to just the identities of Jogul and Tridus work? That makes it a 50-50 shot at who's the wolf.
That would work. You could also give him knowledge of the immortal seer or a couple of specific humans (since they are going to get powers anyway) to make guessing the wolf harder.

Quote from: NocturneOfShadow on August 11, 2015, 08:57:25 AMDavy,I like most of those changes and will balance them, but protection isn't in magic anymore.  Also I feel that a sacrifice to kill could also be red, and that black and white have enough revival forit to be  thing.  But for those of you voting,I will change most of the powers to Davy's idea if it changes your vote
Center Soul (http://magiccards.info/dtk/en/8.html) was released in Dragon's of Tarkir and gave protection from the color of your choice. Red doesn't really sacrifice to kill, but sacrifice to burn (Goblin Bombardment for example). While that is a form of removal (pretty conditional removal however), black is clearly better at it (Bone Splinters for example).
Black and White do have a lot of revival, but reviving is just so extremely powerful in TWG. White however gets barely any reanimation under 4 cmc. The only low cost reanimate card for white is Angelic Renewal, which is activated immediately after the creature dies, which makes it functually the same as guarding. As for Black, most of its cheap reanimate comes with a life cost, so if you want to go for a revive for black I suggest you add an additional cost to it.
Title: Re: TWG LXXXIII Signups
Post by: mikey on August 11, 2015, 11:28:06 AM
Unburial Rites has a white flashback cost

and as of magic origins with the exception of Goblin Piledriver, cards won't have protection from colors
Title: Re: TWG LXXXIII Signups
Post by: mikey on August 11, 2015, 11:54:50 AM
How's this look davy


Each team has multiple thematic powers to be used at night.  Each power can be used only once, and only up to one power can be used each night.  An ability with a cooldown means that team can't use a power the next night.
White-
Exile (can't be revived, gives an enemy team a random power back),
Guarding,
Roleblock

Blue-
Power Seering (reveals the role of an enemy player),
Marking(cooldown) (marks a player then they die the following night),
Control Magic tbd

Black-
Vigi,
Revive-both black players cannot vote during the next day phase(cooldown)
Guarding

Red-
Vigi,
Temporary Charisma (triples a player's voting power),
Phoenix(revive for 1 day phase)

Green-
Immunity,
Fight(kills target player if they don't have a teammate),
Coroner(cooldown)


White's first power represents path, swords, oblation, and the like, which each give an opponent a boost in resources, while also playing well against black and red.  Its second power represents its concern for allies and the masses, like center soul, sudden disappearance, and cloudshift.  Its third power represents its need for control and order, representing cards like pacifism and arrest.
Blue's first power represents their emphasis on knowledge, such as Gitaxian Probe.  Its second power, as you explained, represents bounce followed by a counter.  Its third power represents its ability to control weaker minds, literally the card Control Magic.
Black's first power represents their willingness to kill to get what they need, any generic kill spell such as doom blade.  Its second power represents its willingness to make sacrifices (mainly of other people) to get ahead.  It can also thematically represent zombies, who are slow and as such enter the battlefield tapped.  And guarding is regeneration, an ability that is almost exclusively green/black.
Red's first power represents their recklessness and sheer brute force.  Its second power represents red's emotions, which is a central part of red's belief.  Phoenixes are red, enough said.
Green's first power represents hexproof.  Its second power represents its pride on strength, killing a "weaker" player.  The coroner, as you explained, represents its interest in death and the graveyard (plenty of innistrad cards show this).
Title: Re: TWG LXXXIII Signups
Post by: davy on August 11, 2015, 12:45:18 PM
Quote from: NocturneOfShadow on August 11, 2015, 11:54:50 AMHow's this look davy


Each team has multiple thematic powers to be used at night.  Each power can be used only once, and only up to one power can be used each night.  An ability with a cooldown means that team can't use a power the next night.
White-
Exile (can't be revived, gives an enemy team a random power back),
Guarding,
Roleblock

Blue-
Power Seering (reveals the role of an enemy player),
Marking(cooldown) (marks a player then they die the following night),
Control Magic (turns a random red or green player blue)

Black-
Vigi,
Sacrifice revive (kills an allied color player to revive a black player) (cooldown),
Guarding

Red-
Vigi,
Temporary Charisma (doubles a player's voting power),
Phoenix(revive for 1 day phase)

Green-
Immunity,
Fight(kills target player if they don't have a teammate),
Coroner(cooldown)


White's first power represents path, swords, oblation, and the like, which each give an opponent a boost in resources, while also playing well against black and red.  Its second power represents its concern for allies and the masses, like center soul, sudden disappearance, and cloudshift.  Its third power represents its need for control and order, representing cards like pacifism and arrest.
Blue's first power represents their emphasis on knowledge, such as Gitaxian Probe.  Its second power, as you explained, represents bounce followed by a counter.  Its third power represents its ability to control weaker minds, literally the card Control Magic.
Black's first power represents their willingness to kill to get what they need, any generic kill spell such as doom blade.  Its second power represents its willingness to make sacrifices (mainly of other people) to get ahead.  And guarding is regeneration, an ability that is almost exclusively green/black.
Red's first power represents their recklessness and sheer brute force.  Its second power represents red's emotions, which is a central part of red's belief.  Phoenixes are red, enough said.
Green's first power represents hexproof.  Its second power represents its pride on strength, killing a "weaker" player.  The coroner, as you explained, represents its interest in death and the graveyard (plenty of innistrad cards show this).

White looks good.

Green looks pretty good as well, but I'm not sure why you put a cooldown on the coroner.

Red is a little underpowered. Having no protection (except the phoenix, but that barely counts) red should be able to finish the game quickly. However, whereas in MTG the board state becomes stronger the longer the game continues, in TWG the teams become weaker as the game progresses. Only doubling red's vote means it will be mainly useful in the endgame, contrary to what red tries to acomplish, and red probably won't make it that far, because they have no protection. That is the reason why I suggested tripling the vote of the player. If you think that is unbalanced, you can decide that the power is only usable during the first three night phases or something like that.

Black's sacrifice revive is a bit too strong, even with a cooldown. Getting the best form of protection while also helping an ally with its vicory condition and setting back another player is just too powerfull. I would be okay with a martyr power (sacrificing the player to revive two allies/teammates), but that goes completely against black's believes.
After giving it some thought I think the power would be good if it forces black to sacrifice one of its other powers.

It's amusing to see how one power can change the weakest team into the strongest. blue's control magic is very overpowerd. It is essentially a vigi that always hits an enemy and a revive (because extra player) in one. If that was blue's only power, it would already be overpowerd, and that is exactly why I opted for a weaker alternative (only being able to control that players vote and preventing that player from using powers). If you want to change it to hitting a targeted player rather than an enemy, that still leaves blue with two kill powers, so in that case I'd suggest changing Marking back to roleblocking.

EDIT: It would also be fun if black could only self-guard and white can only guard other players (including teammates).
Title: Re: TWG LXXXIII Signups
Post by: mikey on August 11, 2015, 01:24:39 PM
How about for control magic if that player gets targeted they change color again, and if the targeting would kill them itdoesn't?

The rest is fixed

EDIT: I have a cooldown on the coroner because coroner-vote-fight to end the game seems a little strong
Title: Re: TWG LXXXIII Signups
Post by: davy on August 11, 2015, 03:31:14 PM
Quote from: NocturneOfShadow on August 11, 2015, 01:24:39 PMHow about for control magic if that player gets targeted they change color again, and if the targeting would kill them itdoesn't?

That would make me dislike the power even more, because it would mean the power is either still as strong as before, or a waste of a power.
Title: Re: TWG LXXXIII Signups
Post by: Dudeman on August 11, 2015, 03:47:19 PM
Edited my game. Posting again here for convenience:

TWG LXXXIII: Convergence Zone

All lynch votes are messaged privately to the game host.

Colored Cardflips are in effect.


Wolves:
1. Tridus: Has a one-use vigilante upon death.
2. Blind/Deaf: Wolf Schizophrenic. Can either seduce one character during any night phase to force them to vote during the following day phase for whatever player Blind chooses OR can prevent the Seer from using their power during any Night phase.
3. Cil: Starts on the side of the wolves and has the wolf win conditions, but is told he is a normal human. Wolves are not told Cil's identity. If Cil is lynched, he flies into a rage and kills one other player selected at random. In the thread it is publicly announced that "Cil flew into a rage and killed <player>!" Cil's player is messaged "You are Cil. You have killed <player>." If Cil publicly claims his role at any time from this point forward, he switches to the human side and gains the human win conditions.

Humans:
4. Agrith: If Agrith is lynched, Tridus dies without using his vigilante. Is told he is a normal human.
5. Vintash: Can avoid one mislynch. Is told she is a normal human.
6. Othek: Always wins a Knife in the Box. Is told he is a normal human.
7. Rofut: Takes two hits to kill. Is told she is a normal human.
8. Tirall: Is told the identities of Tridus, Jogul, Sekka, and Rofut, but not which is which.
9. Sekka: Immortal Seer. If Sekka is wolfed, his spirit will leave his body and inhabit a random, normal human who will become the new seer. The new seer will remain green. This power transfer only occurs once.
10. Jogul: The Fool. If the Fool dies, the game is over and the Fool wins UNLESS Jogul is killed by Cil's rage. Jogul is immune to all wolfings. Is told he is the Fool.

Elements:
Each human (including Cil) possesses an element. If a player votes to lynch a player who is weak against their element, their vote will count for two.
- Agrith: Fire. Double against Cil and Jogul.
- Vintash: Wind. Double against Othek and Agrith.
- Othek: Water. Double against Agrith and Tirall.
- Tirall: Earth. Double against Vintash and Sekka.
- Sekka: Lightning. Double against Othek and Jogul.
- Jogul: Jungle. Double against Tirall and Rofut.
- Rofut: Stone. Double against Cil and Sekka.
- Cil: Ice. Double against Vintash and Rofut.

Wolves who aren't Cil know each other.
Wolves win the number of wolves is equal to or greater than the number of remaining humans. If this condition is met while Cil is aware of his role and is still a wolf, Cil may choose to remain a wolf and win automatically OR join the humans to try and lynch the wolves.
Humans win if all the wolves are lynched/killed.
Jogul wins if he is lynched.

One other change I made is that Agrith has to be lynched in order to activate his power. That way the wolves don't accidentally start the game with a disadvantage if they get lucky and wolf him right off the bat.

Also, if my game gets picked, two of the subs will need to become full players. Dude? MLF? Liggy?

Title: Re: TWG LXXXIII Signups
Post by: davy on August 13, 2015, 03:03:30 AM
Can we get someone to make the tiebreaker vote?
Title: Re: TWG LXXXIII Signups
Post by: Sebastian on August 13, 2015, 06:57:29 AM
Dudeman
Title: Re: TWG LXXXIII Signups
Post by: mikey on August 13, 2015, 07:33:52 AM
IMO we should play the simpler game given this is nsm
Title: Re: TWG LXXXIII Signups
Post by: Dudeman on August 13, 2015, 09:35:01 AM
Quote from: mariolegofan on August 13, 2015, 06:57:29 AMDudeman
does this mean i win
Title: Re: TWG LXXXIII Signups
Post by: davy on August 13, 2015, 09:50:35 AM
Quote from: Dudeman on August 13, 2015, 09:35:01 AMdoes this mean i win

Yeah, I'll count that as the tiebreaker vote.

You may post your game now.
Title: Re: TWG LXXXIII Signups
Post by: Dudeman on August 13, 2015, 09:55:26 AM
Yassssss

I need to know which two of you subs would like a full spot in the game. MLF, I assume your vote means you want in?
Title: Re: TWG LXXXIII Signups
Post by: Sebastian on August 13, 2015, 12:24:23 PM
Yes! I like Dudemans!
Title: Re: TWG LXXXIII Signups
Post by: Dudeman on August 13, 2015, 12:27:08 PM
Okay, so either Liggy or Dude needs to in.
Title: Re: TWG LXXXIII Signups
Post by: Dude on August 13, 2015, 12:32:51 PM
Too complicated for me, but I can still sub.
Title: Re: TWG LXXXIII Signups
Post by: Dudeman on August 13, 2015, 01:26:57 PM
Well, Liggy hasn't been online for three days. I'm hesitant to give the spot to him if he isn't able to be active. I'll shoot him a PM.

EDIT: I'll be going on vacation in about an hour, and it will be easier if I post the topic before I leave. If Liggy doesn't get back to me by then, Dude will be shunted into the final spot.
Title: Re: TWG LXXXIII Signups
Post by: fank009 on August 13, 2015, 02:24:54 PM
Quote from: NocturneOfShadow on August 13, 2015, 07:33:52 AMIMO we should play the simpler game given this is nsm
simple games are actually more dead than insane ones
Title: Re: TWG LXXXIII Signups
Post by: Dudeman on August 13, 2015, 03:01:28 PM
Okay, here's how it's gonna go down: Dude is in the game. Dude, if you want to drop out, get in touch with Liggy and get him to take over for you. I have to start the game now.

PM's are going out. Good luck and godspeed.
Title: Re: TWG LXXXIII Signups
Post by: Dude on August 13, 2015, 03:13:46 PM
Ugh
Title: Re: TWG LXXXIII Signups
Post by: EFitTrainr on October 05, 2015, 11:26:09 AM
IN
Title: Re: TWG LXXXIII Signups
Post by: EFitTrainr on October 05, 2015, 11:26:24 AM
shit am i too late
Title: Re: TWG LXXXIII Signups
Post by: E. Gadd Industries on December 10, 2015, 08:08:13 AM
How long until the next game starts up? I'm wanting to join, and I'm presuming it's too late to join this game.
Title: Re: TWG LXXXIII Signups
Post by: mikey on December 10, 2015, 08:31:16 AM
we don't have quite the TWG following that we did in the past...
Title: Re: TWG LXXXIII Signups
Post by: E. Gadd Industries on December 10, 2015, 12:07:41 PM
So.... Has a game started up, or what are you implying?
Title: Re: TWG LXXXIII Signups
Post by: EFitTrainr on December 10, 2015, 12:08:30 PM
I think it's quite obvious if you were to actually read what he said.
Title: Re: TWG LXXXIII Signups
Post by: E. Gadd Industries on December 10, 2015, 02:52:10 PM
...Wow, I am an idiot... Anyhoo, if you need someone else to play, I'll join! It seems like an interesting game!
Title: Re: TWG LXXXIII Signups
Post by: Dudeman on December 10, 2015, 04:23:39 PM
Just make sure you fully read the rules before jumping in. It's pretty easy to screw up big time if you don't exactly know what you're doing.

On the other hand, TWG is so dead on NSM now that there's really no point in signing up anymore but hey! For the record I'm still in if this starts up again.

EDIT: Holy cow I'm an idiot this was the signups for my game from a while ago whoops T_T
Title: Re: TWG LXXXIII Signups
Post by: E. Gadd Industries on December 10, 2015, 05:33:23 PM
Well, if something ever starts up, I've signed up jic. And I did read the rules, but I'll probably reread them just to give myself more caution when playing the game (if another ever starts up)