Additional Game Mechanics/Rules:
Reading this would be an exceptionally good use of your time if you happen to want to play or follow this game.
1.
Death: When a player dies, it may not be permanent. Please continue to play and expect to return to active play.
2.
Rupees: Players will begin the game with a set amount of "
rupees"- in fact, everyone will begin the game with the exact same amount, with no exceptions.
3.
Rupees: The player with the highest
rupee total at the end of the game, alive or dead, is the Grand Champion, and will be able to afford to pay for their resurrection, as they are the King of Thieves.
4.
Rupees: Players will be ranked by their
rupee total, regardless of their alignment.
5.
Rupees: Players may be counted as winners regardless of their
rupee total if their alignment prevails over the others. Officially, they will be counted as "runners up", but still good enough for the Victory.
6.
Rupees: Players that did not score highly enough to be the King of Thieves, and whose alignment did not prevail, will be ranked accordingly. Survival or Death has absolutely no impact on the final score.
7.
Rupees: Players may gain
rupees by voting during the day, if they are
alive, and sending in actions at night, if they are alive.
8.
Rupees: Players will gain
rupees by posting at least once during the day, and at least once during the night, if they are
dead. They will earn less for doing this than alive, active players, but will earn more
rupees than inactive players.
9.
Luck:
Random.org was used before the game to determine nighttime outcomes for all players. The specifics of which are the following:
A "luck" rating of the integers 1 through 20, whose order is randomized, for the first 20 nights of the game. Each luck rating will be used precisely once, until all 20 numbers have been used up. Then the cycle repeats exactly. This is to ensure no one has better absolute luck than anyone else, and also ensures that there is no run of bad misfortune or unfairly good luck for anyone. The question will always be a matter of timing, and whether or not the game is still going on in 20 phases. The results are therefore random, but fair, and based on certain rules, the knowledge of which you can use to your advantage.
10.
Luck: Your luck rating determines how many rupees you are able to steal from another player, if your steal is successful.
11.
Luck: Your luck rating decides ties in situations where the outcome requires a tiebreaker, such as two people stealing the same item.
12.
Luck:
If the game ends before the 20th night, all the night results you would have gotten from Luck before the game ended are counted as your
"UNUSED LUCK".
13.
Luck:
Your unused luck is added to your final gold total. 1 unused luck = 1 rupee. So, if you would have rolled a 20 on the 20th night, and the game ended before you could have earned such a total, that number is added to your total rupees. For all players. This way, if your early game numbers are a bunch of low numbers, and the game ends, you are compensated for the unused luck. Any night past the 20th night, however, yields no such unused luck at game end. By then, the
opportunity deficit has been repaid for all players, and the game is considered
FULLY balanced.
Random.org cannot screw you.
Only your fellow players can!
14.
Alignment: Performing
virtuous/brave or
dastardly evil actions will affect your alignment. Each instance of such an act will push your alignment in a certain direction.
15.
Alignment: All players begin with
Neutral alignment. This means their sole concern is to be the most wealthy player.
16.
Alignment: However, some players are
less neutral than others, by role. They might begin with a bonus to their alignment shifting efforts: Example, someone might be able to turn "Good" in alignment with fewer virtuous actions than others. Or, they might be allowed to commit more dastardly actions without shifting alignment in the evil direction.
These will always be bonuses and not penalties: If a player wishes to be good or evil, and they have a bonus which helps them avoid that alignment,
they can tell me to ignore their bonus, and it will cease to exist for that round. I prefer positives/bonuses rather than penalties, with regards to player choice.
17.
Alignment: It is possible to fall to Good or Evil alignment, and then make the decision to reverse it.
18.
Alignment: It is possible to fall
completely Good or
completely Evil, and make the decision
irreversible. This will incur certain bonuses and penalties for doing so.
19:
Night Actions: You always have two of them.
- Individual (Single) Action: You go off on your own and perform an available action of your choice.
- Multi-Party (Group Action: You and a group of others with precisely matching orders perform another action.
You may always use both of these actions, every night, unless you are dead. You are not required to do either one, but there's a penalty to your rupee total for not sending in any orders at all.
20:
Items: Everyone begins the game with at least one
item.
21:
Items: Items may
not be given away voluntarily. They may only be stolen from you at night.
22:
Items: Items will provide you additional abilities, partial immunities or defenses, or are
key items which boost your rupee total at the end of the game, and are
Game Objectives for the Good or Evil sides, and they will be especially interested in obtaining those
key items. Because key items may boost your rupee total, it might become more profitable to obtain those items than to steal rupees outright.
23.
Key items: Key items may boost your final rupee total, but as they are
multipliers only, they will have little effect on players who have not many rupees to begin with. [Example of a multiplier: 1.1 times your final rupee total. Obviously of marginal effect on someone who has managed to keep only the number of rupees they began the game with.]
24.
Key items: Certain key items are Game Objectives for the Good or Evil sides. Keeping them out of the hands of Good or Evil characters will prolong the game.
25.
Key Items:
The game will end if certain conditions are met. These involve
Key Items and the
alignment of the players holding those items. But, there may be other additional conditions. You'll find out if you turn
Good or
Evil.
GAME ENDING CONDITIONS:
26.
Game Concluded by Mutual Agreement: The game can end at any time, provided that the
Key Items are held exclusively by Neutral players, and
all living Neutral players vote unanimously to end the game, winning the game for the Neutral players. This means there can be no abstaining or missing votes. Even a single inactive neutral halts this process.
- This is how the Neutrals win the game as a faction. They are then ranked by rupee total to determine the winner.
- This means, since Neutrals begin the game with all items and all players, they could conclude the game at any time, for as long as they continue to hold the Key Items. So the power was always in their hands to win the game. The unanimous vote requirement is meant to deter folks from gaining a bunch of Rupees early and ending the game on Day Two.
- Be warned: If the Neutrals are vastly outnumbered, but still hold the Key Items, it will be much easier for them to conclude the game in their favor! It only requires unanimous votes on the part of Neutrals to end the game this way! Votes from Good or Evil alignment do not affect this condition!
27.
Game concluded by Annihilation: The game can end if the forces of Good or Evil wipe out the opposing side, as well as any remaining Neutrals, thus removing the Key Items from play for the other two sides.
- This is one of the ways Good or Evil aligned players can win.
28.
Game concluded by Victory Condition Achievement: The game can end if the forces of
Good or
Evil obtain the Key Items exclusively for their alignment,
and meet their other, hidden condition.
- This is the other way Good or Evil aligned players can win, even if vastly outnumbered.
29:
Game concluded by Individual achievement- If any player reaches a total of 500 rupees at any time.
GAME PERPETUATING CONDITIONS:
30.
Time loop: The flow of time is like a river. Although the stream appears to flow only in one direction, its course unalterable, this is not the case. The source of the river is constantly replenished, and the water eventually
returns to the source, to travel back down the river.
31.
Time line: The course of the river can in fact be
changed, if an event great enough occurs to move its direction, like a boulder in the path... or an earthquake of apocalyptic proportions.
32.
Time stop: Therefore, it is also possible to
stop the river from flowing altogether.
- If Time flows in a loop, the game may continue ad infinitum.
- If Time flows in a line, the game will end on a certain day.
- If Time stops flowing, strange effects will occur. For example, it will become impossible to die.
33.
You read that correctly. This game is awesome, so you'd better get used to the idea.