We're going to try this new voting system.
These are all the games that we're PMd to me during CXI.
Everyone has three tickets they can use to vote for their favorite games. You can invest them however you want.
Example Votes.
Manticore x3
YoshL x2 Xiz x1
Raeko x1 Fiction x1 V x1
Once you throw your tickets in they're solidified (otherwise it becomes hard to count). If you want to see changes tell the host to make changes prior to investing your vote.
Insta is at 30 tickets. Deadline is Saturday 11:59pm EST? (I mean, this is kind of arbitrary, not sure how long these should last).
Top two get hosted.

You will hunt and be hunted, eliminating each-other from this competition one by one.
20 players
Day Phase Start.
Insta: ON
Night Talking: ON
Cardflips: ON
In-Thread Talk Only: ON
48 hour day phases
24 hour night phases
Teams:
(2 players per team)
Red Team
Orange Team
Yellow Team
Green Team
Teal Team
Blue Team
Purple Team
Pink Team
Gray Team
Black Team
Orbs:
Hunter Orb: You and your partner are the hunters for this phase. Both of you will each hunt one player each to try and capture them.
IMPORTANT:
- If you both capture two people successfully, you are safe.
- If you both only capture one person, the teammate who failed to capture a target will be up for elimination.
- If both teammates fail to capture anybody, your team is automatically eliminated.
- Orange Team has the Hunter Orb (T-Force & One Winged Angel)
- T-Force Hunts Bmah
- One Winged Angel Hunts Velocity
- Bmah was guarded. Velocity was not.
- T-Force and Velocity are up for elimination for the phase
Guardian Orb: Your team can choose one whole team to protect during the day phase by just targeting one person that is NOT your team. This action will be sent to the host via PM.
- Purple Team has the Guardian Orb.
- Purple Team target Xiz, who is on Gray Team.
- Both members of Gray Team are now protected for the phase. (Xiz & ???)
No Orb (Human): Your team can choose one player to protect during the day phase that is NOT on your team. The target will be sent to host via PM.
Day Phase:
- Orbs rotate
- Hunters will target two players of their choice
- Other teams will protect the player(s) of their choice
- Multiple target changes are allowed throughout the day phase only before phase ends
- Successful/Unsuccessful captures will be announced at the start of night phase
Night Phase:
- Two teams will be up for elimination. They are the two teams caught by the hunters, or the hunters themselves.
- If the hunter team fails to capture any teams, the hunters will be eliminated, starting the next phase.
- Each team will vote via pm on who they want eliminated. No in-thread voting. No vote changing. Majority rules.
- The team not eliminated will rejoin the group.
- If there is a tie, the hunt team will cast the final vote.
In a 2v1v1 Situation
**No guardian orb
In a 1v1v1 Situation
**Hunter orb only can target 1 person.
- Hunter Win: Capture a player successfully
- Guardian Win: Block the Hunter on the Human
- Human Win: Block the Hunter on the Guardian
In a 2v1 Situation
- Majority team wins
In a 2v2 / 1v1 Situation
- Both teams win
Hot Potato, 16p
5 Wolves
11 Humans
MECHANICS:
Start: NIGHT
Cardflipping: OFF
Night Posting: OFF
Instant Lynch: ON
Outside Communication: ON
24-hour Nights.
Player-Pool-Dependent Days
– Minimum deadline is 2 RL days.
– Deadline can last up to N/4 days, rounded to the nearest whole number, where N is the number of players alive.
In this game, the wolves do NOT make a nightly kill. Instead, every night they select a human to be the Bomber.
This has the following effects:
9 Players
5 Humans
1 Bodyguard
1 Single-Use Vigi (replaces wolf kill)
2 Wolves
Day phase color flips only.
OOTT is ON.
These are all the games that we're PMd to me during CXI.
Everyone has three tickets they can use to vote for their favorite games. You can invest them however you want.
Example Votes.
Manticore x3
YoshL x2 Xiz x1
Raeko x1 Fiction x1 V x1
Once you throw your tickets in they're solidified (otherwise it becomes hard to count). If you want to see changes tell the host to make changes prior to investing your vote.
Insta is at 30 tickets. Deadline is Saturday 11:59pm EST? (I mean, this is kind of arbitrary, not sure how long these should last).
Top two get hosted.
Originally posted by Xiz
You will hunt and be hunted, eliminating each-other from this competition one by one.
20 players
Day Phase Start.
Insta: ON
Night Talking: ON
Cardflips: ON
In-Thread Talk Only: ON
48 hour day phases
24 hour night phases
Teams:
(2 players per team)
Red Team
Orange Team
Yellow Team
Green Team
Teal Team
Blue Team
Purple Team
Pink Team
Gray Team
Black Team
Orbs:
Hunter Orb: You and your partner are the hunters for this phase. Both of you will each hunt one player each to try and capture them.
IMPORTANT:
- If you both capture two people successfully, you are safe.
- If you both only capture one person, the teammate who failed to capture a target will be up for elimination.
- If both teammates fail to capture anybody, your team is automatically eliminated.
- Orange Team has the Hunter Orb (T-Force & One Winged Angel)
- T-Force Hunts Bmah
- One Winged Angel Hunts Velocity
- Bmah was guarded. Velocity was not.
- T-Force and Velocity are up for elimination for the phase
Guardian Orb: Your team can choose one whole team to protect during the day phase by just targeting one person that is NOT your team. This action will be sent to the host via PM.
- Purple Team has the Guardian Orb.
- Purple Team target Xiz, who is on Gray Team.
- Both members of Gray Team are now protected for the phase. (Xiz & ???)
No Orb (Human): Your team can choose one player to protect during the day phase that is NOT on your team. The target will be sent to host via PM.
Day Phase:
- Orbs rotate
- Hunters will target two players of their choice
- Other teams will protect the player(s) of their choice
- Multiple target changes are allowed throughout the day phase only before phase ends
- Successful/Unsuccessful captures will be announced at the start of night phase
Night Phase:
- Two teams will be up for elimination. They are the two teams caught by the hunters, or the hunters themselves.
- If the hunter team fails to capture any teams, the hunters will be eliminated, starting the next phase.
- Each team will vote via pm on who they want eliminated. No in-thread voting. No vote changing. Majority rules.
- The team not eliminated will rejoin the group.
- If there is a tie, the hunt team will cast the final vote.
In a 2v1v1 Situation
**No guardian orb
In a 1v1v1 Situation
**Hunter orb only can target 1 person.
- Hunter Win: Capture a player successfully
- Guardian Win: Block the Hunter on the Human
- Human Win: Block the Hunter on the Guardian
In a 2v1 Situation
- Majority team wins
In a 2v2 / 1v1 Situation
- Both teams win
Originally posted by thesunfan
It is a mystery. (15 - 18 players)
Originally posted by Dark_Chrysalis
Even added the spoiler tag WHAT A FUCKING SCHOLAR AND A GENTLEMAN I AM.
Infection Game of Undetermined Title
Basic Information
_______________________________________________
- This will be a 15 Player game, that lasts 5 Day/Night Cycles starting on Day1.
-Days last 48hrs, Nights last 24hrs.
-Red will progressively infect people based on a set metric called the Infection Rate, determined by how many and the quality of Reds in play. They win if at any point in time they share or control a majority of the population of people remaining in the game.
-Green is trying to stop the infection from wiping everyone out. They win if they can survive 5 full days before the "emergency treatment" can arrive on site.
-During the day, players will vote for 1 person who they think should be inoculated with the "treatment" serum. At the end of voting, the 2 people with the most votes will be inoculated.
-If a Green is inoculated, nothing will happen. If a Red is inoculated, they die.
-During the Night phase, talking is prohibited except between Team Red. Also during this time, Green players with power roles as well as Red's infection will occur, in the following order:
Team Green
Lab Assistant (9) - Vanilla Town role. Their only power is to vote for potential [color]Reds[/color] during the Day phase to inoculate.
Hematologist (2) - Standard Seer roles. Each Night phase they will take a blood sample obtained from the day and analyze it for signs of the virus. The results will come back either Positive or Negative.
Prevention Specialist (1) - A typical Doctor role. They've been working on ways to "turn off" the virus, but to no avail currently. They can only prevent their patient from becoming infected the Night phase they choose to help them. If infection prevention is successful, the patient will not know someone targeted them that night. No, you can't protect yourself... that's selfish yo
Head of Quarantine (1) - A sort of glorified roleblocker. Each Night phase they can choose to put someone into Quarantine. While in Quarantine, the player is completely isolated from the rest of the game, i.e. they cannot contribute to conversation, nor talk to/be affected by anyone until they are replaced. Similarly, a Red in Quarantine adds 0 to the Infection Rate.
Team Red
Infected (1/?) - This is your generic goon. They have no special powers other than the role they had at the start of the game. They add 1 to the Infection Rate during the Night phase. The game starts with a Vanilla Infected, and the number grows/decreases with infections/inoculations.
Patient Zero (1) - A sort of Master Werewolf-type role. They add 2 to the Infection Rate during Night phase. Actions taken against Patient Zero will affect them differently compared to others:
^^^^^^^^^^^^^^^^^^
^______SIDE NOTES______^
^^^^^^^^^^^^^^^^^^
-I don't think Insta's are needed here, since both people should be affected at the same time. Plus the game is fairly short anyway.
-Dying won't reveal your power role, if any. You are simply confirmed Red.
-The player count can be increased pretty easily and still remain about as balanced. 16 wouldn't be a problem by just adding another Townie. 17-18 would probably have an additional Hematologist and a slightly stronger starting Red Team.
-©DarkChrysalis... donut steel fgt
Infection Game of Undetermined Title
Basic Information
_______________________________________________
- This will be a 15 Player game, that lasts 5 Day/Night Cycles starting on Day1.
-Days last 48hrs, Nights last 24hrs.
-Red will progressively infect people based on a set metric called the Infection Rate, determined by how many and the quality of Reds in play. They win if at any point in time they share or control a majority of the population of people remaining in the game.
-Green is trying to stop the infection from wiping everyone out. They win if they can survive 5 full days before the "emergency treatment" can arrive on site.
-During the day, players will vote for 1 person who they think should be inoculated with the "treatment" serum. At the end of voting, the 2 people with the most votes will be inoculated.
-If a Green is inoculated, nothing will happen. If a Red is inoculated, they die.
-During the Night phase, talking is prohibited except between Team Red. Also during this time, Green players with power roles as well as Red's infection will occur, in the following order:
‣Hematologist/Prevention Specialist selections
‣Quarantine Selection
‣Red infects a player, plus an additional player if the Infection Rate was 4+ previously.
Team Green
Lab Assistant (9) - Vanilla Town role. Their only power is to vote for potential [color]Reds[/color] during the Day phase to inoculate.
Hematologist (2) - Standard Seer roles. Each Night phase they will take a blood sample obtained from the day and analyze it for signs of the virus. The results will come back either Positive or Negative.
Prevention Specialist (1) - A typical Doctor role. They've been working on ways to "turn off" the virus, but to no avail currently. They can only prevent their patient from becoming infected the Night phase they choose to help them. If infection prevention is successful, the patient will not know someone targeted them that night. No, you can't protect yourself... that's selfish yo
Head of Quarantine (1) - A sort of glorified roleblocker. Each Night phase they can choose to put someone into Quarantine. While in Quarantine, the player is completely isolated from the rest of the game, i.e. they cannot contribute to conversation, nor talk to/be affected by anyone until they are replaced. Similarly, a Red in Quarantine adds 0 to the Infection Rate.
Team Red
Infected (1/?) - This is your generic goon. They have no special powers other than the role they had at the start of the game. They add 1 to the Infection Rate during the Night phase. The game starts with a Vanilla Infected, and the number grows/decreases with infections/inoculations.
Patient Zero (1) - A sort of Master Werewolf-type role. They add 2 to the Infection Rate during Night phase. Actions taken against Patient Zero will affect them differently compared to others:
‣Their blood drawn will always come back Positive (this is different from usual MW roles).
‣If they are ever inoculated, they will NOT DIE. The virus is too virulent and cannot be stopped within them. However, it will lessen the effects of them spreading the virus, and their Infection Rate will be 0 for the next Night phase.
^^^^^^^^^^^^^^^^^^
^______SIDE NOTES______^
^^^^^^^^^^^^^^^^^^
-I don't think Insta's are needed here, since both people should be affected at the same time. Plus the game is fairly short anyway.
-Dying won't reveal your power role, if any. You are simply confirmed Red.
-The player count can be increased pretty easily and still remain about as balanced. 16 wouldn't be a problem by just adding another Townie. 17-18 would probably have an additional Hematologist and a slightly stronger starting Red Team.
-©DarkChrysalis... donut steel fgt
Originally posted by BDN 1
Hot Potato, 16p
5 Wolves
11 Humans
MECHANICS:
Start: NIGHT
Cardflipping: OFF
Night Posting: OFF
Instant Lynch: ON
Outside Communication: ON
24-hour Nights.
Player-Pool-Dependent Days
– Minimum deadline is 2 RL days.
– Deadline can last up to N/4 days, rounded to the nearest whole number, where N is the number of players alive.
In this game, the wolves do NOT make a nightly kill. Instead, every night they select a human to be the Bomber.
This has the following effects:
- The Bomber is announced and confirmed as Human at the start of Day by the mod.
- The Bomber will unavoidably die at the end of the Day.
- The Bomber has UNTIL DEADLINE (EVEN IF THERE IS AN INSTA-LYNCH) to choose somebody to kill.
- If he hits a wolf, the wolf dies along with him, and the wolves get to choose a new Bomber.
- If he hits a human, that human is automatically named the next Bomber.
- If no decision is made, he simply dies and the wolves choose a new Bomber.
Originally posted by YoshL
JK9++
Originally posted by Fiction
9 Players
5 Humans
1 Bodyguard
1 Single-Use Vigi (replaces wolf kill)
2 Wolves
Day phase color flips only.
OOTT is ON.
Originally posted by BDN 2
There will be nine players in total.
Mod generates four C9++ letters.
C = 1-shot Seer
CC = 2-shot Seer
D = 1-shot Guardian
DD = Guardian
V = 1-shot Vigilante
VV = Vigilante
M = Good Neighbor
MM = Innocent Child
B = 1-shot Roleblocker
BB = Roleblocker
TTTT = 2 Wolves with White Flag mechanic
TTT = 2 Wolves
TT = 2 Wolves with 1-shot factional Juggernaut kill
T = 1 Wolf Roleblocker, 1 Normal Wolf
0 Ts = 1 Wolf Roleblocker, 1 Normal Wolf with 1-shot factional Juggernaut kill
MECHANICS:
– This setup uses a Daystart.
– OC allowed
– No PUBLIC cardflipping. However, up to two vanilla humans will be linked to two power roles, and in the event of the power role's death, the VH will receive a notification of such. However, they will not know the power role while they are alive. Essentially, the power roles are privately cardflipped to these players.
– Seer gets results in the form of HUMAN, NOT HUMAN, or No Result, the last thing happening in the event of a roleblock.
– Wolf Roleblocker cannot kill AND block in the same night.
SUMMARY OF POSSIBLY UNFAMILIAR ROLES/MECHANICS:
Good Neighbor: A human with the one-time use power to target a player at night and confirm themselves as human to that player. They will not know the alignment of the person who got the message.
Innocent Child: A player who is confirmed as human in thread at the start of the game.
Juggernaut Kill: a kill that cannot be stopped by Guardian protection.
White Flag: with this Mechanic active, if there is only one wolf left alive, he immediately surrenders and humans win the game.
Mod generates four C9++ letters.
C = 1-shot Seer
CC = 2-shot Seer
D = 1-shot Guardian
DD = Guardian
V = 1-shot Vigilante
VV = Vigilante
M = Good Neighbor
MM = Innocent Child
B = 1-shot Roleblocker
BB = Roleblocker
TTTT = 2 Wolves with White Flag mechanic
TTT = 2 Wolves
TT = 2 Wolves with 1-shot factional Juggernaut kill
T = 1 Wolf Roleblocker, 1 Normal Wolf
0 Ts = 1 Wolf Roleblocker, 1 Normal Wolf with 1-shot factional Juggernaut kill
MECHANICS:
– This setup uses a Daystart.
– OC allowed
– No PUBLIC cardflipping. However, up to two vanilla humans will be linked to two power roles, and in the event of the power role's death, the VH will receive a notification of such. However, they will not know the power role while they are alive. Essentially, the power roles are privately cardflipped to these players.
– Seer gets results in the form of HUMAN, NOT HUMAN, or No Result, the last thing happening in the event of a roleblock.
– Wolf Roleblocker cannot kill AND block in the same night.
SUMMARY OF POSSIBLY UNFAMILIAR ROLES/MECHANICS:
Good Neighbor: A human with the one-time use power to target a player at night and confirm themselves as human to that player. They will not know the alignment of the person who got the message.
Innocent Child: A player who is confirmed as human in thread at the start of the game.
Juggernaut Kill: a kill that cannot be stopped by Guardian protection.
White Flag: with this Mechanic active, if there is only one wolf left alive, he immediately surrenders and humans win the game.










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