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 Post subject: WKRH RULES (DONT LOSE THEM)
PostPosted: Sun Sep 18, 2011 4:12 am 
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Who Killed Robin Hood? - A Murder Mystery (RULES!!)

Robin Hood had many allies... but many more powerful enemies. The good people of Nottingham will have a difficult time defeating the evil people who stand against the Brother to the Band if the bad guys manage to find each other in short time.

NOTICE: If you played in the previous round, take notice as the rules may have changed!


ROLES

The Good Guys
Objective: Kill the Murderer and King John's Descendant

Brother to the Band
A leader of men, and definitely NOT a murderer of friends.
Leader of the Brotherhood- All players know who the BttB is from the beginning of the game.
Immune to the Sun- The BttB cannot be voted on during day rounds.
Shielded by his Spirit- The BttB cannot be assassinated during the night by the Murderer until the Spirit of Robin dies.
Allies Revealed- You know who the Spirit of Robin is at the beginning of the game.
Let Them Decide- You do not vote on who to lynch during the day (though you can "recommend.") If there is a tie between two people during the day round voting as to who should be killed, the BttB is the tiebreaker, deciding which one survives and which one dies.

Spirit of Robin
Robin Hood is never one to linger, but this time he felt the call to stay a bit longer after his death.
Companions in Spirit- The Preacher's "Stop the Killing" ability has no effect on you. If you are the target of the Preacher's "Stop the Killing" ability, Friar Tuck will reveal your role to the Preacher.
Lingering Spirit- If the Spirit of Robin is voted to death in the first day or killed by the Murderer with his "Assassination" ability in the first night round, Friar Tuck will randomly choose one of the Civilians and make them the new Spirit of Robin.

Maid Marian
Maid Marian loved Robin Hood so much she can see him even now. Sadly, she's still stuck in Nottingham Castle.
Passion for Robin Hood- You know who is playing the Spirit of Robin from the beginning of the game.
Contempt for King John's Descendant- You know who is playing the King John's Descendant from the beginning of the game.

Preacher
The Murderer had better hope that you don't find him.
Stop the Killing- You may designate one player during the night round, EXCEPT the BttB. That player's special abilities (if he has any) are nullified for this night and the upcoming day round. They recieve their special ability back at the beginning of the next night round. The Preacher does not learn the role of the designated player, nor is he told whether or not the "Stop the Killing" ability affected anything.
NOTE: This ability is triggered BEFORE ANY OTHER ABILITY in the night round.
NOTE: You cannot designate the same player twice in a row.
Faithful Guardian- You may designate one player during the night round, EXCEPT for the BttB and the player you have designated for your "Stop the Killing" power. The designated player cannot die during the FOLLOWING DAY round. If that player is the target of the lynch votes, Friar Tuck will reveal that player's role to everyone... but the player survives. You may not designate yourself with this power.
NOTE: Unlike "Stop the Killing," you may use this power on the same player over and over, even after he has been revealed.
Arch-Rival Revealed- You know who the Witch Doctor is at the beginning of the game.

Civilians
Every town has 'em.
Meat Shield- If the Spirit of Robin is killed during a day round (not including the first day,) then it is assumed The Murderer will kill the BttB during the next night. If there are still at least 2 Civilians living, and The Murderer successfully uses his Assassination power on the BttB, Friar Tuck will designate two random Civilians to die in place of the BttB. This power may only be used once per game.



The Bad Guys
Objective: Kill the Spirit of Robin and the Brother to the Band

The Murderer
Your motives were your own, but everyone is certain of one thing: Robin Hood is dead, and there will be more to follow.
Assassination- You may designate one player during the night round. That player dies at the end of the night round. You may NOT designate the BttB until the Spirit of Robin has been killed.
You Think You Got Me?- If the Murderer is voted to death in the first day round, King John's Descendant becomes the new Murderer. He still contains his "Aura of Stolen Royalty" ability.

King John's Descendant
Stealing jobs runs in the family. If you cousin can steal the post as King, certainly you could take lesser roles.
Aura of Stolen Royalty- If the Tax Collector dies, you gain the "Greedy Death" ability. If the Witch Doctor dies, you gain the Witch Doctor's "Potion of Revelation" ability. If the Murderer dies, you become the new Murderer, and gain the Assassination ability.
Allies Revealed- You know who The Murderer is at the beginning of the game.

Sheriff of Nottingham
Corruption and Deception are your greatest tools on manipulating civilians for Nottingham.
Imprisonment- You can imprison one person per night round, that person will not be able to use their powers during that night round, and will not be able to vote the following day round.
NOTE: The Preacher's powers are not nullified due to imprisonment.
Corruption- If you imprison a civilian, you'll be told of their role.

Tax Collector
Steal from the poor, give to the rich... and learn a thing or two from their untimely death.
Greedy Death- Whenever a Civilian dies during the day round, you may designate one player in the following night round. Friar Tuck will reveal your role to the designated player. If the designated player is the Murderer or King John's Descendant, Friar Tuck will also reveal that player's role to you.

Witch Doctor
While the good Preacher tries to prevent any more deaths with prayer, you have a more useful solution. With your fiendish rituals and spells, you are able to find the enemy quickly, with less chance at harming the one you dare seek to protect.
Potion of Revelation- You may designate one player in the night round. Friar Tuck will reveal to you that player's role.
Arch-Rival Revealed- You know who is playing the Preacher from the beginning of the game.





HOW THE GAME IS PLAYED


General Rules

All players cannot tell their roles to other players. If you do, you will be kicked out of the game and disallowed participation to any other forum game involving tokens or is not being run by a moderator. This is a serious offense, and some people involved in the game will be working for a moderator in order to snitch on people who try to do this. You will not get away with it.

Day Round

Players debate who they believe the murderer is, whether or not they're evil or good. You must give reasonable arguments, that can be made up. Be sure not to make holes in your arguments or you'll only be counted as suspicious. When enough debating has happened, a final vote will be called. You will explain who you're voting for and why, and if you are undecided you shall post there as well why. If the final vote is a tie, the BttB will settle the tie. Arguments should be posts that include more than 3 sentences, and can be as big as you want them to be.


Night Round

This round is especially interesting, because there are many different abilities that are triggered in the night round. Much like how "range" works in BattleDawn, each ability will come before/after another. Here are all of the night abilities, and what order they will be done:

"Range 3" Ability
KING JOHN'S DESCENDANT, "Aura of Stolen Royalty." ((This only applies if the Murderer, Tax Collector or Witch Doctor died in the previous day round.))
PREACHER, "Stop the Killing."
SPIRIT OF ROBIN, "Companions in Spirit." ((This only applies if the Spirit of Robin is targetted by the Preacher's, "Stop the Killing" ability.))

"Range 2" Abilities, in order
SHERIFF OF NOTTINGHAM, "Imprisonment"
TAX COLLECTOR, "Greedy Death." ((This only applies if a Civilian dies in the previous day round.))
WITCH DOCTOR, "Potion of Revelation."

"Range 1" Abilities, in order
PREACHER, "Faithful Guardian."
MURDERER, "Assassination."


It is important to know the order of these abilities. For example, if the Murderer targets the Preacher with his Assassination ability, we know that even though the Preacher dies that night, the target of his "Faithful Guardian" ability still takes effect, because the Preacher managed to pull off his ability before the Murderer.

Likewise, if the Tax Collector, Witch Doctor, or Murderer were killed the day before the current night round, King John's Descendant's "Aura of Stolen Royalty" ability would trigger and gain him night abilities for that current night.

Once Friar Tuck successfully plays out all of the abilities, he will decide when the next day round will commence.


NOTE: This game, all the rules, and every detail in this post was not made by me(Kenny), however by Robin Hood an awesome guy who is maybe as insane as me. This is a re-post so we don't lose these rules ever again.
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NOTE #2: Yes the rules were lost AGAIN even though we tried not to lose them and yes i know this is a long post but please read through the whole post.
also i'd appreciate a THANK U GOLDEN FOR BEING AWESOME! :)

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 Post subject: Re: WKRH RULES (DONT LOSE THEM)
PostPosted: Sun Sep 18, 2011 4:29 am 
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goldenpaw wrote:
also i'd appreciate a THANK U GOLDEN FOR BEING AWESOME! :)


Hahah sure

THANK U GOLDEN FOR BEING AWESOME! :lol:

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 Post subject: Re: WKRH RULES (DONT LOSE THEM)
PostPosted: Sun Sep 18, 2011 1:15 pm 
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I love you.

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Last edited by Ponk on Sun Jan 25, 2015 5:29 pm, edited 1 time in total.

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 Post subject: Re: WKRH RULES (DONT LOSE THEM)
PostPosted: Sun Sep 18, 2011 1:19 pm 
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We all thank you :D

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 Post subject: Re: WKRH RULES (DONT LOSE THEM)
PostPosted: Sun Sep 18, 2011 2:15 pm 
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so big, so long, didn't read lol. just a more interesting form of mafia :P

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 Post subject: Re: WKRH RULES (DONT LOSE THEM)
PostPosted: Tue Jan 01, 2013 9:02 pm 
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start it :P

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