Rules
(Stolen and modified from somestrangeflea, believe it or not.)
General
* If you disagree with something the mod has done, or have a question about the game, feel free to PM.
* Do not quote your role PM to prove your innocence. Paraphrasing is acceptable, and if you are uncertain as to what is acceptable, PM me to check.
* Do not discuss this game outside this thread. Period.
* If you have moderating powers in this forum, do not edit or delete the posts of either yourself or another player.
* Please avoid using too many fancy text tags. If you start using colors or tiny text or using bold for something other than proposals or messages to the moderator, then you may be asked to stop.
* Have fun! Don't take the game personally, and don't flame other players.
Game Specific Rules
* There is no player elimination in this game. Please stay active and don't flake.
* Each day, one player will be designated as leader (the choice is random on the first day and then passes to the next player on the list each subsequent day). That leader has to determine how to distribute plans. The number of plans to be distributed equals 3 plus an additional set of plans for each destroyed Imperial base.
* The leader will make a proposal in thread in bold. (Ex:
Proposal: MeMe, mith and Thesp receive plans.
). You may select yourself to receive a set of plans. ONCE A PROPOSAL IS MADE, IT CANNOT BE RETRACTED.
* After a proposal is made, players will be given 48 hours to discuss the proposal in thread. (This may change based on the amount of discussion needed - still trying to get a feel for this setup.)
* After discussing the proposal, the thread will be locked, and all players must decide whether or not to accept or decline the proposal by sending me a PM. (Please note that votes are NOT secret. The votes are made by PM in order to make sure they are cast simultaneously.)
* If a majority of players accept the proposal, it is accepted and plans are distributed.
* If a proposal is declined, the day continues and leadership passes to the next player.
* If a proposal is accepted, the designated players will be sent a set of plans. If the plans are sent to a rebel, they must be accepted. If sent to a spy, the spy had the option to accept the plans or to sabotage.
* If there are zero acts of sabotage, then an Imperial base is destroyed. If there is at least one act of sabotage, then a Rebel base is destroyed. Players will not know who performed the sabotage, but will know how many acts of sabotage occurred.
* After a base is destroyed, the game moves to the next day and leadership passes to the next player.
* Once three bases on a single side are destroyed, the game ends and the side with at least one base still intact is declared the winner.
This is the first time this setup has been run! So please ask for rules clarifications! After the game, your feedback will be much appreciated.
This game was invented by Don Eskridge as a Mafia variant for face-to-face gatherings which solved many of the problems with Mafia: it features no player elimination, the ability to play with as few as five players and no need for a moderator. (In an online game, we do need a moderator though.) I don't know Don, but have played this game face-to-face and enjoyed it quite a bit. It is much more of a logic puzzle than Mafia, though traditional scumhunting skills should still help.
More info on the game here:
http://www.boardgamegeek.com/boardgame/41114