RULES:
TEN SMUGGLERS ATTEMPT TO PASS EACH OTHER THE "GOODS"
FOUR FEDERAL AGENTS ATTEMPT TO SEIZE THE "GOODS" FOR THEMSELVES....
in this DEATHLESS spin on the NO OUTSIDE CONTACT MAFIA genre,
one random smuggler starts with THE "GOODS"
Each cycle, the smuggler with the "goods" must pass the baton to another player of their choice. If they pass it to a smuggler who has not held the "goods" before, the smugglers GAIN A POINT.
but if they pass it to a federal agent, the "goods" are seized, resulting in TWO POINTS for the federal agency. a random smuggler who has held the goods before then produces new "goods"
Each cycle, federal agents may target someone to inspect them. If TWO federal agents inspect someone who has the "goods", they seize them, again resulting in two points and a random smuggler who has had the "goods" producing new "goods". Federal agents know each other's identities at the start of the game, and learn who their allies inspected during the previous cycle at the start of the next. Due to their loose canon nature, they can not communicate with each other outside the public thread.
inspections last long enough that a smuggler who starts with the "goods" and a smuggler who receives the "goods" during the cycle are both caught. However, in the latter case, the pass is still considered successful.
If the federal agents would seize the "goods" before they are passed to another smuggler once, they ALMOST seize them, receiving two points as normal but not preventing the "goods" from being passed to another smuggler that cycle.
The point totals are revealed publicly at the start of each cycle.
Each cycle, everyone votes to REVEAL someone, showing the game whether they are a smuggler or a federal agent! There are no roles beyond "smuggler" and "federal agent" as outlined here.
The game goes for 10 cycles, with the winning team being the one with the most points. In the case of a tie, the game continues until a team pulls ahead.
The smugglers start with 1 point (because a smuggler starts with the "goods") and the federal agency starts with two points (due to excessive government funding)
no outside contact, so don't agree on secret codes with people before the game starts either.
you can privately ask rules questions.
Cycles will be 24 hours.
FAQ:
Isn't this basically a guessing game?
Ultimately, yes.
What space is there for skill expression?
the smugglers are essentially scumhunting the feds - they each need to figure out feds to not pass to. Ideally, they also manage to coordinate which smugglers haven't been passed to yet so they can pass it with optimum point gaining efficiency, all in the main thread where the feds can see.
the feds want to coordinate inspecting the smugglers without revealing who they are and without revealing who they'll target to the smugglers. They have a slight advantage in being able to see each other's previous inspects, but still ultimately need to use the main thread and luck.
Since this is a thing I just came up with, there's also just the skill expression in figuring out how to guess most effectively - and even just communicating that to your other players!
Can you adjust the numbers based on interest?
yeah
What have you done to ensure game balance?
thought about it really hard while frowning pensively and scratching my chin
players:
1. a fairy
2. shadowpea
3. des121 (aka des)
4. batMAN (aka dbd / dead by daylight)
5. CrreamyKitty (aka ck)
6. Celever (aka cele)
7. Duskfall98 (aka tommy)
8. apricity (aka hal)
9. realiti
10. skippergamez (aka skip)
11. bluedoom
12. pulsar512b (now apparently dashcon ballpit)
13. ImaginaryNeon (aka neon)
14. camryn (aka cabbate) AligningStar JALMONT
in order to give everyone plenty of time to do a first pass of the rules in both reading and discussing, cycle 1 will initially not have a deadline, but end when all votes and all actions are in. please bold your reveal votes, even if you want to abstain. I reserve the right to implement a deadline if it starts taking too long. future cycles will be 24 hrs.
all role PMs went out before posting the thread. please have fun!!
TEN SMUGGLERS ATTEMPT TO PASS EACH OTHER THE "GOODS"
FOUR FEDERAL AGENTS ATTEMPT TO SEIZE THE "GOODS" FOR THEMSELVES....
in this DEATHLESS spin on the NO OUTSIDE CONTACT MAFIA genre,
one random smuggler starts with THE "GOODS"
Each cycle, the smuggler with the "goods" must pass the baton to another player of their choice. If they pass it to a smuggler who has not held the "goods" before, the smugglers GAIN A POINT.
but if they pass it to a federal agent, the "goods" are seized, resulting in TWO POINTS for the federal agency. a random smuggler who has held the goods before then produces new "goods"
Each cycle, federal agents may target someone to inspect them. If TWO federal agents inspect someone who has the "goods", they seize them, again resulting in two points and a random smuggler who has had the "goods" producing new "goods". Federal agents know each other's identities at the start of the game, and learn who their allies inspected during the previous cycle at the start of the next. Due to their loose canon nature, they can not communicate with each other outside the public thread.
inspections last long enough that a smuggler who starts with the "goods" and a smuggler who receives the "goods" during the cycle are both caught. However, in the latter case, the pass is still considered successful.
If the federal agents would seize the "goods" before they are passed to another smuggler once, they ALMOST seize them, receiving two points as normal but not preventing the "goods" from being passed to another smuggler that cycle.
The point totals are revealed publicly at the start of each cycle.
Each cycle, everyone votes to REVEAL someone, showing the game whether they are a smuggler or a federal agent! There are no roles beyond "smuggler" and "federal agent" as outlined here.
The game goes for 10 cycles, with the winning team being the one with the most points. In the case of a tie, the game continues until a team pulls ahead.
The smugglers start with 1 point (because a smuggler starts with the "goods") and the federal agency starts with two points (due to excessive government funding)
no outside contact, so don't agree on secret codes with people before the game starts either.
you can privately ask rules questions.
Cycles will be 24 hours.
FAQ:
Isn't this basically a guessing game?
Ultimately, yes.
What space is there for skill expression?
the smugglers are essentially scumhunting the feds - they each need to figure out feds to not pass to. Ideally, they also manage to coordinate which smugglers haven't been passed to yet so they can pass it with optimum point gaining efficiency, all in the main thread where the feds can see.
the feds want to coordinate inspecting the smugglers without revealing who they are and without revealing who they'll target to the smugglers. They have a slight advantage in being able to see each other's previous inspects, but still ultimately need to use the main thread and luck.
Since this is a thing I just came up with, there's also just the skill expression in figuring out how to guess most effectively - and even just communicating that to your other players!
Can you adjust the numbers based on interest?
yeah
What have you done to ensure game balance?
thought about it really hard while frowning pensively and scratching my chin
players:
1. a fairy
2. shadowpea
3. des121 (aka des)
4. batMAN (aka dbd / dead by daylight)
5. CrreamyKitty (aka ck)
6. Celever (aka cele)
7. Duskfall98 (aka tommy)
8. apricity (aka hal)
9. realiti
10. skippergamez (aka skip)
11. bluedoom
12. pulsar512b (now apparently dashcon ballpit)
13. ImaginaryNeon (aka neon)
in order to give everyone plenty of time to do a first pass of the rules in both reading and discussing, cycle 1 will initially not have a deadline, but end when all votes and all actions are in. please bold your reveal votes, even if you want to abstain. I reserve the right to implement a deadline if it starts taking too long. future cycles will be 24 hrs.
all role PMs went out before posting the thread. please have fun!!
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