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Author Topic: Cybrid Mafia : I//S//E - Game has ended, Cybrid Victory! ToonyMan, Dakarian win!  (Read 49314 times)

Mephansteras

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Re: [SIGN UPS 6/11] INFILTRATE//SEEK//ELIMINATE
« Reply #15 on: February 05, 2010, 04:53:12 pm »

Sure, I'll sign up.
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ToonyMan

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Re: [SIGN UPS 7/11] INFILTRATE//SEEK//ELIMINATE
« Reply #16 on: February 08, 2010, 03:27:07 pm »

I AM IN.

Damn game needs some players.
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GlyphGryph

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Re: Join, Damn it! [SIGN UPS 8/11] INFILTRATE//SEEK//ELIMINATE
« Reply #17 on: February 08, 2010, 10:17:15 pm »

Come on, just three more people and we can go go go!
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webadict

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Re: [SIGN UPS 8/11] Cybrid Mafia : INFILTRATE//SEEK//ELIMINATE
« Reply #18 on: February 10, 2010, 11:48:24 am »

I would join this, but I don't like/understand the Cybrids/game.
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Pandarsenic

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Re: [SIGN UPS 8/11] Cybrid Mafia : INFILTRATE//SEEK//ELIMINATE
« Reply #19 on: February 10, 2010, 11:50:48 am »

It's basically town/mafia/cult.
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KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
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webadict

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Re: [SIGN UPS 8/11] Cybrid Mafia : INFILTRATE//SEEK//ELIMINATE
« Reply #20 on: February 10, 2010, 11:55:10 am »

It's basically town/mafia/cult.
Except that the Cult is Over Nine Thousand.
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Leafsnail

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Re: [SIGN UPS 8/11] Cybrid Mafia : INFILTRATE//SEEK//ELIMINATE
« Reply #21 on: February 10, 2010, 11:56:28 am »

More like town faction 1/ town faction 2/ cult, isn't it?
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Pandarsenic

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Re: [SIGN UPS 8/11] Cybrid Mafia : INFILTRATE//SEEK//ELIMINATE
« Reply #22 on: February 10, 2010, 11:58:29 am »

Hrmm.

Actually, each of those factions has elements of mafia and town in it. I dunno.
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KARATE CHOP TO THE SOUL
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YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
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Mr.Person

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Re: [SIGN UPS 8/11] Cybrid Mafia : INFILTRATE//SEEK//ELIMINATE
« Reply #23 on: February 10, 2010, 01:54:15 pm »

As far as I'm concerned, they're separate towns with mafia factions inside of the towns.
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By definition that makes you a fan since you still buy them.

GlyphGryph

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Re: [SIGN UPS 8/11] Cybrid Mafia : INFILTRATE//SEEK//ELIMINATE
« Reply #24 on: February 10, 2010, 01:56:24 pm »

Imperials are primary town, power role heavy, strong lynchpin role (strength and weakness).  (Starting 6)
Rebels are secondary town with weak cult elements (no general chat for all members, but the organizer role can manage one). (Starting 4)
Cybrid are mafia (have a chat) with a limited number of conversions, so a semi-cult. (Starting: 1, with 2-3 brains, one of which is guaranteed to be metagen)

When the last scum cybrid is eliminated, the game ends.
When the game ends, the faction (imperials or rebels) with the most members win.
In case of a tie, they draw (but cybrids still lose).

To balance the conversion power, cybrids do NOT start with a standard night kill action, but can get one, possibly more (though thats a big risk), via conversion. Also, one conversion may turn into a survivor (metagen) with mafia chat access rather than a true mafia.

Regardless, its obviously not classic clear cut mafia. But the actual play goals are still the same. If you are town (rebel/imperial), you want to kill the cybrids. If you are the cybrids you want to kill the "town". With the big difference being the town has some internal strife going on.
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dakarian

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Re: [SIGN UPS 8/11] Cybrid Mafia : INFILTRATE//SEEK//ELIMINATE
« Reply #25 on: February 10, 2010, 02:45:58 pm »

For the record, due to the stronger power and size of the Imperials and the nature of the rebels, the imperials serve as a true town (that is, what EVERYONE will pretend to be).  The rebels have to shrink the imperial's power and size before they can out themselves, thus in mechanics, they are closer to being a mafia group.  Note that really that doesn't work right so they are the most non-standard of the bunch.

The cybrids are, in essence, a cult.


So Imperials work like the town and try to out the cybrids/rebels, with a focus on the cybrids.  The rebels hide mafia style and try to locate each other so they can ally, or at least not kill each other.

The Cybrid..well.. cult all the way.

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Mr.Person

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Re: [SIGN UPS 8/11] Cybrid Mafia : INFILTRATE//SEEK//ELIMINATE
« Reply #26 on: February 10, 2010, 02:53:48 pm »

The Imperials want to kill the Cybrid ASAP. The Rebels want to find each other then kill everyone else. The Cybrids want to find the good Rebel and Imperial power roles and convert them to shut them down. After that, they want to try and get the Imperials to lynch Rebels. Barring that, they want to get Imperials lynched so that the two groups will go at each other instead of the cybrids.
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Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

By definition that makes you a fan since you still buy them.

Vector

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Re: [SIGN UPS 8/11] Cybrid Mafia : INFILTRATE//SEEK//ELIMINATE
« Reply #27 on: February 10, 2010, 02:56:08 pm »

Man, I hope this game gets some more players soon... we're really close to having enough to get things started.
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Leafsnail

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Re: [SIGN UPS 8/11] Cybrid Mafia : INFILTRATE//SEEK//ELIMINATE
« Reply #28 on: February 10, 2010, 02:57:13 pm »

Hmm... the Rebels actually can't lynch the Cybrid at all for a while, due to the Imperial's starting numbers advantage.  They have to wear them down a bit first.
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dakarian

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Re: [SIGN UPS 8/11] Cybrid Mafia : INFILTRATE//SEEK//ELIMINATE
« Reply #29 on: February 10, 2010, 03:05:17 pm »

A few things:

1. The rebels revolve around the Organizer and Persuader.  The Org can ruin EVERYTHING!!!!!!! by choosing the wrong person so has to be careful.  Thus the spearhead is the Persuader.  The Persuader has two tasks early on:

- Try to figure out who would most likely join.  This will be an aspect of knowing our actual player selves.  Would Webadict be more willing to switch?  Would Dakarian? 

- Find the Organizer.  If they act on the Organizer, they'll group up and can work together. 

The funniest part is what happens after the Persuader makes an attempt.  Then they have to spend the next day trying to read the player to see how well it worked. 

The Imperials will be the most standard of the groups: again, they are town.  The Overseer is powerful (wait, I thought there was a Rebel that could speak using the Overseer's voice.  That was meant to soften the Overseer's power.

A few quirks:

There's a way for the Overseer and Persuader to RUIN themselves completely. ;)


The cult is more powerful than normal, since each member gets a role, but the roles aren't random (host predecides) so balancing is easier to maintain AND one big quirk: they lose their old power.

Rebel1 : Hey man, go roleblock that guy over there.

RebelturnedCybrid:  Umm, ok?

Next day:

Rebel1: He just made a kill.  What happened?

RebelturnedCybrid: Umm. I was blocked?

:P


Fakeedit:  Mr.Person and Leafsnail describe a good scumtell against the rebels: they aren't REALLY after Cybrids early on, and by the time they are, it's only due to the number of imperial deaths.

Sidenote: A funny aspect to it all: if the rebels gain enough numbers, they can out themselves and become the new 'town', controlling the lynch and going after the cybrid.  The Imperials then turn into a rather awkward scum that's less organized but can still win if they can stop the cybrids AND beat the rebels. 

Within 2 turns though, EVERYONE will want the Cybrid creator dead.
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