FreezinIce
thesunfan
benguino & Charmoeleon
COSMIC HORROR CUL-DE-SAC
Hosted by benguino and Charmoeleon
Summary: A cosmic-horror themed game that takes place in a cul-de-sac. You can only talk to your neighbors (who will change throughout the game) and public communication is very limited. Players are randomly placed into houses each phase, with some houses temporarily granting players special actions.
Setup:
9 players
7 Vanilla Town
2 Vanilla Cultists (Wolves)
Permanent Seer, Doctor, Communer (see mechanics)
Mechanics:
Doctor: Are allowed to save themselves
Cardflips: Alignment-Only
OOTC: On, With Neighbors Only
Nighttalk: Off
Wolf Chat: Always On
Wolf Kill: Compulsory (Will be randomized if no choice sent)
Phases: 72h Day 0, 48h Days, 24h Nights
Votes: Public
Insta: On
KITB: On
Phantoms: Off
At the start of the night phase, three players will be randomly selected amongst all remaining players (including wolves). The roles of doctor, seer, and communer will be randomly distributed between the three players. The seer, doctor, and communer will then immediately receive a notification regarding their respective roles. At the end of the night phase, after the wolves submit their wolf kill, if the seer is still alive, they will be placed in the first house (in the following day phase). If the doctor is still alive, they will be placed in the last house. If the communer is still alive, one of the non-end houses will be randomly selected to be the communer house and the communer will occupy that house. All remaining players who have not been assigned a role in the night will randomly occupy the remaining the unoccupied houses. Note that since it is possible for a seer or doctor to be killed in the night that they receive their role, it is possible for a player that did not receive a role to occupy an end house in the following day phase (meaning they will only have one neighbor).
Example: 6 players (A,B,C,D,E,F) are left at the start of night phase, with only A being a wolf. Players A, C, and F are randomly selected and receive the roles of doctor, seer, and communer respectively. Player A, a doctor, chooses to save no one since they are also a wolf. Player A decides to send their wolf kill to Player C (the seer). The houses for the following day phase are labeled H1, H2, H3, H4, H5 (since there will be 5 remaining players after the wolf kill). Player A, the doctor, occupies the last house H5. Amongst the non-end houses (H2, H3, H4), the communer house is randomly chosen to be H4 and player F (the communer) will occupy it. Since the seer died in the night, the end-house H1 is unoccupied. The remaining players B, D, E who have not yet been assigned a house are randomly assigned amongst the remaining unoccupied houses H2, H3, H1 respectively. The final house occupations are:
H1: Player E
H2: Player B
H3: Player D
H4: Player F (communer)
H5: Player A (wolf, doctor)
This creates the following communication chain of players: E - B - D - F - A, with players only being allowed to communicate with their neighbors in the following day phase.
ShadoWolfe
Dude, Where's My Lawyer?
Setup:
Role PMs:
thesunfan
my C9++ but better
benguino & Charmoeleon
COSMIC HORROR CUL-DE-SAC
Hosted by benguino and Charmoeleon
Summary: A cosmic-horror themed game that takes place in a cul-de-sac. You can only talk to your neighbors (who will change throughout the game) and public communication is very limited. Players are randomly placed into houses each phase, with some houses temporarily granting players special actions.
Setup:
9 players
7 Vanilla Town
2 Vanilla Cultists (Wolves)
Permanent Seer, Doctor, Communer (see mechanics)
Mechanics:
- Limited Communication: In this game, players will be placed in different houses along the cul-de-sac (1 house per player), only able to communicate in private with their next-door neighbors. Players in other houses will not be able to hear these conversations directly but may pass info along the chain in hopes of spreading information amongst everyone. Players (including wolves) will not know who everyone else's neighbors are, nor the position of their house in the cul-de-sac (unless they are in one of the houses at the end of the cul-de-sac).
- Houses: Players will find themselves randomly placed in a new house at the start of every night phase. Houses are aligned in a circle, giving everyone two neighbors except for the houses at the end of the cul-de-sac.
- End Houses: The end houses are separated by the road, meaning that they cannot communicate with each other, leaving them with only one neighbor to talk to. However, these end houses grant special actions to the player who finds themselves inside, allowing them to assume a role (Doctor/Seer) for the current night/next day phase. These end houses will stay for the entirety of the game and can be inhabited by either a town or wolf player. There is only one Doctor and one Seer at any given time.
- Communer: One of the houses not located on the end of the cul-de-sac will be the Communer house. The player that finds themselves in this house assumes that role for the current night/next day phase, and will find themselves having a closer connection to the entity, allowing them to Mind Meld (see below) more than other players. The Communer is guaranteed a grand total of 5 Mind Melds which they can use during the night phase that they receive the role and the following day phase. The Communer house will also stay for the entirety of the game and can be inhabited by either a town or wolf player.
- Mind Meld: The cosmic entity is slowly worming its way into everyone's minds. At the start of the day phase, non-Communer players will randomly be assigned 1 or 2 messages that may be sent through the entity to be broadcast to all players. These messages cannot be sent during the night phase (unless they are the Communer), nor do they carry over to the following day phase. As the messages are filtered through the entity, they will be anonymous. Messages must be kept short to protect the player's mind from being overwhelmed (280 characters). Images, videos, and links are not allowed in mind meld posts.
- Voting: Votes will be made in the main game thread. Unlike mind melds, votes are public and not anonymous. Votes do not count towards your mind-meld allotment for the phase, so you can vote, unvote, and revote as many times as you like. Vote posts may ONLY contain a vote (e.g. [twgv ]benguino[/twgv ]), with no other information attached.
Doctor: Are allowed to save themselves
Cardflips: Alignment-Only
OOTC: On, With Neighbors Only
Nighttalk: Off
Wolf Chat: Always On
Wolf Kill: Compulsory (Will be randomized if no choice sent)
Phases: 72h Day 0, 48h Days, 24h Nights
Votes: Public
Insta: On
KITB: On
Phantoms: Off
At the start of the night phase, three players will be randomly selected amongst all remaining players (including wolves). The roles of doctor, seer, and communer will be randomly distributed between the three players. The seer, doctor, and communer will then immediately receive a notification regarding their respective roles. At the end of the night phase, after the wolves submit their wolf kill, if the seer is still alive, they will be placed in the first house (in the following day phase). If the doctor is still alive, they will be placed in the last house. If the communer is still alive, one of the non-end houses will be randomly selected to be the communer house and the communer will occupy that house. All remaining players who have not been assigned a role in the night will randomly occupy the remaining the unoccupied houses. Note that since it is possible for a seer or doctor to be killed in the night that they receive their role, it is possible for a player that did not receive a role to occupy an end house in the following day phase (meaning they will only have one neighbor).
Example: 6 players (A,B,C,D,E,F) are left at the start of night phase, with only A being a wolf. Players A, C, and F are randomly selected and receive the roles of doctor, seer, and communer respectively. Player A, a doctor, chooses to save no one since they are also a wolf. Player A decides to send their wolf kill to Player C (the seer). The houses for the following day phase are labeled H1, H2, H3, H4, H5 (since there will be 5 remaining players after the wolf kill). Player A, the doctor, occupies the last house H5. Amongst the non-end houses (H2, H3, H4), the communer house is randomly chosen to be H4 and player F (the communer) will occupy it. Since the seer died in the night, the end-house H1 is unoccupied. The remaining players B, D, E who have not yet been assigned a house are randomly assigned amongst the remaining unoccupied houses H2, H3, H1 respectively. The final house occupations are:
H1: Player E
H2: Player B
H3: Player D
H4: Player F (communer)
H5: Player A (wolf, doctor)
This creates the following communication chain of players: E - B - D - F - A, with players only being allowed to communicate with their neighbors in the following day phase.
ShadoWolfe
Dude, Where's My Lawyer?
Setup:
10 Players:
One-Attorneyed Master Wolf
Werewolf Role Cop
Vanilla Werewolf
2 Cops
5 Vanilla Townies
Werewolf Role Cop
Vanilla Werewolf
2 Cops
5 Vanilla Townies
Role PMs:
One-Attorneyed Master Wolf:
Welcome Player! You are a One-Attorneyed Master Wolf.
Welcome Player! You are a One-Attorneyed Master Wolf.
This nefarious overlord has kept his hands clean thus far through the help of an excellent lawyer. Unfortunately, however, the cops are onto him. This attorney has one last trick up his sleeve, but then he has to disappear. Upon being investigated in the night by any number of cops, the Master Wolf will clear all investigations as an innocent member of town and then lose the protection of his attorney forever.
Your team-mates are names. You may talk to them here during night phase only.
You have a scared attorney with one final trick up his sleeve that will protect you during ONE night from any number of cop investigations. If any number of cops investigate you in the night, you investigate as "Town" to all of them. However, after the first night of investigations, any subsequent investigations will return "Werewolf."
Abilities:
Werewolf Role Cop:
Welcome to game! You are a Werewolf Role Cop.
Your teammates are name and name. You may talk to them here during night phases only.
Abilities:
Vanilla Werewolf
Welcome, Player. You are a Vanilla Werewolf, along with your partners, name and name.
Abilities:
Win condition:
Cops
Welcome, Player! You are a Town Cop.
Abilities:
Win condition:
Vanilla Townies:
Welcome, [Player Name], you are a Vanilla Townie.
Abilities:
Your team-mates are names. You may talk to them here during night phase only.
You have a scared attorney with one final trick up his sleeve that will protect you during ONE night from any number of cop investigations. If any number of cops investigate you in the night, you investigate as "Town" to all of them. However, after the first night of investigations, any subsequent investigations will return "Werewolf."
Abilities:
- Each Night, if no other member of your faction is performing this action, you may target a player. Assuming no interference with your action, that player will die.
- You win if at least one mafia member is alive and all other players are dead (or if nothing can prevent the same).
- Confirm by replying to this PM with a summary of your role.
Werewolf Role Cop:
Welcome to game! You are a Werewolf Role Cop.
Your teammates are name and name. You may talk to them here during night phases only.
Abilities:
- Each Night, if no other member of your faction is performing this action, you may target a player. Assuming no interference with your action, that player will die.
- Each Night, you may target a player. Assuming no interference with your action, you will learn that player's role, but not their alignment. (You will get "no result" if this action fails.)
- You win if at least one mafia member is alive and all other players are dead (or if nothing can prevent the same).
- Confirm by replying to this PM with a summary of your role.
Vanilla Werewolf
Welcome, Player. You are a Vanilla Werewolf, along with your partners, name and name.
Abilities:
- Factional communication: During the night phase only, you may talk with your partners here.
- Factional kill: Each night phase, one of you or your partner may perform the factional kill.
Win condition:
- You win when all members of the town have been eliminated or nothing can prevent this from occurring.
Cops
Welcome, Player! You are a Town Cop.
Abilities:
- Each night, you may investigate another player to learn if they are Town or Werewolf If your action fails, you will receive 'No Result.'
Win condition:
- You win if all threats to the town are eliminated and at least one town-aligned player is alive.
- Confirm by replying to this PM with a summary of your role.
Vanilla Townies:
Welcome, [Player Name], you are a Vanilla Townie.
Abilities:
- Your weapon is your vote, you have no night actions.
- You win when all threats to the town have been eliminated.









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