Post by Moka Akashiya on Oct 29, 2009 22:07:26 GMT -5
Mechanics
There are two main types of roles in this game. Himes have various powers, and also a numerical combat strength. Each day they may attack or guard one target, and combat is resolved based on relative strengths (see below). If a Hime is defeated in combat, their Most Important Person dies and they are stripped of all their powers (but not killed), and their identity will be revealed in the narration. If their Most Important Person is killed, the Hime is stripped of all powers.
Most Important People are otherwise normal people who are (un)fortunate enough to be deeply cared about by a Hime. Whether family, friends, or romantic interests, the result is the same; if the Hime is defeated in combat the associated person will be struck dead. If the person is killed by other means, their Hime will be rendered powerless and considered defeated. Defeated hime can still vote and post but are not subject to inactivity requirements, and will not be replaced with reserves. There is a resurrection mechanic in play, so staying active might pay off.
There are also a few unique roles not in either category.
Each day all living players vote for a suspicious player to confront. At the end of the day, the player with the most votes has his identity publicly revealed.
This game has no mafia in the traditional sense. If you consider mafia to be groups with a victory condition involving wiping out most other players, than almost every single player in the game is mafia.
It's also important to note that, though all Hime have an associated Most Important Person, players are not evenly divided into groups of two by these relationships. The two role types are also not mutually exclusive, and some hime have most important people not represented by a player.
Combat (basic)
All Hime begin the game with combat strengths ranging from 2 to 7. If one Hime attacks another Hime, or a Hime attacks a player being guarded by another Hime, the two will fight. If the attacker's strength is greater then the defender, the defending Hime is defeated. If the Defender's strength is at least two greater than the attacker's, the attacker is defeated. If neither is true, the attacker is able to retreat.
If a Hime causes the defeat of another Hime, either in combat or by killing the other Hime's most important person, their child absorbs the power of the defeated Hime's child. The victorious Hime gains an additional 2 combat strength.
Combat (Advanced)
This section covers more complex combat situations that could possibly arise.
Combats are resolved in the following order:
1. Combats where the defender has no strength (Kills) are resolved in order of strength (strongest Hime first).
2. Combats where both sides sent in attack orders are resolved in order of strength(strongest Hime first).
3. Other Combats are resolved in order of strength (strongest Hime first)
(Ties are broken by strength of the weaker Hime, then by alphabetical order)
A Hime may be attacked multiple times, but may only guard against one attacker.
If attacked by several other Hime, the attackers' combat strengths are added together and compared to the defender's. If the attackers' score is higher, the defender is defeated (one attacker, chosen at random, receives credit for the kill). If the Defender's strength is at least two greater than the attackers' combined strength, the most powerful attacker is defeated and the others withdraw.
If a Hime attacks a target that is being guarded by multiple Hime, or a Hime that is being guarded by another Hime, both defenders combat strengths are added together. If the defender's strength is at least two greater than the attacker's, the attacker is defeated. If the attacker's strength is greater and the target is participating in the fight, the target is defeated. If the target is not participating in the fight, the strongest defender is defeated.
If multiple Hime attack a target that is being guarded, the attackers are split up. The most powerful attacker faces the most powerful defender, the next most powerful attacker faces the next most powerful defender, and so on. Any excess attackers all carry through their attack on their original target. Any excess defenders will distribute themselves intelligently to overpower each individual attacker, prioritizing the strongest attackers first.
A Hime may only participate in one combat per day. If a Hime attacks another Hime who is also attacking, only the combat that comes first in order is resolved, other combats that would involve that Hime are resolved without her.
There are two main types of roles in this game. Himes have various powers, and also a numerical combat strength. Each day they may attack or guard one target, and combat is resolved based on relative strengths (see below). If a Hime is defeated in combat, their Most Important Person dies and they are stripped of all their powers (but not killed), and their identity will be revealed in the narration. If their Most Important Person is killed, the Hime is stripped of all powers.
Most Important People are otherwise normal people who are (un)fortunate enough to be deeply cared about by a Hime. Whether family, friends, or romantic interests, the result is the same; if the Hime is defeated in combat the associated person will be struck dead. If the person is killed by other means, their Hime will be rendered powerless and considered defeated. Defeated hime can still vote and post but are not subject to inactivity requirements, and will not be replaced with reserves. There is a resurrection mechanic in play, so staying active might pay off.
There are also a few unique roles not in either category.
Each day all living players vote for a suspicious player to confront. At the end of the day, the player with the most votes has his identity publicly revealed.
This game has no mafia in the traditional sense. If you consider mafia to be groups with a victory condition involving wiping out most other players, than almost every single player in the game is mafia.
It's also important to note that, though all Hime have an associated Most Important Person, players are not evenly divided into groups of two by these relationships. The two role types are also not mutually exclusive, and some hime have most important people not represented by a player.
Combat (basic)
All Hime begin the game with combat strengths ranging from 2 to 7. If one Hime attacks another Hime, or a Hime attacks a player being guarded by another Hime, the two will fight. If the attacker's strength is greater then the defender, the defending Hime is defeated. If the Defender's strength is at least two greater than the attacker's, the attacker is defeated. If neither is true, the attacker is able to retreat.
If a Hime causes the defeat of another Hime, either in combat or by killing the other Hime's most important person, their child absorbs the power of the defeated Hime's child. The victorious Hime gains an additional 2 combat strength.
Combat (Advanced)
This section covers more complex combat situations that could possibly arise.
Combats are resolved in the following order:
1. Combats where the defender has no strength (Kills) are resolved in order of strength (strongest Hime first).
2. Combats where both sides sent in attack orders are resolved in order of strength(strongest Hime first).
3. Other Combats are resolved in order of strength (strongest Hime first)
(Ties are broken by strength of the weaker Hime, then by alphabetical order)
A Hime may be attacked multiple times, but may only guard against one attacker.
If attacked by several other Hime, the attackers' combat strengths are added together and compared to the defender's. If the attackers' score is higher, the defender is defeated (one attacker, chosen at random, receives credit for the kill). If the Defender's strength is at least two greater than the attackers' combined strength, the most powerful attacker is defeated and the others withdraw.
If a Hime attacks a target that is being guarded by multiple Hime, or a Hime that is being guarded by another Hime, both defenders combat strengths are added together. If the defender's strength is at least two greater than the attacker's, the attacker is defeated. If the attacker's strength is greater and the target is participating in the fight, the target is defeated. If the target is not participating in the fight, the strongest defender is defeated.
If multiple Hime attack a target that is being guarded, the attackers are split up. The most powerful attacker faces the most powerful defender, the next most powerful attacker faces the next most powerful defender, and so on. Any excess attackers all carry through their attack on their original target. Any excess defenders will distribute themselves intelligently to overpower each individual attacker, prioritizing the strongest attackers first.
A Hime may only participate in one combat per day. If a Hime attacks another Hime who is also attacking, only the combat that comes first in order is resolved, other combats that would involve that Hime are resolved without her.