Good guys - Survivors
Bad guys - Traitors
Game consists of 3 phases per cycle.
- Day (48h) - Lynch is majority based. No lynch otherwise. Everyone can talk in thread.
- Action phase 1 (24h)
- Action phase 2 (24h)
Action phases are when… actions happen. 2 actions per cycle, hence 2 phases.
During action phase noone can talk in thread, you will get private neigborhood location-based.
After action phase 2, all night results - events, injured and dead people will be announced and next day starts.
There is heavy anti claim on personal win conditions, all other is fair game.
Starts at 12.
Each time an innocent person dies (kill / lynch / event), goes down by 1.
When reaches 0, game ends and traitors win.
It can also go down/up without death due to events.
There are different locations in this game:
Colony - Where all of you start.
Locations for items hunting - Limited number of players can be there at once, more dangerous, can find items.
Each character needs to eat at least once every 3 days.
If someone skips a meal 3 days in a row… they die. Easy.
Each of you can perform 2 actions per cycle (action phase 1 and 2).
Possible actions being:
Searching location for items
Attacking zombies or other players
Item or ability based actions.
Other, creativity based actions.
Do note that this game was of very wide design, so some actions like “Sing anime openings” will produce a result, tho it’s not said how good or bad will it be.
Still, being creative can be useful here.
Each of you can also move to other location once per cycle.
To attack a zombie, perform attack action. It will reduce number of zombies in location, however is somehow risking an injury. Items may affect this.
To attack a person, perform attack action. It will injury you or them. Items may affect this.
Since each of you have personal wincon, traitors have factional… INJURY.
Injuries can be threated via different methodes.
If untreated for a cycle, injured person will die.
Basicly a delayed kill which can be saved.
Injuries which happened during night are announced at day start.
It’s zombie apocalypse after all…
Each location except colony has own “zombie meter”.
The higher it is, the more dangerous are actions in that location / traveling to that location.
When “something dangerous” happens, that person will be injured. This way traitors can be injured too.
The more people in one location, the faster number of zombies will grow.
Once again, use your enviroment, try to be creative, think of how to cooperate or ruin stuff in different ways.
This is very wide design, there is many ways to solve same problem… or to kill people.