Welcome to The Agency, mark 2! This game consists of an iteration of the previous game's ruleset. With lessons learned from the previous game, we've (I and the players, with their input) improved the rules to make the game more balanced and (hopefully) more enjoyable!
Preliminaries:
Before going into the meat of the rules, I want to emphasize one important rule: THERE WILL BE ABSOLUTELY NO PMs BETWEEN PLAYERS DURING THE GAME. PMs will occur ONLY between the player and the GM. No exceptions!
Additionally, this game requires participation to work. So I will enforce the dreaded "lost in the woods" rule. I apologize in advance for having to do this.
Two strikes will cause a player to get "lost in the woods", or kicked out of the game.
The Game:
In this game, there will be 10 players. 6 will be members of the Agency (the good guys). 4 will be members of the Infiltration (the bad guys). The spies will know who the other spies are (but cannot PM each other!). The Agency do not know who the spies are.
The game will occur in turns. There are a maximum of five turns -- each turn could end in a point being given to the Agency or the Infiltration -- the first team to win three points total wins the game.
The players will be sorted via random.org into a order that will remain throughout the game. The first player on the list will be the team leader for that turn. Then the next player will become team leader, and so on. If/when the end of the list is reached, the list will wrap, and the first team leader will assume leadership again. This continues until the game ends.
The turns will play out as in the diagram below:
Notes:
1. The team leader must choose players (not including himself/herself) to form a team. The number of players that forms a team depends on the current turn:
2. The vote to proceed with a mission is via a majority vote by all players except the current leader, and takes place publicly in the thread.
3. A mission can only be voted down five times in a row. Five nay votes in a turn will immediately lead to a Infiltration victory.
4. If the players votes for a mission to proceed, the team leader will receive three cards (chosen at random from the card stack) to assign to the team members as he/she sees fit, with the only restriction being that only one card can be given to any one member.
5. For the mission to succeed each team member must have voted "success". One "failure" vote immediately fails a mission and awards a point to the Infiltration. Except for turn 4, where TWO "failure" votes are required to fail a mission, instead of just one.
The cards:
One-time use:
Those cards can be played in any turn (i.e. a player can hold on to a card until a future turn before using it). However, all of the cards in this category, with A Close Eye being the only exception, must be played during the Mission Phase. No cards, except for A Close Eye, will be played during the Pre-Planning Phase.
A Close Eye: Find out how a player voted in the previous Mission Phase. This card, unlike all the others, is played only during the Pre-Planning Phase.
Result: Privately via PM after the conclusion of the vote.
Quantity: 2
Strong Leader: You can become the leader in the next turn.
Result: N/A
Quantity: 2
No Confidence: You may null an approved vote and force a change of leadership. Counts as a 'nay' vote. Note that the new leader will not perform the Plot Distribution step.
Result: N/A
Quantity: 3
In the Spotlight: The player's vote during the mission success/failure vote will be disclosed.
Result: N/A
Quantity: 1
Take Responsibility: You can take a card from another player.
Result: N/A
Quantity: 1
Immediate Use:
Those cards are used immediately when given by the leader.
Establish Confidence: The leader must reveal his/her role to a player of his/her choice.
Result: Privately via PM.
Quantity: 2
Eavesdrop: You must look at the role of the player right above or below you on the list.
Result: Privately via PM.
Quantity: 2
Open Up: You must reveal your role card to a player of your choosing.
Result: Privately via PM.
Quantity: 1
Permanent Effect:
Those cards immediately and permanently take effect when a player receives one from the leader.
Under Surveillance: The player's vote during all mission success/failure votes will be disclosed. This is like In the Spotlight, but permanent.
Result: N/A
Quantity: 1
General Guidelines:
Players:
Preliminaries:
Before going into the meat of the rules, I want to emphasize one important rule: THERE WILL BE ABSOLUTELY NO PMs BETWEEN PLAYERS DURING THE GAME. PMs will occur ONLY between the player and the GM. No exceptions!
Additionally, this game requires participation to work. So I will enforce the dreaded "lost in the woods" rule. I apologize in advance for having to do this.
- If a vote did not reach majority by the deadline, the players who did not vote will get a strike.
- If a team leader does not choose a team in a timely manner (by the deadline), he/she will receive a strike, this will count as a "nay" vote, and the next leader on the list will assume leadership.
Two strikes will cause a player to get "lost in the woods", or kicked out of the game.
The Game:
In this game, there will be 10 players. 6 will be members of the Agency (the good guys). 4 will be members of the Infiltration (the bad guys). The spies will know who the other spies are (but cannot PM each other!). The Agency do not know who the spies are.
The game will occur in turns. There are a maximum of five turns -- each turn could end in a point being given to the Agency or the Infiltration -- the first team to win three points total wins the game.
The players will be sorted via random.org into a order that will remain throughout the game. The first player on the list will be the team leader for that turn. Then the next player will become team leader, and so on. If/when the end of the list is reached, the list will wrap, and the first team leader will assume leadership again. This continues until the game ends.
The turns will play out as in the diagram below:
Notes:
1. The team leader must choose players (not including himself/herself) to form a team. The number of players that forms a team depends on the current turn:
- Turn 1 requires 3 players;
- Turns 2 and 3 require 4 players;
- and Turns 4 and 5 require 5 players.
2. The vote to proceed with a mission is via a majority vote by all players except the current leader, and takes place publicly in the thread.
3. A mission can only be voted down five times in a row. Five nay votes in a turn will immediately lead to a Infiltration victory.
4. If the players votes for a mission to proceed, the team leader will receive three cards (chosen at random from the card stack) to assign to the team members as he/she sees fit, with the only restriction being that only one card can be given to any one member.
5. For the mission to succeed each team member must have voted "success". One "failure" vote immediately fails a mission and awards a point to the Infiltration. Except for turn 4, where TWO "failure" votes are required to fail a mission, instead of just one.
The cards:
One-time use:
Those cards can be played in any turn (i.e. a player can hold on to a card until a future turn before using it). However, all of the cards in this category, with A Close Eye being the only exception, must be played during the Mission Phase. No cards, except for A Close Eye, will be played during the Pre-Planning Phase.
A Close Eye: Find out how a player voted in the previous Mission Phase. This card, unlike all the others, is played only during the Pre-Planning Phase.
Result: Privately via PM after the conclusion of the vote.
Quantity: 2
Strong Leader: You can become the leader in the next turn.
Result: N/A
Quantity: 2
No Confidence: You may null an approved vote and force a change of leadership. Counts as a 'nay' vote. Note that the new leader will not perform the Plot Distribution step.
Result: N/A
Quantity: 3
In the Spotlight: The player's vote during the mission success/failure vote will be disclosed.
Result: N/A
Quantity: 1
Take Responsibility: You can take a card from another player.
Result: N/A
Quantity: 1
Immediate Use:
Those cards are used immediately when given by the leader.
Establish Confidence: The leader must reveal his/her role to a player of his/her choice.
Result: Privately via PM.
Quantity: 2
Eavesdrop: You must look at the role of the player right above or below you on the list.
Result: Privately via PM.
Quantity: 2
Open Up: You must reveal your role card to a player of your choosing.
Result: Privately via PM.
Quantity: 1
Permanent Effect:
Those cards immediately and permanently take effect when a player receives one from the leader.
Under Surveillance: The player's vote during all mission success/failure votes will be disclosed. This is like In the Spotlight, but permanent.
Result: N/A
Quantity: 1
General Guidelines:
- The GM will not PM the players announcing the start of the game. This has led to confusion in the past, so from now on, the GM will announce the start of the game by @ mentioning all players in the post that officially commences the game. Only the spies will receive a PM from the GM notifying them of such.
- Votes during the Pre-Planning Phase (the yay/nay votes) must be in BOLD. To allow for this phase to go more quickly and smoothly, the votes, once cast (i.e. bolded), cannot be changed.
- During the Mission Phase (the success/failure vote), your PM to the GM MUST have the vote in the TITLE of the conversation. The GM should disregard anything in the body of the message, and will only count votes named in the title. No exceptions.
Players:
- mscriv
- Koodauw
- Don't panic
- Queen of Spades
- TechGod
- WoodNUFC
- Sythas
- Moyank24
- FenrisMoonlight
- twietee
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