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Subject: City of Darkness: The Last Man Standing Is...... rss

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City of Darkness

Game thread is now open! All players may post.

First lynch/combat deadline: 6 PM, May 12th.

Player Roster:

Anonymouse512
bigfluffylemon
buffalospynovel
bwt2q
ctrzn
dbmurph22
funkadillo
Genghis
greek2me
GrimJester
HerbieGRD
Javal
LuckayLuck
Luthrin
nickanner
rasattack
Snaak
Tarrant
TheArchAngel
Tino
xandryyte
 
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Re: City of Darkness: Night 0
Game Rules


Roles

Each player will be assigned a theme-centered role that corresponds to a standard or a variant werewolf role. Many players will be “Citizens”, the equivalent of villagers, although it is possible that there will be non-Citizen villagers, as well as non-villager Citizens. Other villagers may have special roles, and other players will have non-villager roles.

Roles and names will not be provided prior to the game (ala “River’s Edge”). A list of potential werewolf roles, below, is provided but aside from the “villager” role, “wolf” role, and the “priest” role, none of these roles are guaranteed to be in the game; there is also no guarantee as to the number of possible copies of a role in the game. While there will be multiple wolves, there is no guarantee as to the number; there may also be multiple seers, priests, martyrs, brutal wolves, etc.

Villager – No special abilities (other than combat abilities)
Seer – Receives nightly view of one player as evil/good.
Partial Seer - Receives nightly view for one type of wolf; other wolves are negative hits.
Hunter – Parity Hunter, wins if left alone with the last wolf at game end.
Priest – Receives nightly view of the alignment and role of one deceased player.
Vigilante – Kills one other player if night-killed or lynched.
Bodyguard – Prevents night-kill of a target player (does not also protect self)
Martyr – Sacrifice self in place of night-kill target.
Medium – Call séance to speak with dead players.
Mason – Villagers with PM rights with each other.
Lovers – Two players (of any team) that win if they are both alive at game end.
Tinker - Villager that appears "evil" to a seer view, does not know identity as tinker.
White Hat - Villager or wolf whose role and alignment are always revealed on death, even if priest is dead, does not know identity as White Hat.
Wolf – Standard wolf, participates in night kill
Brutal Wolf – Kills one other player if lynched.
Tough Wolf – Can survive one lynch
Anti-Vigilante Wolf – If targeted by vigilante, nullifies the vigilante’s ability
Cultist – Aux evil, knows or can learn (by view) the identities of the wolves
Sorcerer – Aux evil, searches each night for seer/partial seer.
Wolf Cub – Aux evil, promoted to wolf after death of a standard wolf


Characters and their Attributes

Each player receives his class and role at the beginning of the game. All characters have a Health Point, Action Point, and Melee Rating.

• Health points show how much damage you can take before dying. When you reach 0 HP, you are dead. Being lynched automatically reduces you to 0 HP. Night-kills will usually reduce you to 0 HP as well. You may also take enough combat damage to reduce you to 0. You may get items to recoup HP, or roles with special abilities may provide you with HP, but you can never gain more HP than your starting amount. HP are not automatically recovered.
• Action points allow you to use special abilities. Action points are a generic counter for whatever types of special powers you have; it may represent charges for a gun, extra strength pushed for an attack, martial arts “chi” power, whatever. Players can recover action points through items; they also recover 1 action point at the beginning of a day if and only if on the prior night and day phase, that player did not use any abilities requiring action points. Players can gain more action points than they start with, but only through the use of items and not through normal recovery.
• Your melee rating indicates how much damage you will deal to enemies when you order a “melee” attack on those enemies. Melee Rating usually does not change unless the player gains an item that increases it.

Most characters will also have one or more “Special” abilities. These may be special combat maneuvers, night-time abilities, and so on. Some abilities will cost 0 AP to use (though these usually require some other cost to use), but most abilities cost at least 1 AP to use. It is possible that a player may find ways to reduce the cost of their abilities, but no ability’s cost can be reduced below 0.

Enemies and Fighting

During the day, players encounter criminal enemies which must be defeated. Players attack enemies by posting in the thread that they will either MELEE with the enemies or use a SPECIAL ability on them. Fight orders are posted as follows:

(Melee Enemy) to fight an enemy group hand-to-hand.

(Special Enemy) to use a special ability.

You may change your fight orders up until lynch deadline. You cannot change fight orders once the deadline passes. The deadline for combat orders is the same as for lynch votes, and the fight is resolved after the lynch deadline and immediately prior to executing the lynch.

In melee, you deal your melee damage to the targeted enemies, and you take 1 HP of automatic damage unless something prevents this damage, OR unless the enemy you are fighting has special abilities that increase this damage. If you, you will be engaged in the fight, and your contribution will appear in the combat write-up at the end of the day.

If you choose to use a special ability, you must PM which special ability you want to use. You do not take the automatic 1 point of melee damage, though you may take damage from the special ability itself. You may choose to do nothing at all (simply tell the mod that your special is “nothing”), in which case you are considered to retreat from the battle. If you fail to specify any ability, you are assumed to do "nothing". Retreating from a battle will almost always be included in the combat write-up.

You may also choose to do neither, and sit out the battle. However, it will always be known that you do so. This may or may not be of benefit, as all players that engage in battle are at risk for taking damage, while those that sit the battle out will take no damage. As melee damage is guaranteed to be incurred, sending too many players to fight will waste resources, while sending too little will deal extra damage to the players. On the other hand, fighting enemies is the only way to get monetary or item rewards.

Combat is resolve in two rounds, the ‘melee round’ and the ‘enemy round.’ In the Melee Round, the sum of all damage dealt to an enemy group (from both melee and special attacks) is applied against the total Health Points of that group. If this damage is sufficient to wipe out the group, it is defeated and does not deal any damage in the Enemy Round; melee players will be the only players that take damage from the enemy group. If the group survives, it will deal extra damage during the Enemy Round to any players engaged in combat. Unless an enemy has a special attack power, the group will deal 1 extra damage per 1 HP remaining. This is distributed randomly amongst all players that fought, whether they fought that group or a different group. Players that take this extra damage are considered to finally defeat the enemy, but note that only the damage players take in this round will figure into reward calculations

After the battle, the mod will announce (in flavor text) how the battle went for the party. Some things will always be mentioned in flavor text, while other things may or may not make it into the combat write-up.

• Melee engagements are always put in the combat write-up, even if they are completely ineffective at dealing damage.
• Special powers may or may not be included. If a player fires a gun at a group of criminals, the gunfire may show up in the text, or it may not; however, whether or not a power’s visual effect appears in the text, it will still have its intended damage effect.
• Special powers will usually not include who used a particular effect; only on rare occasions is this included.
• If a group is not defeated in the first round and goes on to deal extra damage, this will be included in the text, though not who takes the extra damage or how much is incurred.

EXAMPLE: Beowulf, Melsana, and Redhawke choose to fight a group of four thugs. Beowulf and Melsana fight the thugs in melee, and Redhawke fires a gun using a special ability. Beowulf and Melsana each deal 2 melee damage to the thugs, and Redhawke deals 2 damage. Each thug has 1 health point, so the group has a total of 4 health points. The players do more than enough damage to defeat the thugs in the Melee Round. Beowulf and Melsana each take 1 HP of damage (from being in melee), but Redhawke takes no damage.

EXAMPLE 2: Beowulf, Melsana, Latria, and Luthien choose to fight a group of four gang members. Each gang member has 2 HP, so the group has a total of eight points. Beowulf and Luthien each use special abilities to deal 1 damage each, while Melsana and Latria use Melee attacks on the gang members to deal 2 damage each. This is a total of 6 damage, leaving 2 HP to the group. Melsana and Latria each take 1 HP of damage from Melee; in addition, the gang members go on in the Enemy Round to randomly deal 1 HP of damage each to Luthien and Redhawke (even though Redhawke did not battle the gang members).

Combat Rewards

Players win money and items from the criminals they help defeat. Most enemies have cash, a few will have special items as well as cash, and occasionally some will have nothing at all. Rewards are divided up according to the proportion of damage a player dealt to the enemy group, as well as how much damage he/she took. Dealing more damage (even if in excess of that needed) will thus generally earn more treasure, and taking damage from monsters is somewhat compensated by these rewards. Both good and evil players may share in rewards, but players who do not fight (either by retreating or simply not fighting) get no rewards.

To determine your percentage of cash and/or items received, the net damage dealt to the enemy group in the Melee Round (even if excess of what was needed to defeat it), plus the net damage dealt by the group (whether in Melee or Enemy rounds) is calculated first. Then, your damage dealt plus damage taken is divided by that total, and that’s the percentage of treasure you are eligible for. For these calculation purposes:

o All damage you deal in the Melee Round, whether by Melee or Special, is counted.
o All damage you take, whether in Melee or Enemy rounds, is counted.
o Damage you deal in the Enemy Round is not counted.
o Damage done to you by a special ability is counted.

In general, then, the more damage you deal and take, the higher your percentage cut of a criminal group’s cash and items. Usually cash is doled out in increments of $50, and items are not split between players (the item’s equivalent value in cash is used in the calculation). Note that there is no guarantee that you’ll receive any reward – if there is not enough reward to go around, you may get nothing.

EXAMPLE: In the first example above, the thugs had a total of $250 on them, in five $50 bills. A net total of 6 damage was dealt to the thugs in the melee round, and they dealt a total of two damage in Melee, for a base of 8 damage. Beowulf dealt 2 and took 1 damage, as did Melsana, so each gets a 3/8 share of the cash. Redhawke did 2 damage, and gets a 2/8 share of the cash. With rounding, this means Beowulf and Melsana each get $100, and Redhawke gets $50.

EXAMPLE 2: In the second example above, the gang members had a total of $400 (in $50 bills) and a semi-automatic pistol (single item worth $200). A total of 6 damage was dealt to them in Melee, and they dealt a total of 4 damage combined from the melee and enemy rounds together, for a base 10 damage. Beowulf dealt one damage and took none, so his base share is 1/10. Melsana and Latria dealt 2 each and each took 1, so each gets a 3/10 share of the goods. Luthien dealt a damage, and took 1 damage in the Enemy round, and gets a 2/10 share. The remaining 1/10 is for Redhawke, who took a damage from the gang members. With rounding, a 3/10 share is about $200; Latria ends up with the semi-automatic pistol as his reward, and Melsana receives $200. Luthien gets $100, and Beowulf and Redhawke each end up with $50.

Note that there are some special combat abilities that neither deal damage to enemies nor incur damage to the user. These abilities/spells will earn the user no rewards, regardless of how helpful they are to the party's combat success.


Buying and Using Items

With the cash a player earns, the player may make a purchase of an item or training. Each player may only make one purchase per day. This purchase may be for the player himself, or the player may purchase an item for another player. All purchases are made during the day before combat/lynch resolution. Purchase requests are sent to the mod via PM.

Items

Items are weapons or other objects that are generally used in combat. Some items are one-use only, others are permanent and can be used repeatedly. The shop generally keeps a limited supply of any one item type, so if the shop runs out of an item before the day is over, no other players can purchase that item. Most items have a limited total number available for the whole game; once the stock of an item is completely bought up, those items will no longer appear in the shop.

Items can be passed to other players at night. You may pass any number of your accumulated items to other players. Passing items is not considered an action, so you can pass items without interfering with other actions. Note that items can potentially be stolen. When you are killed, any items you possess (along with cash) will be passed to the next day's leader if you are good. If you are evil, your items are removed from the game when you are killed.

Note that your role may not be allowed to use certain items. You may not buy such items for yourself, but you may buy them for other players. However, if someone buys an item for you that you cannot use, that purchase is wasted and neither you nor the purchasing player receives the item.


Training

Training increases your character's innate abilities. Training is purchased just like items, but there is no limit to the number of players that can purchase any particular training throughout the game. However, no more than 3 players per day can purchase a particular type of training. You cannot purchase the same training more than once.

Training cannot be passed to other players, and when you die the training dies with you. You may purchase training for another player if you wish.


The Map and The Party Leader

“The City” is a large city burdened with violent and drug-related crime. Players start in one location at the beginning of the game, and then move to a new location at the beginning of each day. The new location is determined by the Party Leader, who is randomly chosen every day. At the beginning of the game, one player is chosen at random to be the leader. Thereafter, a new party leader is chosen at random at dawn each day, with the following modifiers weighed:

o The player who dealt the most damage to enemies the prior day has his/her odds of being picked doubled.
o The previous leader may choose one other player to double that player’s chances of being the next leader.
o Any player that has already been leader has his/her chances of being leader again reduced by half.
o As well, if a player has special abilities that affect his/her chances of being the next leader, those abilities are applied.

The new leader is announced at dawn, and that leader chooses the next area the group will move to on the following day. This must be decided by lynch deadline, and the leader posts his/her choice in the game thread. The leader’s choice is effective even if the leader is killed. If the leader doesn’t choose by deadline, the mod “randomly” chooses a direction for the party to take.

After a region on the map has been entered and its enemy inhabitants defeated, it can be moved through freely – that is, the group leader can order the party to backtrack through cleared regions until they reach another uncleared region.

Lynch

Lynch occurs every day at 6 PM BGG time. At lynch time, the combat orders are executed, and the combat results written up. The player chosen for elimination is also killed off. The leader's order for movement is set for the next day at this time. Tie breaker will be longest held last vote. If a player dies in combat, his/her vote is still counted for that day.

Night Actions

A player may take one night action per night. Any special ability marked as a "night" ability can be used at this time, but only one may be used each night unless otherwise noted. This includes any abilities to make a night kill. Item passes are free and do not count against your night action. Night orders should be entered no later than 9 PM BGG time.

Night Kill

The criminal team (or “wolf” team) may make a night kill each night. Participating in a night kill is a night action, thus a criminal cannot both engage in night kill and use another night action in the same night. When the team makes a night kill attempt, the team deals an amount of damage equal to the team’s net melee strength to the target player (with possible special night-kill abilities modifying this damage strength). If this is enough damage to reduce the player to 0 HP, the player dies. If it is not sufficient, the target is reduced that much in HP but will survive.

Role Reveal

Role and alignment are not revealed on lynch or kill; however, role and alignment are revealed if a player dies as a result of combat. The priest role in this game has the ability to learn roles and alignments of deceased players.

Information

There is hidden information in this game, and players will be able to find that information out.

Night 0

There are no night 0 views given out.

Game End

The game ends when all the wolves are eliminated, or when the wolves achieve parity with the non-wolves. Aux-evils win with the wolves, but do not ever count as wolves for parity conditions (except for a wolf cub that has been promoted to wolf).

If the game is reduced to 7 players or fewer, the players will no longer fight enemies or move around the map; at 7 or less, the game is resolved as per a standard werewolf game. Players will still be able to use their werewolf role abilities, but any other special abilities cannot be used. In addition, wolves make automatic kills when the game is reduced to 7 or fewer players.
 
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Re: City of Darkness: Night 0
City Map

 



Current Location: City Parl

Current Leader: bwt2q

Available Moves: Old Textile District, City Park, Oakwood Neighborhood, Lafayette Neighborhood, City Junction
 
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Re: City of Darkness: Night 0
The Shop


Items

First Aid Pack - $200: Restore 1 HP (Single Use)

Recharge Pack - $100: Restore 1 AP (Single Use)

Secured Message - $100: Send one message (200 characters or less) to one other target player at any time (Single Use)

Crime Analysis Maps - $300: Learn criminal make-up of one target location on map (Single Use)

Court Records - $300: Get either one hidden rule present in game, or get details of one role present in game (player's choice, Single Use)

Criminal Records - $400: Get view (at night) of one target player to reveal if player is a "drug dealer" or "murderer" (Single Use)

PCP - $500: Provide 2 HP boost to one group of enemies (Single Use - clearly an item for the evil team)

Semi-Automatic Pistol - $400: Gain Ability: Fire Pistol (1 AP) - Deal 2 damage to enemy group, has 20% chance of dealing no damage (miss your shot), Combat Special

Shotgun - $800: Gain Ability: Fire Shotgun (2 AP) - Deal 3 damage to enemy group, has 10% chance of dealing no damage (miss shot), Combat Special

Military Knife - $300: Add 1 to melee rating

Chainsaw - $400: Add 2 to melee rating, take +1 HP damage with use.

Kevlar Vest - $700: Any damage dealt to you by guns is prevented. Vest destroyed after preventing a total of 5 HP damage.

Walkie Talkie Pair - $400: Allows limited posting chat room between you and one target player. If either player dies, one WT of the pair is passed to leader (if player is good) or is removed from game (if player is evil).


Training

Defense Training - $300: Training - Net damage done to you in Enemy Round is reduced by 1.

Assault Training - $300: Training - If you engage in melee with at least one other person against same target, you deal +1 damage to that group.

Firearms Training - $300: Training - Removes chances of missing shots with any fire-arm related abilities.

Tactical Training - $400: Training - At beginning of day, assess Health Point strength of one group of enemies.

Martial Arts Training - $500: Training - Gain Ability: Martial Strike (1 AP), Deal +1 Melee damage to target enemy, take 1 HP damage, Combat Special

Criminal Investigation Training - $700: Training - Gain Ability: Investigate (1 AP) - Get role and alignment of one deceased player.
 
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Re: City of Darkness: Night 0
The Cassandra Automatic Vote Tally System

Your Moderator has enabled the Cassandra Automatic Vote Tally system
for this game. In order for it to function correctly, your votes will
need to be formatted correctly. The following rules will explain what
you will need to do:

Players
1. All votes must be bolded

2. The entire vote statement must be bolded and enclosed in bracekts: [vote jmilum]

3. Only one vote per post.

4. If you [vote nightfall] your vote will be locked (voting
nightfall is allowed in the same post as a vote for a player, but it
must come after it, this does not violate Rule #3)

5. Vote tallies will be automatically posted to the game thread hourly
if the tally has changed. The Tally and Vote Logs (for each game day)
are also available on the Cassandra game page.

6. If your vote is not counted be sure to check the Vote Log page and
see if it was marked invalid and why.

7. Case does not matter and simple typos will not cause the vote to fail.

8. You may [vote no lynch] if your game allows it.

9. Non voting players will be listed in the tallies. This will only be
correct if the Moderator notes which players have been killed (see below)


Moderators
1. The moderator will need to post [Dawn] when the day begins
(after the night results are posted) and [Dusk] when the lynch
deadline has passed and the day is over. Votes will not be counted
after [Dusk] has been posted. They will be registered again
after [Dawn] is next posted.

2. You may include a day number in the dawn and dusk post for
informational purposes, but it will not be used by the system.
Cassandra will increment an internal counter each time it sees
[Dawn] no matter what day is shown in a dawn post (i.e.
[Dawn 3] the three is allowed but ignored)

3. After dusk has been posted, the Moderator may go to the game page
on Cassandra to request a Final Tally to be posted before the normal
scan period has elapsed (i.e. Game Y gets scanned at 45 min. after the
hour, if it lynches at 7pm the moderator may request a tally to be
posted from the game page before 7:45pm. it will also be posted
regardless of whether or not it has been changed since the last
posting) - Do this by clicking on the 'Retrieve Final Lynch Time Vote' link.

4. You will need to note which players were killed via the lynch or at night by
either posting [killed jmilum] in the thread, or by going to the game
page and editing the player list. When posting in the thread, be sure to post
[dusk] before posting the lynch kill, and post [dawn] before
posting the night kill.
Example:
A. lynch time has passed so post [dusk]
B. goto the game page and select a final tally to be posted
C. check the final tally and post [killed melsana]
D. after the night deadline has passed post [dawn]
E. post the night kill with [killed kima]

Your Moderator has chosen to use the Longest Held Last Vote method for a tiebreaker - This is just for Cassandra system, and there may be a different tiebreaker specified by your Moderator in the ruleset.

Vote Log Page: http://www.thecassandraproject.org/jeremy/werewolf/game/3127...
Vote Tally Page: http://www.thecassandraproject.org/jeremy/werewolf/game/3127...
 
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Re: City of Darkness: Night 0
[DAWN]

Downtown: East End

Time: 2316

"415 at 48th and Water Street, multiple reports of gunfire and fighting in progress, possible gang activity, officers instructed to stay out of area..."

Murph flicks off the police scanner and picks up his transceiver, switching it to channel eight. "That's our cue, boys and girls. Time to see what we're made of." He turns to the three others in his own car. "Ready?"

Luthrin nods. Tarrant smacks his fist into his palm. Genghis snarls, "Time to rip this shit open wide."

As one they exit the car, armed with gun, knife, club and fist; the others emerge from their cars within moments of each other. The few people they pass on the streets either pay them no mind, or watch them with wide stares. Murph calls out directions over the transceiver on their approach as the sounds of the riot in progress grow louder and sharper.

Reaching Water Street, Murph takes stock of the situation. The street is a war zone, with members of three gangs battling against one another, and catching dozens in the cross-fire. There are several wounded on the street, including two city police officers.

"Let's roll."



Enemies

3 Tong Gang Thugs
4 Tong Gang Gunmen
4 Grays Gang Thugs
2 Grays Gang Gunmen
5 Chains Gang Thugs







(Let's see if this works...)

(define Tong Thugs)
(define Tong Guns)
(define Gray Thugs)
(define Gray Guns)
(define Chains Thugs)

 
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Re: City of Darkness: Day 1
*spits on the floor*
Alright, seems like these boys need a good old seeing to.
 
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Re: City of Darkness: Day 1
Let's get to work.

Thanks for paying heed to my direction, everyone. I won't let you down.
 
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Re: City of Darkness: Day 1
Oh please. Let's have some action, no? You pansies make me sick...

(Melee Gray Guns)

I'm without area affect or dirty fighting.
 
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Re: City of Darkness: Day 1
Woohoo! It's started. Been looking forward to this.

CHARGE!

(Melee Tong thugs)

Time to kick some criminal arse!
 
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Re: City of Darkness: Day 1
Hey guys, just to repeat my message from the signup thread, I'm leaving in a few hours and I'm not sure if I'm going to be back in time for lynch.
 
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Re: City of Darkness: Day 1
Alright, enemies for today.

3 Tong Gang Thugs
4 Tong Gang Gunmen
4 Grays Gang Thugs
2 Grays Gang Gunmen
5 Chains Gang Thugs

If I remember correctly the enemies for the Shadows Wild where usually summed up weakest first. So that would make "grays" stronger than "tong" and "chains" stronger than "grays". Any thoughts on this?

I will (spec Chains Thugs)


 
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Re: City of Darkness: Day 1
I would be a little surprised if the toughest gang was also out in the largest numbers, as that would be a little mean. Still, from what I understand that is entirely possible when Kima is in charge.

My first thought on the combat today is that I expect the gunmen will get shots off as people try to close, so it's probably better if people with ranged weapons take them on, whilst the melee types take on the thugs.

With 18 enemies and 21 of us, and it being D1, I doubt most of the enemies have more than 2HP; in fact I'd be quite surprised if most have more than one (maybe one group/gang has 2, the rest 1?)

However it works out, I'm good for 2 melee on whichever group I'm needed on.
 
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Re: City of Darkness: Day 1
Tino wrote:
Alright, enemies for today.

3 Tong Gang Thugs
4 Tong Gang Gunmen
4 Grays Gang Thugs
2 Grays Gang Gunmen
5 Chains Gang Thugs

If I remember correctly the enemies for the Shadows Wild where usually summed up weakest first. So that would make "grays" stronger than "tong" and "chains" stronger than "grays". Any thoughts on this?

I will (spec Chains Thugs)




Hmmm...
18 enemies for 21 players. In Shadows wild basic attacks usually did either 1 or 2 damage.
On second thought it makes sense that most (perhaps all) enemies have just a single hitpoint. (maybe 2 groups with 2 hitpoints)
 
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Re: City of Darkness: Day 1
bigfluffylemon wrote:
I would be a little surprised if the toughest gang was also out in the largest numbers, as that would be a little mean. Still, from what I understand that is entirely possible when Kima is in charge.

My first thought on the combat today is that I expect the gunmen will get shots off as people try to close, so it's probably better if people with ranged weapons take them on, whilst the melee types take on the thugs.

With 18 enemies and 21 of us, and it being D1, I doubt most of the enemies have more than 2HP; in fact I'd be quite surprised if most have more than one (maybe one group/gang has 2, the rest 1?)

However it works out, I'm good for 2 melee on whichever group I'm needed on.


Crosspost.

Good point, but according to the rules (as I understand them) combat doesn't work like that.
Every player deals damage to the enemies before they start shooting.

Although I guess guys with guns could do more damage to us if left alive than guys witout guns.

My special will deal 2 damage as well.
 
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Re: City of Darkness: Day 1
Re-reading, it looks as if you're probably right, Tino.

rules wrote:

Unless an enemy has a special attack power, the group will deal 1 extra damage per 1 HP remaining.


I guess a gun would count as a special attack power?
 
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Thijs Smitskamp
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Re: City of Darkness: Day 1
bigfluffylemon wrote:
Re-reading, it looks as if you're probably right, Tino.

rules wrote:

Unless an enemy has a special attack power, the group will deal 1 extra damage per 1 HP remaining.


I guess a gun would count as a special attack power?


From the description of the gun in the shop I'd say a gun would be considered a special attack.

Hmmm... I had interpreted this rule differently because I was expecting guns to be common amongst criminals (I was thinking more along the lines of grenades or weird mental stuff or something like that)

But you may be right. We better make sure we got enough people on the gunmen. I'll leave that up to you guys.
 
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John McGeehan
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Re: City of Darkness: Day 1
Good morning all!

(Melee Chain Thugs)



Anyway, now that that is out of the way, hope this one is as enjoyable as Shadow Wilds was.
 
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Re: City of Darkness: Day 1
I'm just a regular vanilla, so I'll not be specialling unless someone can hand me a range weapon of some sort.

Or a chainsaw would be good - I'm happy to get my hands dirty

(melee Gang Thugs)
Go go cannon fodder me!

(It's nice not having responsibilities... in Shadow Wilds I was a feeble fighter with a range weapon. Here I'm an even MORE feeble fighter and I don't have a range weapon. I'm hoping that boosts are more readily available here!)
 
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Re: City of Darkness: Day 1
D'Oh!

(melee Tong Gang Thugs) since it probably helps to specify shake
 
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~MUST LOVE~ ~Geeky Time Lords~
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Re: City of Darkness: Day 1
"Cannon fodder ... been a while since I have been that in an RPG."

(Melee Gray Thugs)

 
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Avin Fernando
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Re: City of Darkness: Day 1
Kimapesan wrote:

(Let's see if this works...)

(define Tong Thugs)
(define Tong Guns)
(define Gray Thugs)
(define Gray Guns)
(define Chains Thugs)


Umm, whoops. Since I'm not in the game I forgot that this game was starting already. I need to manually activate Player X since it's not tied to Cassandra - be sure to geekmail me in the future, Kima, if I ever create a Player X tally for a future game that I'm not in. I'm at work now so I can't do it, but jmilum can presumably if he knows what to do. Otherwise I'll set it up when I get home tonight. Please continue to use the correct syntax for the fight orders in the meanwhile as when the thread is initially scanned it will all be picked up.

jmilum: Here's how to activate it - go to the wilds dir on my deneb account and remove *.d (to get rid of the Shadow Wilds stuff). Then create a file called playerlist.d containing an alphabetical list of all the players in the game with one player per line. Edit the attacks.pl file to adjust the thread id - that value is defined somewhere near the top. Then just add it to the crontab. Email me if you have any questions.
 
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Re: City of Darkness: Day 1
(melee Grays Thugs)
 
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Brian Rasmussen
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Re: City of Darkness: Day 1
(melee Gray Guns)

Is the game also open to voting right now?
 
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MK
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Re: City of Darkness: Day 1
Avin wrote:
Kimapesan wrote:

(Let's see if this works...)

(define Tong Thugs)
(define Tong Guns)
(define Gray Thugs)
(define Gray Guns)
(define Chains Thugs)


Umm, whoops. Since I'm not in the game I forgot that this game was starting already. I need to manually activate Player X since it's not tied to Cassandra - be sure to geekmail me in the future, Kima, if I ever create a Player X tally for a future game that I'm not in. I'm at work now so I can't do it, but jmilum can presumably if he knows what to do. Otherwise I'll set it up when I get home tonight. Please continue to use the correct syntax for the fight orders in the meanwhile as when the thread is initially scanned it will all be picked up.

jmilum: Here's how to activate it - go to the wilds dir on my deneb account and remove *.d (to get rid of the Shadow Wilds stuff). Then create a file called playerlist.d containing an alphabetical list of all the players in the game with one player per line. Edit the attacks.pl file to adjust the thread id - that value is defined somewhere near the top. Then just add it to the crontab. Email me if you have any questions.


Thanks Avin. I had sent you a geekmail via Cassie but, as happened with some of the players, not every mail through Cassie made it. Thanks for catching it!
 
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