It's time to fresh up this forum by a new eggpire forumgame and accordingly I would like to introduce you all to
INCOGNITO
Some of you may know the name already from a quite amusing Board Game, which is about the carnival in Venicia, a group of four agents and the attempt to figure out which player has which role, in order to find your secret teammate. This is the forumized version of said game.INCOGNITO
The allmighty RULES (Click to View)
What is Incognito?
Every player in Incognito is given an identity and an agency.
The identitys are labelled according to the Basic Military Alphabet (Example: Agent Alpha, Agent Bravo, etc).
The agency is the mysterious spy organization the player belongs to. And actually, each agency sent TWO agents to finish the job... though without telling them who is the other one. Agency names are made of a color and a noun starting with the same letter as the color (Example: Red Rabbits, Green Goons, Blue Bartenders, etc). At the beginning of an Incognito round, the names of the agencys will be revealed, as well as their relationships.
Those relationships make up the goal of Incognito: Kill the opposition. Each agency has a single target, namely another agency. A team of players (aka an agency) wins the round if they succeed in killing both players of the opposing agency. However, the relationships are always arranged in a circle (Example: Agency A wants to kill B, B wants to kill C, C wants to kill D and D wants to kill A), which means that, at any time, you're hunter and prey alike.
What do players do?
Quite simple: Trying to figure out who's who.
Every day, there are x packets of information (wherein x equals the number of agencys) semi-randomly generated (this means the information is random, but equally spread out across all participiants). Packets are labelled by their round number and a letter (f.e. 1A, 1B, 1C, etc). Each packet of information contains two rumors, from which one is true, whilst one is false. Example rumors could be:
-Player iownzyou belongs to Agency Black Bussards.
-Player omgawwwwd is Agent Bravo.
By combining their own knowledge, the rumors and actions of other players, it's the player's job to figure out the real informations.
Every round (aka, one day of 24 hours), every player is given one packet of information (via PM) by the game admin. In total, only two of the x aviable packets are given out. The first player of an agency receives one of those two packets, the other player the second one.
As well, players can (next to speculating in the thread or PM'ing potential allies) chose from one of a few distinct actions (by sending the Game Admin a PM):
Oh god, this is so complex, are there any tips?
Of course:
Victory/Loss conditions:
If you die, you have lost. Even if your teammate afterwards manages to kill your targets (and yes, losing your teammate does not mean you have lost, you can still win). As well, dieing in the same round as the last of your targets dies still counts as a loss.
If you think you have succeeded to kill the two players of your target agency, you may state so in public, during any time, in the thread, revealing your name, agency and the claim that you killed your target agency, together with the two names of the deceased targets. In case you're claim is correct, you and your partner win the game. Otherwise... you will be told you're wrong... and have just revealed your agency alignment to your pursuers. (And this is a good reason not to reveal your identity in that claim until the game admin confirmed you have won the game.)
There will be a score-board noting the successes (and failures) of all players involved:
-Winning the game by eliminating both targets by murders in which at least one person of your agency is included, and as well surviving the round together with your teammate is considered an ACE, granting 10 points.
-Winning the game by surviving together while both of your targets die (by whatever means) grants 8 points.
-Winning the game alone still grants 5 points.
-Surviving the game (by means of somebody else achieving his goal), whilst one of your targets is dead, grants 2 points.
-Surviving the game (without having accomplished anything) grants 1 point.
-Being killed, but only after taking down one or two of your targets, will still net you 1 point (your teammate may cash in 5 points though).
-If you die with both your targets alive... well, zero points for ya.
Every player in Incognito is given an identity and an agency.
The identitys are labelled according to the Basic Military Alphabet (Example: Agent Alpha, Agent Bravo, etc).
The agency is the mysterious spy organization the player belongs to. And actually, each agency sent TWO agents to finish the job... though without telling them who is the other one. Agency names are made of a color and a noun starting with the same letter as the color (Example: Red Rabbits, Green Goons, Blue Bartenders, etc). At the beginning of an Incognito round, the names of the agencys will be revealed, as well as their relationships.
Those relationships make up the goal of Incognito: Kill the opposition. Each agency has a single target, namely another agency. A team of players (aka an agency) wins the round if they succeed in killing both players of the opposing agency. However, the relationships are always arranged in a circle (Example: Agency A wants to kill B, B wants to kill C, C wants to kill D and D wants to kill A), which means that, at any time, you're hunter and prey alike.
What do players do?
Quite simple: Trying to figure out who's who.
Every day, there are x packets of information (wherein x equals the number of agencys) semi-randomly generated (this means the information is random, but equally spread out across all participiants). Packets are labelled by their round number and a letter (f.e. 1A, 1B, 1C, etc). Each packet of information contains two rumors, from which one is true, whilst one is false. Example rumors could be:
-Player iownzyou belongs to Agency Black Bussards.
-Player omgawwwwd is Agent Bravo.
By combining their own knowledge, the rumors and actions of other players, it's the player's job to figure out the real informations.
Every round (aka, one day of 24 hours), every player is given one packet of information (via PM) by the game admin. In total, only two of the x aviable packets are given out. The first player of an agency receives one of those two packets, the other player the second one.
As well, players can (next to speculating in the thread or PM'ing potential allies) chose from one of a few distinct actions (by sending the Game Admin a PM):
- Gather rumors
Players can choose to receive another information packet from the ones avaible for the present round.
Information packets are specified with A to ... and are equal in number to the amount of Agencys.
Players must specify which packet they want to receive.
- Visit the ambassador
The ambassador is a very informed and yet very talkative man. Attending to his open dinner will always yield the rumors of X information packets (X is to be replaced by number of participianting agencys / 2, rounded down).
However, since it's an open dinner, this means that all players attending will be given a list of all other player names and identitys who attended as well. These lists are seperate and will not reveal which player has which identity though (and the more people attend the dinner, the smaller the chance of successfully gaining information).
All players receive the same information packages from the ambassador's dinner. None of the information packets can be one of the two given out for free at the start of each round.
- Attempt a murder
And this is the way to actually win the game: Attempt to murder a specific agent. Yes, this means you need to target an identity to kill a player... which means you first need to figure out what said identity of your target actually is.
However, all agents are specialists at avoiding assassinations and accordingly it's not easy to actually kill one of them, if not the opposite.
Players individually announce (to the game admin) their murder target. Once the round finishes, something happens, depending on the number of people who actually attempted to murder:
If only a single player tries to murder an agent... the attacking player dies and his identity (though not agency) is revealed. Trivially, dieing = loss. The target is informed about said player trying to murder him.
If two players try to murder a target, the attempt fails. The target is informed about the attempted murder, though not being told who was part of the plot.
With three or more players, a murder is always successfull, eliminating the target and revealing it's identity. Additionally, the murderes will be informed of the target's agency.
However, if there are more then three agents involved in the kill, stuff get's messy: For each additional agent (past 3), one of the attackers name and identity is revealed to another attacker.
It is possible for an attacker to kill a target and be killed by another plot in the same round. Actually, it's possible that you may be killed be the target you have just killed.
There's an additional rule to prevent stalemates: There's a counter incrementing by one for each passing round. Whenever the counter reaches the number of still active players in the game, it will reset and all future murder attempts will be made 'easier' by one point. Assuming eight players are still alive after eight rounds, in the ninths rounds a single agency (two players) can successfully kill any person they chose. This Sudden Death rule ensures the game to end at some point (at which even a single player can kill anyone else, most likely resulting in all remaining players to die at once).
- DEFAULT: Loiter
If the player does not specify an action by the end of the day or just wishes to loiter, he will sneak through the night, trying to figure out what other agents are up to.
To be precise, all loitering player will be given a list of activities of all other agents. The list will label who went to the Ambassador's dinner, who was as well loitering around and as well who plotted a murder for that night (and indirectly it will not list those agents who are busy gathering rumors). However, the list does only label those activities in correlation with IDENTITYS, not the actual player names.
- Visit the archives
Visiting the local archives can grant some important insights on the past, exspecially in regards to vital data and rumors.
Checking the archives permits the player to gather one rumor package from each individual day that has already passed and is at least two days in the past.
Example: Using archives on day 3, the player can select one packet from day 1.
Example2: Using archives on day 6, the player can select one packet each from days 1 to 4.
A player does not need to specify packets for every day (in case he already knows all packets of that day). Not specifying a packet for a day will, however, not yield any packet for that day.
Oh god, this is so complex, are there any tips?
Of course:
Tips & Tricks (Click to View)
-The first goal of every player should be to find his teammate. Since the two players of an agency never receive the same information packets, finding your teammate DOUBLE's your base income of rumors. Additionally, it's hard to plot a murder all alone, but becomes much easier when you already got two people striving for the same goal.
-Murdering people is tricky, even if you got your teammate helping you. However, keep in mind: The enemy of my enemy is my friend. Try asking the prey of your targets for help, they for sure won't mind helping you to get rid of their pursuers.
-The ambassador is a key figure. If everyone but a few people attend his dinner, said people will expose their identitys (since they're not on the list). If six out of eight people attend, the two missing identitys belong to the two missing people. This works vice versa, too: If only two people attend, those two exactly know the identity of the other one.
-Take notes of the rumors. Keep in mind that the rumors of a single packet always contradict each other (since one is fake, they cannot be be both true). If you happen to stumble upon a rumor containing (fake) information about yourself, you may even get a pretty obvious piece of intelligence. (the first rumors claims you to be a wrong identity, meaning the second rumor must be true)
-Revealing other people's identitys to the public can be a mischievious and devasting tool of manipulation. Know who's chasing you? Reveal his identity to the public, including his pursuers. Keep in mind though: Why should they believe you? You could very well be trying to make one player of an agency target his teammate, unknowingly.
-Be fast! Once the first person dies, the information piles quickly collapse into a straight picture, since less and less variables cause uncertainitys. As well, if one player dies, his hunters may already aim to kill the victim's teammate, resulting in their victory (and your loss).
-Don't instantly jump the gun if somebody asks you to help him kill Person X (who might be your pursuer). Keep in mind that helping him does not just remove your pursuer, but as well somebody else's target.
-The feature of a single attacker dieing can be a very dangerous, yet effective tool to kill people: Make them attack somebody, promising your support... and leave them alone to die. Oh, and watch your back, otherwise the same might just happen to you.
-The perfect victory is to find your teammate, then individually find a total of four people, feeding them with whatever information necessary to have them assist you in killing both of your targets in the same round. Whilst hard to pull off, killing two people in successive rounds could prove to be more difficult (since other players will be wary of helping others).
-The information packets are generated 'semi-randomly' which means THERE IS a pattern to them. If you figure out the pattern of distribution, you can predict which of the x packets each round will contain information about a specific player, increasing your ability to focus on determining specific player's identitys.
-Don't despair if you realize an agency is about to win! Try to alert the other players to prevent them from helping said agency to win (after all it takes three to kill someone, initially) or even talk them into helping you to kill them off (even more so if they are your pursuers).
-The Archives' value is constantly changing. Early on it's useless, but as the round number increases, so does the archives' worth. However, every time you use it, it becomes less worth again. Why? If you use Archives on day 9, 10 and 11, you will gather all rumors from day 1-7. Using it again 12 will at best yield rumors from 8, 9 and 10. That's three rumors opposed to seven.
-Murdering people is tricky, even if you got your teammate helping you. However, keep in mind: The enemy of my enemy is my friend. Try asking the prey of your targets for help, they for sure won't mind helping you to get rid of their pursuers.
-The ambassador is a key figure. If everyone but a few people attend his dinner, said people will expose their identitys (since they're not on the list). If six out of eight people attend, the two missing identitys belong to the two missing people. This works vice versa, too: If only two people attend, those two exactly know the identity of the other one.
-Take notes of the rumors. Keep in mind that the rumors of a single packet always contradict each other (since one is fake, they cannot be be both true). If you happen to stumble upon a rumor containing (fake) information about yourself, you may even get a pretty obvious piece of intelligence. (the first rumors claims you to be a wrong identity, meaning the second rumor must be true)
-Revealing other people's identitys to the public can be a mischievious and devasting tool of manipulation. Know who's chasing you? Reveal his identity to the public, including his pursuers. Keep in mind though: Why should they believe you? You could very well be trying to make one player of an agency target his teammate, unknowingly.
-Be fast! Once the first person dies, the information piles quickly collapse into a straight picture, since less and less variables cause uncertainitys. As well, if one player dies, his hunters may already aim to kill the victim's teammate, resulting in their victory (and your loss).
-Don't instantly jump the gun if somebody asks you to help him kill Person X (who might be your pursuer). Keep in mind that helping him does not just remove your pursuer, but as well somebody else's target.
-The feature of a single attacker dieing can be a very dangerous, yet effective tool to kill people: Make them attack somebody, promising your support... and leave them alone to die. Oh, and watch your back, otherwise the same might just happen to you.
-The perfect victory is to find your teammate, then individually find a total of four people, feeding them with whatever information necessary to have them assist you in killing both of your targets in the same round. Whilst hard to pull off, killing two people in successive rounds could prove to be more difficult (since other players will be wary of helping others).
-The information packets are generated 'semi-randomly' which means THERE IS a pattern to them. If you figure out the pattern of distribution, you can predict which of the x packets each round will contain information about a specific player, increasing your ability to focus on determining specific player's identitys.
-Don't despair if you realize an agency is about to win! Try to alert the other players to prevent them from helping said agency to win (after all it takes three to kill someone, initially) or even talk them into helping you to kill them off (even more so if they are your pursuers).
-The Archives' value is constantly changing. Early on it's useless, but as the round number increases, so does the archives' worth. However, every time you use it, it becomes less worth again. Why? If you use Archives on day 9, 10 and 11, you will gather all rumors from day 1-7. Using it again 12 will at best yield rumors from 8, 9 and 10. That's three rumors opposed to seven.
Victory/Loss conditions:
If you die, you have lost. Even if your teammate afterwards manages to kill your targets (and yes, losing your teammate does not mean you have lost, you can still win). As well, dieing in the same round as the last of your targets dies still counts as a loss.
If you think you have succeeded to kill the two players of your target agency, you may state so in public, during any time, in the thread, revealing your name, agency and the claim that you killed your target agency, together with the two names of the deceased targets. In case you're claim is correct, you and your partner win the game. Otherwise... you will be told you're wrong... and have just revealed your agency alignment to your pursuers. (And this is a good reason not to reveal your identity in that claim until the game admin confirmed you have won the game.)
There will be a score-board noting the successes (and failures) of all players involved:
-Winning the game by eliminating both targets by murders in which at least one person of your agency is included, and as well surviving the round together with your teammate is considered an ACE, granting 10 points.
-Winning the game by surviving together while both of your targets die (by whatever means) grants 8 points.
-Winning the game alone still grants 5 points.
-Surviving the game (by means of somebody else achieving his goal), whilst one of your targets is dead, grants 2 points.
-Surviving the game (without having accomplished anything) grants 1 point.
-Being killed, but only after taking down one or two of your targets, will still net you 1 point (your teammate may cash in 5 points though).
-If you die with both your targets alive... well, zero points for ya.
First game is currently running:
It's DAY 6
Currently, 8 agents are active:
Ramond
ossie
LutiChris
Jerkington XIII
Torofad
The Hari
DesignHeaven
Dr Time
The four agencys Red Ravagers, Orange Opportunists, Green Goblins and Blue Bronies are currently trying to kill each other.
Namely, Red hunts Orange, Orange hunts Green, Green hunts Blue and Blue hunts Red.
Assassination planning / Sudden Death counter: 6
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Alblaka