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 ORG Planet Minigame: CLUE

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derB
Host
Host
derB


Buffalo
Posts : 3348
Join date : 2010-09-13
Age : 38
Location : 'sconie

ORG Planet Minigame: CLUE Empty
PostSubject: Re: ORG Planet Minigame: CLUE   ORG Planet Minigame: CLUE EmptyFri Mar 04, 2011 1:35 pm



My super high quality board.
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derB
Host
Host
derB


Buffalo
Posts : 3348
Join date : 2010-09-13
Age : 38
Location : 'sconie

ORG Planet Minigame: CLUE Empty
PostSubject: Re: ORG Planet Minigame: CLUE   ORG Planet Minigame: CLUE EmptySun Mar 20, 2011 11:37 am

THESE ARE NOT FINAL! IF YOU CAN SEE THIS, DON'T COUNT ON THESE BEING THE FINALIZED RULES!

It's just a pain working without formating capabilities on notepad.


Mr. Boddy is dead! It seems foul play is to blame. Who murdered out lovely host? Could it have been you?

Welcome to the ORG Planet edition of the board game CLUE! There are some significant tweaks, but they are simple, and I hope it will prove to be a fun way to pass a few minutes with each visit to the boards!

The game will consist of 6-8 players, each with a player-chosen alias name (A name that has ties to a color, and some sort of prefix, please. Example = Coach Blueberry. A neat list of common prefixes can be found here.), your own personal weapon (I always liked boomerangs), and for real kicks, your own made-up motive for killing Mr. Boddy. If you want to sign up, please et me know your official choices via PM, as there will be an element of secrecy (nothing like an alias account, though) to the game. Please do NOT post your alias name or weapon choice in a public thread. Questions and overall enthusiasm posts, however, are welcome. Smile


GAME SETUP
Each of the nine rooms will have 4 items within them that can be investigated (see actions). Instead of dealing out cards to the players, I will randomly deal out clue cards to rooms, and then randomly assign the clues to items within the room. For the suspects and weapons, this represents what room they were in at the time of the murder. You will be roaming the house searching for these clues. Some players/weapons may be separated from their weapons/owners, alone in the room, meaning that at the time of the murder, they were not together, clearing them for you. Some players may be in the same room as another persons weapon, effectively framing them to be with that weapon at the time of the murder. One player will be in the same room as their own chosen weapon. This person is the murderer.

In summary, any room will have a maximum of two clues, some might have one, some might not have any. I will use a random list generator to decide what goes where, except for the murderers clues, which I will handle myself to make sure they end up in the same room, and a room without any other clues.

Players will be randomly assigned to a room to start the game in. This does not mean necessarily that the room they start in is the room they were in at the time of the murder.


WINNING THE GAME
If you are NOT the murderer, you win the game by successfully accusing the correct suspect, with their own weapon, in the correct room.

If you ARE the murderer, you win by successfully moving a players own weapon into the room they were in at the time of the murder.


TAKING YOUR TURN
Each round will consist of three easy steps!
1. State your action for the turn, if any.
2. Roll the die.
3. Send a PM indicating where you will move next.

I will follow this up with a PM indicating the results of your action. Dice rolls will be handled by our lovely dice host, Tim the Enchanter. Do not be alarmed, he is a benevolent sorcerer.

Each turn, or round, whatever you want to call it, will last 48 hours to give everybody ample time to get situated and deal with other daily life stuff. If it turns out this game is popular, and we want to move faster, we could certainly work this out.


MOVEMENT
Can be clockwise or counter clockwise, but no backtracking is allowed (You cannot 'turn around'), you must always keep moving in the direction you started moving in, with minor exceptions when it comes to the secret passages. You may make use of the "secret passages" (between the Lounge/Conservatory and Kitchen/Study). The secret passage itself does not count as a 'space', and you may change the direction you are moving (clockwise vs counterclockwise) after you have used them.


ACTIONS
There are only 4 actions you have to worry about, the rest is dice rolling and space counting! Each turn you may perform any the following actions ONCE per turn:

INVESTIGATE - choose an item in the room to search for clues. If a clue was moved by the murderer, it will also come with the "this evidence was tampered with" tag, meaning it did not originate in that room. Some items will appear in multiple rooms, for example, a Desk could appear in both the Library and the Study. Pay close attention to what all players investigate.

INTERROGATE - You may use this action two times total, once per turn. Send a PM to me naming your Suspect, Weapon, and Room. If at least one of the items is incorrect, I will choose one at random to mark off your list, like this: "It was not Coach Blueberry", or "The murder did not take place in the Lounge". If you happen to be correct on all of them, you might get something like "Now there's and interesting scenario..." For the murderer, this tool works differently. They can use the action to find out who might have owned what weapon. They just send in a suspect and weapon choice, and I will let them know in a simple "yes" or "no" format, such as "Coach Blueberry does own the Boomerang.

You will receive the results of your interrogation at the beginning of the round following the one it is submitted in.

INCRIMINATE (Moving clues)- MURDERER ONLY. Say you are in the Study and you found Coach Blueberry's Boomerang on the desk! You could pick it up, and place it in another room, trying to find a match to the room the owner was in a the time of the murder. Your attempt to incriminate happens in two steps, and is your means to winning the game. But remember, tampering with the evidence leaves evidence as well...
The Two Steps of Incrimination wrote:
PICKING UP A WEAPON - you must do this BEFORE investigating for the turn, and only if you have confirmed the clue you are tampering with is a weapon by investigating it on a previous turn.

PLANTING A WEAPON - also done BEFORE investigating, the new 'home' for the clue must not bear any other clues, such as Coach Blueberries fingerprints, etc...

ACCUSE - You have it all figured out! Or do you? Accuse the killer correctly, and you win the game! Incorrectly, and you are out! For the murderer, this works a little differently, they must correctly place the correct weapon in the correct room of the correct owner to successfully frame them, and then accuse them. You must accuse in a public post, I will provide a special thread for such a purpose.


AN EXAMPLE TURN

An example post for the turn looks like this (I begin the turn in the Library):

derB wrote:
I will investigate the LAMP (I love lamp)
*selects roll one dice underneath the "send" button before clicking "send".*

Seeing that result of the die roll is "4", I must move four spaces away from the Library, no backtracking. This means I could:
A. Move to the Kitchen, counterclockwise.
B. Move to the Dining Room, clockwise.
C. Move to the Lounge, clockwise to study, use the secret passage to the kitchen, then counterclockwise.
D. Move to the Conservatory, clockwise to Study, use the secret passage, then clockwise again OR clockwise to Lounge and use the secret passage.

I decide to move to the Kitchen, so I send the Host a PM.

derB, in a PM to the host, wrote:
Hey Mr. Host, I will move 4 spaces to the kitchen.

I will likely be able to figure out how you got to where you want to go, and if I can't make it work, I will let you know you need a new choice. If you don't respond, or don't roll/move, you will be "stuck" in your room, and will have to wait until next turn to roll. You will not be allowed to take an action if you end up stuck in your room. So pay attention!

At the end of the turn, the Host will send you the results of your actions.


And that is the whole turn for the round! Easy, eh? As you can see, it is advantageous to map out all possible routes and pay attention to the secret passages whenever possible. If you were the murderer, you would have to send the host an additional PM if you decided to tamper with evidence, the results of which will take place before the results of all actions for the round. Simple as pie.



So a macro view of a turn looks like this:
The round begins
Murderer tampers with evidence if they wish
All players take actions
All players are given the results of the actions
All players move
The round ends



You might also consider keeping notes. You may also utilize a discussion thread if you wish, but remember, only one person can win...


I realize this may seem a bit complicated, and as always, questions are encouraged if you need help. I love hosting new concept games, so I can't guarantee this game will work out as smoothly as it does in my head. Interactions with multiple human beings is a dynamic experience, and if an issue does crop up, I hope we can be adults about it and work it out without hurting each other.

That said, I look forward to this new opportunity, and good luck to all participants!
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ORG Planet Minigame: CLUE
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