Phase 1
The host begins by giving the players time to form alliances. Players can PM other players to form an alliance, which can involve 2 or more players.
Note: The host can restrict how many players can be in one alliance if they want.
You have the option of going solo if you wish, and you will be automatically solo if you do not PM an alliance to the host by the time this phase ends.
A maximum of 5 minutes for this phase is recommended.
Phase 2
If you have agreed to be in an alliance, you and the other players will PM the host your alliance. For an alliance to be valid, each member of a given alliance has to PM the host the others that are in their alliance.
e.g. Player 1 must indicate they are allying with Player 2 and Player 3. Player 2 must indicate Player 1 and Player 3, etc.
If one of the PMs are wrong the alliance won't form.
If the majority of players have excluded a player(s), the alliance is formed without the excluded player(s). The excluded player(s) all go solo.
This tends to be a complicated part of the game for the host, so do your best with it and talk to staff if you need help (staff that are not also in the game.)
Example Alliance 1: Simple Alliance
In PMs:
Shade: teaming with PQ and Swirl
PQ: teaming with Swirl and Shade
Swirl: teaming with PQ and Shade
In this case, the host would create an alliance made up of PQ, Swirl and Shade
Example Alliance 2: Someone is left out
In PMs:
Shade: teaming with PQ and Swirl
PQ: teaming with Swirl and Shade
Swirl: teaming with PQ and Shade
inactive: teaming with PQ, Swirl and Shade
In this case, the host would create an alliance made up of PQ, Swirl and Shade; Since inactive was left out, they would not be part of the alliance and they would have to go solo.
Example Alliance 3: Nobody can agree on what the Alliance is
Shade: teaming with PQ and Swirl
PQ: teaming with Swirl and Shade
Swirl: teaming with PQ, Shade and inactive
inactive: teaming with Swirl
In this case, not enough people fully agree on who is supposed to be in the alliance so the host would not create an alliance and all 4 players involved would have to go solo.
Phase 3
The host will post a PL of the alliances and solos in chat. You can choose to attack an alliance or a solo player.
You cannot attack an individual player from an alliance without attacking the entire alliance.
If you're in an alliance you will all have to agree on a target to attack.
You also have the option to betray your teammates if you're in an alliance. Betrayals have priority so they should be the first attacks to occur if there are any.
If a player betrays their alliance, the attack carries out as if the betayer is a solo player attacking the rest of their alliance.
Once the host has received all attacks, the host will roll them. All rolls for attacks will be formatted .roll Xd100 where X is the amount of players in an alliance. Solo players and betrayers will only get one .roll 100.
The winner of the roll battle is determined by the highest roll, NOT by the sum of all the rolls.
e.g. If an alliance of 3 rolls 29, 87, 43 then the roll that the alliance uses in the battle is the 87.
If an alliance loses, everyone in the alliance is eliminated. Repeat this phase until there is one player/alliance remaining. If there is one alliance remaining, finish off the game HG style with the remaining members.
Things to Remember
If a player/alliance was eliminated before their attack, skip their attack.
When there is a betrayal, any attacks against the betrayed alliance that round will be redirected to whoever survives the betrayal, whether that be the player that betrayed or the alliance.
Betrayals always go first.
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