Requires a minimum of 3 players (best played with 5+).
The main goal of Follow the Leader is to follow or rebel successfully each round to be the last player standing.
Phase 1 - Leader is Chosen
Start the game by choosing the first leader. Player can vote, or the host can use .pick [PL]. Players can't vote for themselves.
Phase 2 - Follows and Rebels
All players (excluding the leader) PM the host Follow or Rebel.
Follow: Players choose to follow if they expect to roll LOWER than the leader's roll.
Rebel: Players choose to rebel if they expect to roll HIGHER than the leader's roll.
Players do not know what the leader’s roll is before they select to follow or rebel.
Phase 3 - Suspecting (Skip this phase if there are 4 or less players in the game)
After all players PM the host, the leader will select a player to suspect in chat.
The suspected player will roll 120 during the round.
Phase 4 - Leader's Roll
After all actions are in, the host rolls 109+20 which is the leader’s roll for the entire round.
Shuffle the PL and roll 150 for every player (except the suspected player who rolls 120).
Followers are eliminated if they roll higher than the leader.
Rebellers are eliminated if they roll lower than the leader.
Immunity: If a player's roll ties the leader's roll, they gain immunity for the current and next round.
Immune players cannot be suspected or eliminated, so they don’t need to follow/rebel the next round since they’ll make it through regardless.
If 3 or less total players remain in the game, immunity does not occur.
Scapegoat: If the suspected player would be eliminated, they may choose a non-leader player in chat to use as a scapegoat. The suspect and scapegoat roll battle to determine who gets eliminated.
The suspected player rolls 70 while the chosen player rolls 100. The loser of the roll battle is eliminated, and the winner stays.
Phase 4 - End of Round
Special cases:
Peaceful Handover: Occurs if all players chose to follow the leader.
The player with the lowest roll becomes leader of the next round if this occurs.
The former leader remains in the game.
Rebellion: Occurs if all players who rebelled in a round succeed.
Not all players need to rebel for a rebellion to occur.
Surviving rebel player with the highest roll becomes leader of the next round if this occurs.
The leader is eliminated at the end of the round.
If neither Peaceful Handover or Rebellion happens, the surviving player with the highest roll from the round becomes leader of the next round. The former leader remains in the game as a normal player.
Repeat phases 2-5 until 2 or less players remain at the end of a round, then proceed to finals.
Finals - 2 or less players remain at the end of a round
2 players remain:
The players roll battle 150 vs. 150 to decide the winner.
1 player remains:
The last player wins. All players who were alive at the start of the previous round roll battle to determine second.
Modifications
Tug of War: No suspecting in this variant. Each player who chooses Revolt rolls 20 less than the previous player, while each player who chooses Follow the Leader rolls 20 more than the previous player. So in a scenario .pick chooses Revolter, Revolter, Follower, Revolter as the first 4 players in a round, the roll sequence for each player will be as follows: .roll 130 > .roll 110 > .roll 130 > .roll 110. All other game mechanics remain the same.
No Mercy: No suspecting in this game, everyone is suspicious! Once a player who chooses Revolt rolls higher than the Leader, the Leader gets eliminated and the winner becomes the new Leader and the round continues with the new Leader’s Roll. All Followers now follow the new Leader’s Roll. All immunities gained from rolling same as the deposed Leader are negated, and players must now roll the same as the new Leader to gain immunity. The round continues as such until all players have rolled.
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