Lynching:
In our example Phase, Willis is lost for words. He was just witnessed by the group having attacked Pollux with a hatchet. Needless to say both players are very angry by this. They don't want to risk travelling with a player who will do such a thing, but neither has an item to attack back with.
This is where the element of Lynching can come into play. Lynching is a concept originated in the game Mafia, which Labyrinth derived its origins from. It serves as a way for players to be able to defend themselves as a measure of last resort.
During any phase, a player may vote to lynch another, using the following format
##Lynch: Player Name.
This must be posted privately in a player's journal Action Thread. Lynch votes posted in any other thread will not count.
If more than half of the players in a room have all voted to Lynch another, the target will be immediately killed. Players may not retract a Lynch vote once there are more than half of the players who have voted. Lynch votes only carry over until the end of the phase. If more than half of the players don't vote to lynch the same target, the voting must start again during the next phase. On the successful lynching of a player,
all players who voted to Lynch will be revealed, publicly
Lynching should only ever be done as a measure of last resort. It will be very easy for players to get Lynch-happy but once a majority is reached there is absolutely no going back. It's worth considering that there are a number of reasons a player may attack another, many of which are not malicious. While it may seem in the best interests of the group to lynch all suspicious people, this will in turn take its toll on the number of surviving players. Thus lynching should never come into play unless it absolutely has to.
In our example phase however, Willis is doing a poor job of explaining his actions to the other two. They have both decided he's a danger and that keeping him alive is a major risk. Both Castor and Pollux have posted to
##Lynch: Willis in their journal Action threads, and thus 2/3 players have voted the same. The following flavour is posted in the phase update thread:
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Pollux angrily dashed towards Willis who backed himself against the wall, a terrified look in his eye. He dived onto Willis who writhed beneath him, yelling out in anger. Pollux snarled and kicked Willis, sending him hurtling towards the ground. Castor walked over and shook his head. There was only one thing for it. He picked Willis up and smashed his head against the side of the box in the room. Willis gurgled before going completely still. He was dead.
Willis was lynched by:
Castor
Pollux
The following items have become available:
Hatchet |
Willis is now dead and his items are available. The group feels safe now.
Death:
Death is a tragic, but ultimately necessary part of the Labyrinth adventure. It's unfortunate when a player has put a tremendous effort into the game, only to be killed suddenly. Without this aspect however, the game would be risk free and it would take away from the intensity.
The maze in Labyrinth is a death-trap. It is filled to the brim with deadly traps, evil psychotic players and viscous beasts designed to slaughter anybody who comes near. Merely walking the Labyrinth is a danger in and of itself, but players must move around nonetheless.
When a player is killed, they will be locked out of the Phase thread and will no longer have access to any more whilst they are dead. They will still have access to their journal in which their death flavour will be posted, but to all intents and purposes they are out of the game and can no longer discuss anything with live players or see any of the ongoing game action.
Dying sucks, but it's important to still follow the game rules.
Dead players must not discuss the game with anybody. It's very unfortunate to lose access while other players get to continue, but it keeps the integrity of the game intact. Discussing the game when dead makes it unfair to all those still alive.
It's also worth considering that death is not always necessarily the end of your game. There are items, room and roles in the Labyrinth which may serve to revive dead players. If a dead player is revived, a message will be posted in their journal informing them of the revival and they will be granted access to a new Phase thread.
Typically a dead player will wake up in the room they died. If there are other players in the room with them, a new Phase forum will be created for all players in the room. This is to avoid the revived player from reading what has already been discussed during the phase, as that player will not have been able to take in this information whilst dead.
There are no limits on how many times a player can be killed or revived. A lucky player may be revived over and over, or may never get revived at all.
If dead players discuss the game with anybody, they will be permanently killed and unable to be revived again. I can't express how important this fact is. Typically on being killed, players will become emotional and this may lead to them lashing out angrily in some form. I advise all players to remember that this is only a game. It's more than likely your death wasn't personal, and it's in everybody's best interest that you calm down and be patient.
When a player is killed, no additional information will be revealed about that player.
Actions:
Some rooms may have additional "actions" that can be performed. These may invite players to take part in some kind of challenge, or suggest that the players can interact with something in the room. When a room has the heading "Actions" beneath the room description, players may follow the given instructions to perform some kind of task. The nature of these tasks can vary from room to room. Sometimes the results will be posted publicly, other times they will be posted privately.
In our example phase, there is one action. That action is to open the box. A player must post
##Open: Box in their journal Action thread to attempt this. Let's presume that Castor does this. The following result will be posted in the phase update thread after he posts his action:
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Castor walked over to the mysterious box. He feared nothing. What was the worst that could happen? He laughed as he hoisted the lid up firmly. Nothing scared him. Nothing....
Castor looked down at the bomb inside, which was ticking away furiously. His eyes widened as he dashed across the room to avoid the blast but it was too late.
*BOOOOOOOOOOOOOOM*
When the smoke finally cleared, Castor was laying in a heap on the ground. Pollux looked up nervously and shook Castor. He was alive but unconscious. He walked over to the box suspiciously to discover something was inside.
The following items have become available:
Exit key |
Pollux was sensible. He knew all too well that in the tricky depths of the Labyrinth, a box inviting itself to be opened had to be dangerous. However all was not lost, as Castor was knocked out but in doing so revealed the key to the maze exit. In our example Phase, Pollux has picked up the key.
Status Changes:
In the example just posted, Castor got himself knocked out. To be knocked out is considered a status change. Status changes can be brought on by a variety of factors, often unexpectedly. When a player is afflicted with a status change, the results will be posted in their Game Update thread.
In being knocked out, Castor no longer has access to the phase forum. He may still see and post in his journal however. The effects of this will wear off at the end of the phase, and he will be restored access if he survives.
The different types of status change that may occur are a mystery! There are no lists given to the players at any point. Being knocked out is an example, but there are others. Let's hope you never have to find out what they are, since few are good for the players.
Room Exits:
Every room has a list of exits at the bottom of the room description. During the phase, players will discuss these exits and agree on one to take. They do not all have to take the same exit, however. The group may decide to split up and each take their own exit, or some players may take an exit of their own accord for whatever reason.
To exit a room, a player must post
##Exit: Direction in that format. Each player must post this individually, in their journal action thread.
Players must exit a room within 2 phases. If they don't, the maze will claim them and that player will be instantly killed. This is a necessary measure to keep players from staying put in a room.
Please Note: Any exit actions not posted in a player's action thread will not count. I am not liable for players becoming separated or going the wrong way because they failed to post their action in the correct place.
If multiple players are in the same room, players may elect to follow another player. This is done by posting
##Follow: Player Name privately in a player's journal Action Thread. If a player selects to follow another, they will continue to exit the same way as their leader each and every phase until either:
1.) The leader is killed
2.) The following player is the first to post to exit a room
By default, all players will automatically follow the first to exit during a phase. This means that if there are a group of five or six players in a room and only
one posts to exit the room, all the other players will exit the room in the same way. To avoid this players may post to exit a different way, elect to follow a player, or post to stay in the room with the following format
##Exit: Stay. If the first person in a room to exit posts to stay, all other players who do not submit an exit action or are not following another player will stay too.
If any players do not exit a room, they will be given a warning at the beginning of the next phase that they
must exit by the end of the phase. There are only three exceptions to this rule:
1.) A player has given a very valid, concise and clear reason to the hosts as to why they can't update in the game. If there are extenuating circumstances that are considered fair by the hosts, the player will be exempt.
2.) A new group of players, or a single enters the room where the players have waited. No phases have passed from the perspective of the new group, and so the timer is reset in order to allow the players the opportunity to better discuss things.
3.) A player has undergone a status change that prevents them from using actions. They will be granted a further two phases to plan once they regain the option to do so.
If none of these circumstances are present, and players spend more than two phases in a single room, they will be killed. Coming on after the fact to complain will not be tolerated. To avoid this, make sure to check in and post your exit action if you are not in a group.
In our example phase, Pollux has decided that the reckless Castor is a burden and plans to leave him unconscious on the floor. Pollux has posted to ##Exit: North in his journal Action thread. This is all that happens until the end of the phase.
Phase Change:
Typically, once 24 hours have transpired, the phase will end. The following message will be posted in the phase update thread an hour before:
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The players are ready to move on.
All players who have not yet posted to exit the room may do so now. The phase will end in an hour. No other actions will be accepted this phase. |
Once this message is posted, any player who has yet to exit may do so but players who have already posted to exit cannot change their exit. In addition, room/role/item actions will no longer be accepted. Changing the phase takes a long time from the host perspective, and late submissions will be rejected because there just isn't enough time to process them.
Approximately an hour after this message is posted (time may vary on busy days), the phase forum will be removed. This phase forum will no longer be visible to anybody but the host until the game ends. If players have opted to stay in the room and no new players are entering the room, the phase forum will not be removed. Those players will still have access to it for as long as they remain in the room.
Once the phase has been removed, players will be moved onto the room that is through the exit they each took. This may mean the group of players become separated. The next Phase will be posted shortly after this, and the process will start once again.
It's worth noting that if a player votes to exit a room and another group "passes" them, the lone player may be forced back into the room they were previously in. For instance: if in our example Pollux exits North and a group of 2 or more players are in the room to the North and opt to exit
South, all of these players will pass one another.
To add to realism and to avoid situations wherein players pass one another unintentionally, the majority group will always perform their exit over the minority. So in the above example, The group of 2 or more would exit South into the room Pollux is in, and Pollux would not move at all. The new phase would take place in the room Pollux was previously in.
If the number of players "passing" one another is equal on both sides, the first player to have submitted an exit in either group will win out and the group who posted later will be forced back into their previous room.
In spite of the above, for the sake of our example game we're going to presume that Pollux successfully exited to the North.