The year is 1907. Thirty years ago, the Ottoman Empire became a constitutional monarchy. Thirty years ago, the Sultan suspended this constitution. Despite the conservative policies of Sultan Abdulhamid, Ottoman society has gradually liberalized. While the people hope for reform, there is nobody in the halls of power who can give it to them.
Until now.
Enter the Young Turks, a group of military officers and reformers who wish to restore constitutional rule, promote Western science and education and preserve the Empire, who have established the Committee of Union and Progress to bring their program to the people. But there are veterans and traditionalists who care not for these new players in the game, and seek to fight them at every turn.
Who wins? Who loses? The Ottoman Empire, that's who.
The game will then proceed to a Night deadline.
The game is divided into two periods - night and day. For practical reasons these two periods take place at the same time, from one update till the next.
Each day, all players gather and decide to lynch one of the players - the person they think is most likely to be a traditionalist. Each night, the traditionalists decide who to kill. In each 24 hour period, the Young Turks will lynch, and the traditionalists will hunt. The Young Turks can try to lynch multiple people by creating a deck, Lemeard-approved, TIE, and the traditionalists can also decide not to hunt anyone at all at night.
The traditionalists win if they reach parity with the Young Turks. The Young Turks win if they eliminate the traditionalists, leaving the Ottoman Empire a constitutional monarchy. At least, for now.
4 X Traditionalists: This person agrees with the Sultan's conservative policies and seeks to foil the Young Turks and their reformist plans. Every night they can assassinate a player.
1 X Pasha: This man is one of the leaders of the Young Turks. Because of his role in leading the Committee of Union and Progress and his connections within the military establishment, he can scan one player every night to see if they are truly one of his men or not.
Until now.
Enter the Young Turks, a group of military officers and reformers who wish to restore constitutional rule, promote Western science and education and preserve the Empire, who have established the Committee of Union and Progress to bring their program to the people. But there are veterans and traditionalists who care not for these new players in the game, and seek to fight them at every turn.
Who wins? Who loses? The Ottoman Empire, that's who.
Rules:
There shall be seventeen (17) players. Special Roles will be handed out after the last person signs up. The game will then proceed to a Night deadline.
The game is divided into two periods - night and day. For practical reasons these two periods take place at the same time, from one update till the next.
Each day, all players gather and decide to lynch one of the players - the person they think is most likely to be a traditionalist. Each night, the traditionalists decide who to kill. In each 24 hour period, the Young Turks will lynch, and the traditionalists will hunt. The Young Turks can try to lynch multiple people by creating a deck, Lemeard-approved, TIE, and the traditionalists can also decide not to hunt anyone at all at night.
The traditionalists win if they reach parity with the Young Turks. The Young Turks win if they eliminate the traditionalists, leaving the Ottoman Empire a constitutional monarchy. At least, for now.
Roles:
12 X Young Turks: This person is a member of the Committee of Union and Progress. Every day they seek to defeat the traditionalist menace by executing one of their number.4 X Traditionalists: This person agrees with the Sultan's conservative policies and seeks to foil the Young Turks and their reformist plans. Every night they can assassinate a player.
1 X Pasha: This man is one of the leaders of the Young Turks. Because of his role in leading the Committee of Union and Progress and his connections within the military establishment, he can scan one player every night to see if they are truly one of his men or not.
Deadline:
DEADLINE FOR VOTES AND OTHER STUFF IS 21:00 GMT
A vote posted at 20:59 will count. One posted at 21:00 will NOT!
Voting Ends At Deadline Even If Game Moderator Is Not Present!
(Unless stated otherwise by GM)
Constitution of 1876:
DEADLINE FOR VOTES AND OTHER STUFF IS 21:00 GMT
A vote posted at 20:59 will count. One posted at 21:00 will NOT!
Voting Ends At Deadline Even If Game Moderator Is Not Present!
(Unless stated otherwise by GM)
Constitution of 1876:
§1A. - You sign up to the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, EXCEPT if substituting for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Players are responsible for any Private Messages (PMs) missed due to inbox being full.
§2. - Orders and votes submitted after deadline are ignored.
§3A. – Players will vote daily. Should they not vote, THEY WILL BE REPLACED. There will be no exceptions unless the Game Moderator states otherwise.
§3B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted.
§3C. – In the event of a TIE, ALL TIED players will be executed.
§3D. - The player(s) with the majority of votes at deadline is considered dead. He will not reveal any inside information after the deadline.
§4A. - SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER SUGGEST ANY COURSE OF ACTION OR REVEAL ANY INFORMATION. ANY ACTION WHICH CAN AFFECT TO THE OUTCOME OF THE GAME IS FORBIDDEN. ANYONE CAUGHT DOING IT WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.
§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.
§6A. – The Game Moderator has the last word on all matters.
§6B. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.
§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.
§8. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in size 4 bold text. For example:
VOTE EUROO7
If you wish to un-vote someone, write "UNVOTE":
UNVOTE EUROO7, VOTE EUROO8
Any other type of voting will not be counted and will make you eligible for subbing. In case of re-voting without un-voting the original vote will be the counted vote. DO NOT EDIT VOTES AFTER POSTING THEM.
§9. - The GM can and will remove players if the GM believes the player is not participating at his/her full capacity. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM. DO NOT SIGN UP FOR THE GAME IF YOU KNOW YOU CAN'T PARTICIPATE.
§10A. – Trust no one. Especially not the GM.
§10B. - Always Trust the GM.
§1B. - No new players will be admitted after the game has started, EXCEPT if substituting for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Players are responsible for any Private Messages (PMs) missed due to inbox being full.
§2. - Orders and votes submitted after deadline are ignored.
§3A. – Players will vote daily. Should they not vote, THEY WILL BE REPLACED. There will be no exceptions unless the Game Moderator states otherwise.
§3B. – Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted.
§3C. – In the event of a TIE, ALL TIED players will be executed.
§3D. - The player(s) with the majority of votes at deadline is considered dead. He will not reveal any inside information after the deadline.
§4A. - SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER SUGGEST ANY COURSE OF ACTION OR REVEAL ANY INFORMATION. ANY ACTION WHICH CAN AFFECT TO THE OUTCOME OF THE GAME IS FORBIDDEN. ANYONE CAUGHT DOING IT WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.
§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.
§6A. – The Game Moderator has the last word on all matters.
§6B. – If the Game Moderator makes a mistake (e.g. with the vote count, hunt/scan orders), if critical information has been revealed, the mistake will be kept.
§7A. – Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.
§8. – Voting must be done in the following way. Write "VOTE" and the person you are voting for in size 4 bold text. For example:
VOTE EUROO7
If you wish to un-vote someone, write "UNVOTE":
UNVOTE EUROO7, VOTE EUROO8
Any other type of voting will not be counted and will make you eligible for subbing. In case of re-voting without un-voting the original vote will be the counted vote. DO NOT EDIT VOTES AFTER POSTING THEM.
§9. - The GM can and will remove players if the GM believes the player is not participating at his/her full capacity. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM. DO NOT SIGN UP FOR THE GAME IF YOU KNOW YOU CAN'T PARTICIPATE.
§10A. – Trust no one. Especially not the GM.
§10B. - Always Trust the GM.