Follow the Leader
(Winner of NBT VII)
It’s time to appoint a new Leader of Survivor, but everyone is jealous of the head honcho and covets the Leader’s throne! A bitter civil war ensues with noble deeds and treacherous backstabbing galore, but only the strongest and fittest will rise up and become The True Survivor. Do you have what it takes to keep the crown? (Minimum 3 players, best played with 5 or more) Win clause: be the last one standing
Phase 1
After sign-ups are over, the leader can be chosen by either players voting for one out of the player-list or the host using !pick [playerlist]. You can not vote for yourself.
Phase 2
Players' Actions:
All the current players, excluding the leader, PM the host one of two things: Rebel or Follow
Follow: Where they attempt to roll LOWER than the leader's roll to be successful; if the roll fails, the player is eliminated.
Rebel: Where they attempt to roll HIGHER than the leader's roll to be successful; if the roll fails the player is eliminated.
Immunity clause: If the player's roll is the same as the leader's roll, then the player gains immunity for the current and next round.
Immune players cannot be suspected or eliminated, and can essentially be left out of the player-list.
Tip to the host: to keep up with who rebelled or followed, you could add a (R) or (F) at the end of names to make it easier
Leader's actions:
After all the players' PMs are in, the chosen leader can then use an action of their own: Suspecting.
- Suspecting: The Leader announces, in chat, a player to suspect from the player-list. The suspected player's roll is decreased by 30. (150 - 30 = 120.)
- The Suspected player: If the suspected player is eliminated, they may announce a player, not the leader. in chat to use as a scapegoat; immune players cannot be chosen. The 2 players will then roll battle; The suspected player rolls 70 while the chosen player rolls 100. The loser of the roll battle is eliminated, and the winner stays.
- No suspecting if a round begins with only three players.
Phase 3
Note: The standard roll amount is 150.
After all actions are in, the host rolls 150; Re-roll if the result is 20 and under OR 130 and above. This will be the Leader's roll for the entire round.
Next, the host picks players spotlight style 1 by 1, and rolls for them out of 150. The outcome depends on if they chose to follow or rebel. This continues until all players have rolled. Then move on to the next phase.
Phase 4
At the end of each round 2 effects can happen if the requirements are met:
Rebellion: If all the Rebels rolled higher than the Leader, the Leader is eliminated at the end of the round. Whether or not the Leader is eliminated, the surviving player with the highest roll that round becomes Leader of the next round.
Peaceful Handover: If all players chose Follow the Leader, the player with the lowest roll becomes Leader of the next round, and the round’s Leader remains in the game.
(Just a quick note to the host to remember to exclude the immune players from the next round. If 3 or less players remain, there is no immunity.)
Finals
If only two players remain at the start of a new round, a regular roll 100 battle will decide the winner.
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.
Phase 1
After sign-ups are over, the leader can be chosen by either players voting for one out of the player-list or the host using !pick [playerlist]. You can not vote for yourself.
Phase 2
Players' Actions:
All the current players, excluding the leader, PM the host one of two things: Rebel or Follow
Follow: Where they attempt to roll LOWER than the leader's roll to be successful; if the roll fails, the player is eliminated.
Rebel: Where they attempt to roll HIGHER than the leader's roll to be successful; if the roll fails the player is eliminated.
Immunity clause: If the player's roll is the same as the leader's roll, then the player gains immunity for the current and next round.
Immune players cannot be suspected or eliminated, and can essentially be left out of the player-list.
Tip to the host: to keep up with who rebelled or followed, you could add a (R) or (F) at the end of names to make it easier
Leader's actions:
After all the players' PMs are in, the chosen leader can then use an action of their own: Suspecting.
- Suspecting: The Leader announces, in chat, a player to suspect from the player-list. The suspected player's roll is decreased by 30. (150 - 30 = 120.)
- The Suspected player: If the suspected player is eliminated, they may announce a player, not the leader. in chat to use as a scapegoat; immune players cannot be chosen. The 2 players will then roll battle; The suspected player rolls 70 while the chosen player rolls 100. The loser of the roll battle is eliminated, and the winner stays.
- No suspecting if a round begins with only three players.
Phase 3
Note: The standard roll amount is 150.
After all actions are in, the host rolls 150; Re-roll if the result is 20 and under OR 130 and above. This will be the Leader's roll for the entire round.
Next, the host picks players spotlight style 1 by 1, and rolls for them out of 150. The outcome depends on if they chose to follow or rebel. This continues until all players have rolled. Then move on to the next phase.
Phase 4
At the end of each round 2 effects can happen if the requirements are met:
Rebellion: If all the Rebels rolled higher than the Leader, the Leader is eliminated at the end of the round. Whether or not the Leader is eliminated, the surviving player with the highest roll that round becomes Leader of the next round.
Peaceful Handover: If all players chose Follow the Leader, the player with the lowest roll becomes Leader of the next round, and the round’s Leader remains in the game.
(Just a quick note to the host to remember to exclude the immune players from the next round. If 3 or less players remain, there is no immunity.)
Finals
If only two players remain at the start of a new round, a regular roll 100 battle will decide the winner.
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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