This is a Bogey-approved game!
[size=+2]Phalla Royale Student Handbook
Welcome to Phalla Royale! We’ve gathered the best from around the country to participate in this unique competition to find which school among them comes out on top. You will have to eliminate all the members of the other schools to prove your dominance. MrBlarney, Plutonium and Ardor will be your moderators for this game.
Oh, and don’t forget about those collars around your necks. They’ve got a small explosive charge in them that we can detonate remotely if you get out of line. Try to escape or enter restricted areas of the island, and you’ll regret it! In addition, if the game goes for 10 days without a winner, all the collars will be set off and there will be no winner. But it’s not all bad. There’s also receivers in the collars to receive your votes each day, so you can decide zones to close, who can receive extra items, and one person to eliminate each day.
Good luck, and show us the reason why we’ve chosen you.
2) Participant Roles and Win Conditions
a) (Regular) Student – Most of the students here have been brought here against their will to participate in Phalla Royale. Try to find your fellow schoolmates and find a way to survive together.
i) Win Conditions
(1) Be part of the last team alive. OR
(2) Escape from the island with collar deactivated.
b) Lone Wolf – Not all students were selected at random; some signed up to participate voluntarily. Winning with a team isn’t enough, victory only comes as the last person standing. The others on your team should watch out…
i) Win Conditions
(1) Be the last player alive. OR
(2) Escape from the island with collar deactivated.
i) Win Conditions
(1) Be the last two players alive. OR
(2) Escape from the island together with collars deactivated.
(3) NOTE: Win conditions will conflict with regular win conditions. For Lone Wolves, only their original win condition applies, and they can kill their Lover with no repercussions. However, any benefits they may have had from the Lovers role are negated. For students, original win conditions are replaced by the Lovers win conditions unless Lovers are part of the same team. In that case, only the second win condition (‘escape’) is replaced.
ii) Special Abilities: Lovers choose from a list of hidden abilities when they decide to join together. All Lovers get the ability to detect other people who have taken the Lover role, but will be unable to tell who those peoples’ partners are.
i) Win Conditions
(1) In addition to your normal win conditions, you must eliminate your rival before the game can end.
ii) Special Abilities
(1) Player gains a 10% bonus to hit the person chosen as their rival. If you are able to kill the rival, then you either get a permanent general 5% hit or dodge bonus (player choice).
(2) There is only one drawback to choosing a rival. You may not attempt to leave the island until your rival is dead. However, it is likely that at least half the players will be dead by the time anyone even has the opportunity to escape the island.
e) NOTE: A winner must be determined by the end of Day 10! If there is no winner at the this point, all students are eliminated and nobody wins.
3) Participant Rules and Mechanics
i) Normally, you will be able to take one normal Action per turn and any number of Free Actions. Actions allow you to attack, defend, move, use items, search, or analyze other students. Free actions allow you to use certain items as well as trade or drop them. In addition, there will be three votes made per day to designate one person to kill, one or two areas to close, and one person to give an item to.
i) Attack – Attack your primary target, following them to their destination if you miss your attack. If you do not wish to follow your target, you may specify that when you make your action. If multiple people attack the same target, everyone gains a hit bonus at +5% per extra attacker. The maximum hit chance is 95%, with a minimum of 5% after all defenses are taken into account. Also, no matter how crafty or agile or lucky you are, the lowest your ‘maximum hit chance’ can go is 50%. If you do not have a weapon which can be used for attack, then you can use rocks, sticks, debris, etc. for a 40% chance to hit in melee, or throw them at projectile speed for a 30% chance to hit. If your target is running that round, you must meet the item requirements specified in the Run action if you miss your target and need to follow them. If you are holding too many, specify if you will follow your target fully and RNG drop items if necessary, or if you will only move as far as your normal Move will take you. See the example below for more information.
(1) Most defensive actions will reduce both the attack hit% and the maximum hit chance. If the attacker’s hit% is reduced below the modified maximum, then that will be the final hit%. If the modified attacker’s hit% is reduced to something above that maximum, then the final hit% is the maximum. However, there are certain defenses that do not reduce the maximum hit chance (such as the pot lid or bulletproof vest), so ‘overkilling’ can still be worthwhile.
(2) Attacks are normally resolved in the following order: Ranged è Melee è Explosive. There are areas on the map that may change this order, which are noted. Lone Wolf attacks are always resolved first. Defensive items resolve when they are applicable to attacks.
ii) Defend – You may defend yourself or another person currently in the same zone as you. If defending another, you will follow them to their destination. You will take all attacks meant for your target and will gain a dodge bonus of 25%, reducing the maximum chance of an individual hit to 70% per attacker.
iii) Move – You can move up to 2 zones this turn. When moving, you gain a 10% dodge bonus, meaning your maximum chance of an individual hit is 85%.
iv) Run – You can run up to 3, 4, or 5 zones this turn but you can only carry 2, 1, or no items, respectively, while doing this. If you have too many items, you can choose to pick the items to drop in your initial zone, or allow the RNG to select items at random, and the items will be dropped in the zones you travel through. While running you gain a 15% dodge bonus, meaning your maximum chance of getting hit is 80%.
v) Search – You can search your current zone for items. There’s 1-2 items per zone that can be found by searching, and will automatically find an item if there’s one left uncovered. You can move 1 zone to search if you want.
vi) Follow Target – You can choose someone to follow. You gain a 10% dodge bonus, making your maximum change of getting hit 85%, and will follow your target to whatever zone they end up in. If your target is running that round, you must meet the item requirements specified in the Run action. If you are holding too many, specify if you will follow your target fully and RNG drop items if necessary, or if you will only move as far as your normal Move will take you.
vii) Analyze Target – You spend your turn analyzing your target to figure out is they are something other than a normal student. You gain a +45% bonus to dodge against your target, giving them a maximum chance of 50% to hit you that night. Other attacks from other players are not modified. You will not follow your target, but this action goes before movement.
c) Free Actions
i) Use Item – Certain items take only a free action to use. See specific descriptions for details.
ii) Trade item - You can give items freely to anyone in your zone. If you wish to perform a trade, pm the moderators and the person you wish to trade with so we can get confirmation from both parties to complete the trade. This can be done at any time during the day.
iii) Drop Item - You can drop items at any time on the ground. Once dropped, only you can choose to pick it up before the end of the day. Nobody else will know where it is yet.
i) Vote for collar detonation. You will vote for this in red. The person with the most votes every night will have their collar detonated. If the lead player survives somehow, the next person in line for voting will have their collar detonated instead. In the case of a tie, multiple players may be killed. No need to retract votes.
ii) Vote for zone closure. You will vote for this in yellow. Every night, 1-2 zones will close down. The top 1-2 zones each night will be marked to close down the following day. If you remain in a zone that closes down that night, you will be killed, even if your collar is deactivated. You may not pass through a closed zone unless your collar is deactivated. Stopping in a closed zone regardless of the status of your collar, will get you killed. If you are in a zone that is about to close, you must move from the zone in some way and cannot attack.
iii) Vote for reward: You will vote for this in lime. The person with the most votes will be rewarded by the director with an item he announces in the narration. In the event of a tie, the RNG will decide the winner. If the vote winner dies that night, then the item is left on the ground in their zone.
e) Order of nightly event resolutions
i) Analyze Target
4) Examples of Play
Munkus Beaver instructs students on how to attack single and multiple targets.
Munkus Beaver enters Zone 1 and sees:
Ardor with a hand grenade
MrBlarney with a handgun
Plutonium with a length of wire
Munkus holds a Shotgun and sword.
In this zone, melee goes first followed by explosives and then ranged.
Ardor decides to attack MrBlarney with the hand grenade.
Plutonium decides to attack Ardor with the length of wire.
MrBlarney decides to attack Munkus with the handgun.
Munkus has a few options. The sword can hit two targets for 50% each or one target at 90%. Alternatively, he could use his shotgun for 2 shots each day at 70% per target or 130% to a single target. (You can never have a greater than 100% chance to hit a target. The extra 30% would help negate certain defensive items like a bullet proof vest for example.) However, the shotgun would go last and he’d rather take his chances with the sword.
Munkus decides he needs to kill Plutonium and MrBlarney and will take one swing at each of them.
First, the melee attacks go.
Plutonium strangles Ardor with his length of wire, killing him.
Munkus swings and misses Plutonium.
Munkus swings but hits MrBlarney, killing him.
Second, the explosives would go. However, Ardor is dead.
Third, the ranged attacks would go. However, MrBlarney is dead.
Plutonium would gain any items Ardor had and Munkus would gain any items that MrBlarney had.
Obbi teaches us about defense.
Obbi has entered zone 4. His teammate Ardor is there along with Plutonium. Explosives, then ranged, then melee is the attack order. Ranged has a 10% negative.
Ardor has a kitchen knife.
Plutonium has a handgun.
Obbi himself has a baseball bat.
Working with Ardor, he devises that they should try to kill Plutonium, but Obbi will try to block the attack. Obbi decides to defend Ardor while Ardor will attempt to kill Plutonium.
Plutonium decides to shoot Ardor twice (70%) and Obbi once (30%). (These are modified due to the zone)
Ardor will attack Plutonium with his kitchen knife twice (70%).
Obbi is defending Ardor (25% dodge bonus)
Plutonium goes first. Since Obbi is defending Ardor, all attacks against the two will go against him. His max chance to be hit is 70%.
Plutonium takes his shots and hits Obbi, killing him.
Ardor misses Plutonium with his knife.
While Obbi did die, he gave Ardor a better chance to kill Plutonium, which ultimately didn’t work. Sorry Obbi!
5) Island Information
a) Island Map
b) Island History
i) This island was once home to a scenic resort town, until concerns of volcanic instability required the island to be evacuated. The island remained in this state until the Program was initiated, where a headquarters was built in the central crater. The volcano remains dormant for now, and scientists believe there is no chance for an eruption…
c) Area Details
i) Headquarters (Zone 0) – Headquarters for the Phalla Royale organizers. Located in the central crater, it was built after the Program was initiated and the island chosen as a site. Access is forbidden!
ii) Beacon (Zone 1) – The light once shone from the beacon, providing sailors with safe travel and standing as a symbol of the island. Now, it only stands in darkness. Melee attacks go first in here, followed by Explosives and then Ranged.
iii) Forest (Zones 2(North) and 12(South)) – The majestic tropical forest of the island. Hiking trails are now covered by plant growth reclaiming the land. Ranged items have a -10% chance to hit in here. Melee attacks go first, followed by Ranged, then Explosives.
iv) Waterfall (Zone 3) – A grand waterfall hidden in the middle of the forest. The tourist facilities here have begun to decay as nature returns to its original state. Ranged attacks have -10% to hit in here. Explosives go first, followed by Ranged, then Melee.
v) Caves (Zone 4) – Dangerous caves leading toward the center of the island. Tours once ran routes through the dark labyrinths, but they are all self-guided now. Melee attacks go first, followed by explosives then ranged. Explosives have a 5% bonus to hit here. You night find some useful items in this area.
vi) Hills (Zone 5) – The roads traveling through this area have begun to deteriorate. Walking seems to be the only way to get through this region of the island. Ranged items have a 5% bonus to hit in here.
vii) Town (Zones 6 (West) and 7 (East)) – The tourist town is now inhabited only by phantoms. Its colors are faded and no sound echoes through the streets. Explosives have a 10% bonus to hit in here.
viii) Fields (Zones 8 (East) and 14 (West)) – Open plains, where plants grow wild. Breezy and scenic, little has changed in these areas. Ranged attacks have a bonus 10% chance to hit your targets here.
ix) Airstrip (Zone 9) – An airstrip once brought visitors to the island from the mainland. It also took the people away. You might find some useful items in this area.
x) Cliffs (Zone 10) – Rocky cliffs overlook the southeast part of the island. They are as dangerous now as they were before. Melee attacks have a 5% bonus to hit in here.
xi) Swamp (Zone 11) – The island river drains into a murky swamp on the southern face of the island. Any pathways that were built to provide access to the region have almost completely disappeared. All attacks have a -5% chance to hit in here. All movement is stopped when entering a swamp, and other players cannot follow you into the swamp.
xii) Beach (Zone 13 (North) and 17 (South)) – Quiet, sandy beaches facing the west provide a view of the sunset over the ocean. Once quite a busy and crowded place, the scene can now be viewed in peace. Melee attacks have a -10% chance to hit in here.
xiii) Docks (Zone 15) – The docks brought in vital supplies for the residents of the island. There is only a minimum of activity now, maintaining the island for the purposes of the Program. Ranged attacks have a 5% bonus to hit here.
xiv) Observatory (Zone 16) – A small island to the south of the main island holds a small research center and observatory. It once served as a headquarters for the Program, before the current headquarters was built. Explosives go first here, followed by Melee and then Ranged. You might find some useful items in this area.
1. Obbi - Gunned Down Day 1
6. Buzz Buzz
9. Stew Stick
11. Dee Kae
13. Mr. Embarkation
15. Gumpy - No. 2'd Day 2
16. The Lightbringer
17. Thorgot - Exploded Day 1
19. Orestes - Crossbowed Day 2
21. Unearthly Stew
23. B:L - Exploded Day 1
24. Scarlet st.
25. Zanmatto - Arrowed Day 2
27. Rend - Gunned Down Day 1
30. Munkus Beaver - Blown Up Day 1
31. Shankill Butcher
32. Seta 3000 - Headshotted Day 1
39. El Skid
40. Crono729 - Not Dead on Day 1
41. Dave The Rave
42. Drez - Exploded Day 2
45. DasUberEdward - Double Barreled day 2
47. DarkPrimus - Gunned Down Day 1
51. Infidel - Blown Away Day 1
53. MrBallbaggins, replacing Skull Man
54. Squashua - Crossbowed Day 1
56. cj iwakura
60. FreeAgent - Crossbowed Day 1
62. Romantic Undead - Axed Day 2
64. robothero - Trotskied (Pickaxed) Day 1
65. Shorn Scrotum Man
66. Pharezon - Sniped Day 2
67. Mr. Henry Bemis
100. Doug_Grammar - Exploded Day 0
Game will start with day 0 sometime Monday evening. The game will go for no longer than 10 days. As noted above, at the end of 10 days, if there is no winner, everyone left alive will get their collars detonated. Days will end somewhere between 9pm CST and 11pm CST. This is still being determined and will be announced at a later time.
While the numbers have been put into the handbooks here for what exactly goes on behind the scenes, we do that for people who wish to look over their options at a deeper level than normal. Really, it's as easy and voting for a few things each day if you wish and then telling us what you want to do each night.
The past game thread is here if you wish to see what happened before. Please note that some of the mechanics have been changed since the last game, namely the order of actions.
Please to bold and color
your sign up notice, any color will do.
EDIT 1: Defense goes at the same time attacks go, so as to be effective against attacks.
EDIT 2: Days end at 10pm CST.
7) Items in the Game
i) Baseball Bat – You can use this against one target per night with a 70% chance to hit. (also with the same stats: Length of pipe)
ii) Golf Club – You have a 60% chance to hit with this item. You may use this to hit a rock into an adjacent zone provided you have binoculars and your hit chance would be 40% against a target you must specify.
iii) Butcher Knife – You have a 40% chance to hit with this item and can attack two targets a night. If you attack the same target twice, you have a 70% chance to hit. (also with the same stats: Kitchen Knife, Billy Club/Tonfa, Nunchaku)
iv) Sword – You can select up to two targets to use this against at a 50% hit rate apiece. Alternatively, you may choose the same target twice to increase your overall hit to 90%.
v) Axe – This weapon has a 60% chance to hit a single target. You may choose to throw this weapon at the same hit % as above in order to give it a projectile speed (goes at the same time as other projectile weapons). If you do not kill your target with the throw, you must pick up the item upon finding it again.
vi) Pickaxe – You have a 60% chance to hit a target with this item.
vii) Chainsaw – You have an 80% chance to hit a target with this item. However, the bulk and unwieldiness of the item makes it work after all other Melee items. It still goes before Explosives in normal zones.
viii) Length of Wire – This can be used to strangle one person per night. It is a single use weapon that has a 90% chance to hit. It is used up when you make a successful attack. The pot lid defense shield cannot block this attack.
ix) Switchblade – This weapon cannot be seen on your person. It has a 70% hit rate against a single target. It may be thrown to have projectile speed (goes at the same time as guns) at the same hit rate. However, if you do not kill your target, you must find and pick up the weapon again if you throw it. If you do kill them, you automatically get the weapon back.
x) Sharpened Pencil – This item is concealed and cannot be seen on your person. It breaks after one successful use and hits with a 90% chance.
xi) Poison Vial – Each vial has one use whether successful or not. (Students will start with two, counting as one item.) If your target does not attack you the night you use this, they will automatically die after all actions have been met. This goes during the movement phase. However, if your target attacked you at all, your attack will fail.
i) Handgun – This gun has 12 rounds in it. You may shoot it three times per night at a 40% hit rate. You may shoot at the same target multiple times to increase your overall hit by 30% per shot against the same target.
ii) Shotgun – This gun has 6 shots. You can fire twice per night at a 70% hit rate. You can shoot the same target twice, increasing your overall hit to 130%.
iii) Rifle – You have 9 shots with this. It has a 60% chance to hit and you can shoot three times per round. Additional shots on the same target increase your chances to hit by 50%.
iv) Uzi – This gun has 30 shots in it. Each shot has a 30% chance of hitting your target. You may fire this up to 10 times per night. You may shoot a single target multiple times which increases your overall hit by 20% per extra shot on the same target.
v) Crossbow – This weapon contains 6 bolts. Each bolt has a 60% chance to hit. You may choose to aim at your target, doubling your chance to hit, but your ability to dodge is completely negated during this time. The attacker can still miss, but you will have no bonuses, terrain, team or otherwise, to your dodge chance. The bullet proof vest cannot block this attack. Combined with the binoculars, you may shoot someone in an adjacent zone.
vi) Archery Bow – This weapon contains 8 arrows. The bow has a 60% chance to hit. You may choose to aim at your target, doubling your chance to hit, but your ability to dodge is completely negated during this time. The attacker can still miss, but you will have no bonuses, terrain, team or otherwise, to your dodge chance. The bullet proof vest cannot block this attack. Combined with the binoculars, you may shoot someone in an adjacent zone.
i) Hand Grenade – This item has a 100% chance to hit your target. It is single use only. This weapon also has a 70% chance to hit anyone else nearby your target, which includes their team members defending or anyone attacking/being attacked by this person. This can hit your teammates, so be careful. You cannot kill yourself with this item.
ii) Rocket Launcher – This item has a 70% chance to hit a target in an adjacent zone. It is single use only. If the weapon hits its target, then it also has a 70% chance to hit anyone else nearby your target, which includes their team members defending or anyone attacking/being attacked by this person. This can hit your teammates, so be careful. You cannot kill yourself with this item.
iii) Dynamite – This single-use item is used and set to detonate on a specific night by the person who sets it. You cannot move while using this item, but nobody can detect you planting this either. This item has an 80% hit rate which cannot be modified on anybody in the zone when it goes off, including teammates. You cannot kill yourself with this item.
iv) Firecrackers – This item cannot be used while moving. It is a single-use item. When using it, it will cause everyone in that zone to dive for cover, canceling all actions of the night. This item goes after movement, but before all attacks save the stun gun. This will NOT cancel out the actions of the lone wolf, who does not fear much of anything.
i) Pot Lid – This item is carried at all times and can be used to block melee items. This reduces the chance for an attacker to hit you by 60%, but it will break after saving you from three attacks. You may use this to protect someone else as well, gaining the defense bonus in addition. It is a passive item and is always protecting you.
ii) Bulletproof Vest – This vest will give you protection from guns (not a crossbow bolt) by reducing the attacker’s chance to hit you by 70%. It is a passive item and is always protecting you.
iii) Flare- This item is a single use item and can be used to ward off an attacker. You will use this automatically when you are attacked and it prevents any non-explosive attacks against you that night. You may choose to use this manually if you want and can move while using this. You cannot attack while this item is active. It is active for a single night.
iv) Frying Pan – This is an item that you can use on a target with a 70% chance to hit which cannot be modified by anything. This item will cancel the attack of your target upon a successful hit that night. This item will go first in the melee round.
v) Flare Gun – This has 2 flares and it has a 70% chance to hit your opponent during the gun round. If you hit your opponent, they will lose all actions for the rest of that night. This goes before all other ranged weapons during that phase.
vi) Camouflage – This gear provides you with an additional +20% chance to dodge incoming attacks from any target. It is a passive item and is always protecting you.
i) Binoculars – This item can be used any night as a free action to see everyone in adjacent zones.
ii) Flashlight/Lantern – Being able to see in the dark allows you and anyone traveling with you to move up to 3 zones with a regular Move action. You must specify if you will allow any others to travel with you using this ability. Use of the flashlight is otherwise automatic.
iii) Running Shoes – This item allows you to move one extra zone per turn, using the Move or Run actions. Does not count against the total for your carry capacity. Use of Running Shoes is automatic.
iv) Backpack – This item allows you to carry all of your equipment in order to conceal it. People will only see an item from you if you are attacking someone. If you aren’t attacking, they simply see you carrying a backpack. Use of the Backpack is automatic.
v) Megaphone – Every day, you can use this item as a free action to send an anonymous message to all players in the zone you end the day in, as well as players in adjacent zones. They will know the zone where the message originated from, but not who sent out the message.
vi) Hacking Device – One use item which prevents your zone from ever closing down. Can be used while moving (Example: I move to zone 3 and use the hacking pick).
vii) Collar Deactivator – This item has 2 uses. It can be used while moving as well. It deactivates the collar of your target so they are immune to death by the vote.
viii) GPS Tracking Unit – This item is in use at all times and does not take an action to use. It will show you the population of every zone each night. It will not show you who happens to be in the zones outside your own. If you’d like, instead of getting the zone populations, you may track a specific target and find out where they are that night. This is a free action and does not count as your action of the night. One additional note, if you choose, you can use your action that night to both track three people and get the zone populations that night.
i) Paper Fan – Maybe you can give someone a nasty paper cut with this. You can use this against one target per night with a 25% chance to hit in melee. Does not affect the stability of defensive items.
ii) Boxing Gloves – Perhaps you will be able to catch your enemies off guard with these? Although you were never much of a boxer and these show definite age, you do have a 30% chance to hit someone in melee combat with these.
iii) Spork – It’s a spoon and a fork! Together! Hey, this one even has a serrated edge for cutting. Knife bonus! You can use this against one target per night with a 30% chance to hit in melee.
iv) Headband – It’s a well made headband with an oriental print design on it. Makes you feel pretty tough… even a psychological advantage is an advantage. Increases chance to hit in melee by 5%. The headband is always active when carried.
v) Laser Sword – Sweet, a lightsaber! Unfortunately, the beam is made of plastic, but at least they didn’t scrimp on the quality of the handle. You can use this against one target per night with a 30% chance to hit in melee.
vi) Receiver Radio – It’s a radio. I wonder if they get any good stations on this island? Maybe you can pick up some sort of random conversations? Using this item requires a regular action, and you choose a number from 1 to 10, inclusive. If it matches the band that someone else is using, you might be able to pick up some interesting data…
vii) Hair Ribbon – Who is the prettiest princess of them all? Well, it’s you now. You will don the ribbon automatically and it is treated like a passive item, giving you the chance to make others laugh at you. Does not count against the total for your carry capacity. This item can allow you to choose the lover role at any time during the game up to (and including) day 5, instead of only day 0 like everyone else.
Also, in case it wasn't mentioned or clarified, item management can be done at any time during the game day.
We assume that you pick up all items you find, but you can only hold up to 3 at the end of the day. In the event that you have more than 3 items, let us know which you wish to keep.
Plutonium has entered the Forest (Zone 22) and is holding a shotgun. He finds a baseball bat, laser sword and uzi. He can't hold all the items so when he sends in his actions, he notes which 3 items he wishes to keep. He can trade off the 4th item if he wishes, at the end of the night he must only have 3 items max.
Item trades take place in your zone. If you wish to give an item to someone, copy the person you are giving an item to along with both myself and MrBlarney. Once the PM is sent, assume it has gone through. We will not usually confirm you giving items to another player.
If you wish to trade items, please tell me what you are trading to whom and for what. Plutonium decides he's going to trade a shotgun for GrimmyTOA's's backpack. He will pm that to the recipient along with MrBlarney and myself. These must be confirmed by the other person. If GrimmyTOA does not confirm this trade, it does not take place.
Remember that the number of items you hold will also determine how far you can move in any given night.