Party Games

## Drinks Roulette

Shots Battle Drinking Game by Tazcha

* Shots battle can have 2 players.
* The bartender putted the shots on the table, then both players wait for the bartender to say go.
* The bartender spikes 3 of the drinks for each player, and you can do /roll2 to see what drink you get

Game Rules

When you take a drink you RP it out like (/me takes the first shot and swigs it) and then use /roll2.

* roll2 then down your shots glass, if you roll lower than 5 you have picked up a spiked glass and you're hit
* All players can take 3 hits before they are drugged as well as drunk
* If both have 2 hits and they do a roll and its a tie, they roll again to see who gets hit

Winner's Choice

The winner gets to request what the loser should do but nothing unreasonable, and the loser can say no.

## Murder Mystery

How to Play

To play, we assemble at least 5 or 7 players. 'Salem' is meant to be played with a medium to large group of people. Besides the player there will be the Story narrator or game moderator who will guide the game, decide the roles and communicate the players and their decisions (sometimes using PM's or group chat for secrets). Some narrators will prefer to detail each step of the game but others might only give a few clues to make the murder mystery harder to solve.

Players have one of four roles to be in the game. The Seer, Doctor, and Corrupted have special functions and keep the game interesting. The aim of the game is survival. You win if you catch all corrupted players before everyone dies. If you're the Corrupted, kill all civilians without being hung and you win. It is advised to have at least 1 Seer, 1 Alchemist and 1 or 2 Corrupted. The remaining cards should be civilians.

Special Cards

-Alchemist have the ability to use 1 healing potion or 1 poison at any point during the game. Game moderator will wake them up at night (by sending PM's) and allow them to poison or bring 1 player back to life. If someone was chosen to be killed by the Corrupted and the Alchemist chose to save them, the moderator will say, “Someone has been saved,” at the beginning of the day round.

-Seers have the ability to unveil the identity of one player per night. Game moderator will wake them up (via PM's) and allow them to unveil 1 player. Seers have knowledge but can they be trusted?

-Hunters are special civilians. When killed, they have license to open fire at 1 suspected killer.

* You are a Civilian. Solve the murder mystery, find the corrupted "among you" before suffering more deaths.
* You are a seer. At night, unveil the true identity of one villager to yourself, once.
* You are an alchemist. At night, use a potion once. Either an elixir of life to revive a corpse or poison to kill.
* You are a hunter. When your near-dead body is unveiled at daytime, fire off a dying shot to kill one suspect.
* You are corrupted and compelled to kill one civilian each night, and must lie to escape execution.

Day and Night

The first phase of a game of Corrupted is the night round. After the cards have been dealt to the players, the moderator announces the beginning of the night phase. At night, both Corrupted must decide (through PM's) which player to kill off. You may show your card/identity after you've been killed.

The second phase is the day round. Each person introduces themselves, in the role (or disguise) of the civilians they are. Talk about what you do around the town, especially before the Curse swept in and trapped the town. Maybe you'll convince everyone you're innocent. The voting and sentencing of suspicious players begins right after! In a no-vote, the round ends, nobody is killed, and the opportunity to catch a Corrupted is missed.

## Sparring Match

Duelling game idea by Flourishing Flower Flo

Rolls

1. Each starts with 700/700HP (allows full /roll damage, fights lasts roughly 6 turns)
2. An RP attack does a /roll and then the defender does a /roll
3. Whoever wins lands their hit first. The damage is whatever you already rolled.
4. +level buffs are only allowed if using weapons. Weapon sparring is advanced.
5. Repeat from step 2. That's it, simple roll-vs-roll highest wins the hit rules.

Damage

1. Whoever rolls the highest above 50 lands a hit.
2. If both rolls below 50, then both fail or auto-block/dodge.
3. Any rolls 1-5 is automatic self harm for -10hp.
4. Any rolls 95-100 is double damage, buffs added after.

Health

1. Subtract health points based on the winning /rolls.
2. If a fighter falls to 40/700 they are weak enough to overpower and can chose to yield.
3. A fighter in submission can also make their opponent submit if they too fall below 40hp.
4. If a fighter falls to 0/700 health points they fall unconscious. Death is only for plot.

Status

1. See #status effects for a list of stun types weapons can cause.
2. Stuns last 1 turn and afterwards, you become immune to that specific type of effect.

## Badmington

Beach Volleyball & Badmington Mini Game by Flourishing Flower Flo

How to Play

Two players face each other in a casual game of Beach Volleyball.
To decides who serves first you /roll1 to flip a coin (even numbers is Heads, odd numbers are Tails)

1. Server hits a shot by /roll2 (D12) +first number of your level, setting the strength target to reach.
2. The defender tries to reach said target with their own /roll2 (D12) +first number of their level.

If the strength target is not met, the point goes to the person that served and the looser gets to serve next.

If the target is met, the receiver bounces the beachball back by doing the /roll2 from step 1. Repeat until end.

You can play to a set amount of points, usually first to 3.

Critical Nat 12 rules

* Nat 12 on Receive: Can re-roll your return shot, but you've got to stick to your second roll if you do!
* Nat 12 on Shot: You get an instant point, unless the receiver rolls a Nat 12 too! Which cancels out both.

## Beach Windball

* There are 5 buoys that represent waymarks in the water.
* Bounce your ball from one buoy to the next and the first person to the finish line wins.
* Easy right? Except the wind is blowing your windballs off-course!

1. /roll2 (dc 6) to successfully push your ball to the next buoy, lower than 6 and you're stuck until next turn.
2. If you roll a 1, go back one buoy. Roll a 12 and you can move x2 buoys.

## Basketball Game

Shooting Hoops (few players)

If you're just shooting hoops, just take turns throwing from the midway point (Free Throw lane)

* 50+ to score from up close, 70+ from midway and 95+ from center court. First to 200 points wins.
* Use dance 18 when dribbling a ball

Basketball Match (2-10 players)

Position around the court in even numbers and any player directly across from you is your tackler. Flip a coin to decide which team starts with possession. (Odds = tails, Evens = heads)

1. Challenge whoever has the ball with a /roll2 +stats (1st number of your level). Highest roll wins possession.
2. Once you have possession you can try for the hoop or pass the ball to advance 1 row. Move on each pass.
3. Upon receiving a pass, you will be challenged by your tackler. Repeat step 1. First team to 300 points wins.

* Upon scoring, all teams resets to starting positions. Opponents start play with possession.
* If the shot is missed, the nearest player to the net gets the ball, if both teams are near it, both /roll2.
* 50+ to score from up close, 70+ from midway and 95+ from center court.
* Use dance 18 when dribbling a ball and dance 19 when 'challenging' a player
* On a tie roll during a tackle, challenger wins since they /roll2 to meet your number.

## Shooting Range

Simple game to pass the time. Guns, knives or arrows, pick your weapon and step up to the target line.

* /roll2 for points, first to 30 wins.
* 1 is a miss, no points
* 2-5 grazes the edge
* 6-8 hits inner circle
* 9-11 hits near center
* 12 is a bullseye.

## 2 Truths, 1 Lie

This is a purely social game similar to truth or dare, but your character tells the group 2 facts about themsevles, usually from the character backstory or history and sneak in one untrue 'fact' that is actually a lie. The aim of the game is to successfully deceive your friends with your bullshit skills. Anyone who detects the lie escapes drinking. Fail to find the lie and you take a swig. Turn order goes clockwise in a circle.

At the end, the person with the most drinks drunk is the gullible loser and will face optional consequences.

## Stuffy Bunny

Stuffy Bunny game by Vampire Velocity inspired by Derpixon's NSFW animation.

* /roll2 to stuff your face with marshmallows! Add 1 more in your trap on each turn.
* Starting at dc1, this will increase by 1 in each round up to the final round 12!
* If you fail a round, it means you fail to say 'stuffy bunny' audibly and you'll be stuffed by a bunny dom!

## Rough & Tumble

File:Sexgame.png

Sex Wrestling PvP mini game by Cyber Catwitch Van

How to Play

Each wrestler rolls (/roll1) to determine who wins the pose. Winner selects the pose and is the Attacker, loser accepts the pose and is the defender. (Rock>Scissors>Paper>Rock)

* 1-2 = Rock
* 3-4 = Paper
* 5-6 = Scissors

Attacker and defender /roll up to 3 times, higher roll wins.

* 0 wins = 0 Lust
* 1-2 wins = Standard Lust (/roll2 x2)
* 3 wins = Double Lust

Reversal Variant

* 0 wins = attacker takes lust, 1 win = 0 Lust, 2 wins - Standard Lust, 3 wins = Double lust

For a longer match. Each wrestler starts at 0 Lust, when they reach 69 lust they orgasm and lose the match. After applying Lust, restart the whole process again with r-p-s.

Pin Variant

* At 69 Lust roll/1, on a 6 resist the orgasm and continue the match.