Forum Code Names: Master Thread

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Forum Code Names: Master Thread

#1 Post by Maniac » Wed Apr 06, 2022 11:28 pm

I played Code Names in a cafe tonight for the first time and thought it could be adapted to playing as a forum game.

All we need is a games master to list 25 words and two teams consisting of a 1x spymaster and, say, 4x guessers on each team.

The games master decides which words are allocated to each set,

1 x assassin
9 x red team words
8 x blue team words
7 x neutral words

The red spy masters chooses a clue word and a number of words his team has to guess. The red team then decide (by voting or debate??) on which words to guess.

The game master then reveals if they are right and the turn passes to the blue team. Maybe 24hr phases.

Team that guesses the assassin word loses automatically. First team to guess all their teams words wins.

If a neutral word is guessed, no further words are revealed in that phase.

This makes more sense if people have already played the game:

Game masters can either select words from the proper game if they own it, or creat 25 random words or even theme 25 words.

Before we start inviting sign-ups. We can discuss rules, game-play, phase length, can both teams chat in forum even when it’s not their turn? How are guesses decided upon within teams? A team captain takes advice and makes final decision on guesses and the order of guesses? Voting?

All thoughts and opinions welcome.
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Re: Forum Code Names: Master Thread

#2 Post by Kakarroto » Thu Apr 07, 2022 1:29 am

Well, it might be worth a try to modify it into a forum style, but if you just want to play it online, there is already an internet page that has brought it into an online shape. With the addition of a voice program (like discord) and a group of people you can play a round of that game in about the same way as on a cafe table.

The internet page address of it escapes me right now, but we've played it with a group from eden's discord server once or twice and it was pretty ok and the rounds were quick too. The games sets up automatically too so less work with board pieces. I think the only difference is that each team has one team leader each with the purpose to give the hint to their own team than a neutral gamemaster for all.

If that doesn't sound what you want (maybe because you don't like voice programs?) there might be a way to modify it that it works over a longer period with say 24 hour phases, the thing about that is though that would make it a game for half a month or so? The board game version has the option to guess more than one word in a turn, but every guess has to be correct for that and with a wrong guess it's the other team's turn instantly.

Maybe it can be solved with fixed turn limits so everyone can plan around that (like 24 hours for one guess), but that can easily create a game where people can do nothing for two or three days straight (other than reading what the other team is doing). I'm not sure if that would be enjoyable for many people.
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Re: Forum Code Names: Master Thread

#3 Post by Doom427 » Thu Apr 07, 2022 1:32 pm

Kakarroto wrote:
Thu Apr 07, 2022 1:29 am
Maybe it can be solved with fixed turn limits so everyone can plan around that (like 24 hours for one guess), but that can easily create a game where people can do nothing for two or three days straight (other than reading what the other team is doing). I'm not sure if that would be enjoyable for many people.
Maybe have both teams guess a word simultaneously? If both teams get a clue, and then have to guess which word they want to pick, both are going to be talking and playing. Only issue is when one teams guesses wrong and other hasn't yet- maybe make scoring based off how many wrong guesses you do instead of quickest to win?
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Re: Forum Code Names: Master Thread

#4 Post by Kakarroto » Thu Apr 07, 2022 6:27 pm

well the goal isn't to find 'one correct' card but to reveal all the teams colour card (either red or blue) before the other team finishes and without revealing the assassin card (the neutral cards are basically a dud).

The game also lets the team who's turn it is (depending on the team leader who gave the hint with a number) take multiple guesses per turn, depending on the number chosen.

For example, lets say there are 8 cards left down with a setup like this
-) guitar (neutral)
-) cereal (red)
-) milk (red)
-) canary (blue)
-) candle (assassin)
-) cheese (blue)
-) horse (blue)
-) mountain (red)

the team leader of blue might give a hint like 'animal 2' to make their team members guess the horse and canary, but might want to change the hint to something like 'animal plus their products 3' (I don't have a good idea right on this spot but others might find a term that fits here) to include the cheese too, but risk that maybe milk is included for team red or even worse, candle is guessed and with that would lose the game.

if the team leader of red gives the hint 'breakfast 2' (trying to get their team members to guess cereal and milk) but they mis-guess one and choose cereal and cheese (because who would drink milk like ever right), that would make blue win if the team went the animal route (since all three blue's has been guessed).

It is also important to include the number in the hints, this shows the team how many cards may fit the description (and also limits the number of guesses the team has)

also it is sometimes good not to guess the full number to avoid the assassin card in case the team is unsure

we could change it in a way that with the 24 hour time each team member has to submit a ranked vote where they state in which order they want to unveil the cards (with the option to default on the unveiling)

like ##vote1 cheese; ##vote2 mountain; ##vote3 default(or omission, guess we need to find a good word for it)

I guess the tldr points for modifying are
-) same number of guess targets in simultaneous turns
-) team leader gives one-word hint plus number to how many it relates
-) ranked voting with option to omit a guess
-) simultaneous turns are a full 24 h

I guess we also need a method to determine the team leader (who gets to know the hidden role of each card and aren't allowed to communicate that information in any other form than the hint plus number), so maybe a voting period of 24 hours to let each team vote for their leader before the start?
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Re: Forum Code Names: Master Thread

#5 Post by Kakarroto » Thu Apr 07, 2022 6:30 pm

I mean part of the game too is watching the opponent team and try to determine what their cards with the hint of their team leader are so they don't reveal them on accident, but there should also be enough time for that with the 24 h period.
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Re: Forum Code Names: Master Thread

#6 Post by Kakarroto » Sat Jun 04, 2022 10:59 pm

Hmm, seems like there isn't much interest in playing this over the forum?
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