- Joined
- Jul 9, 2007
- Messages
- 5,164
DA RULES. Most of the basic stuff is shamelessly copied and pasted from past games, of course, no judgement.
[COLLAPSE="General Rules and Information"]
Helpful Links:
Newbie's Guide to Mafia | Basic Rules of Mafia
Fundamental Rules:
- Please enjoy this game and do not act in a manner that would make the game unenjoyable for others. This includes personal attacks.
- The Game Moderator is Circus and all official information and rulings will come directly from the Game Moderator.
- Editing your posts is not allowed; multi-posting is fine and is encouraged in place of editing.
- Unless your role specifically states otherwise, or you have initiated a mechanic that allows an exception, you may not converse with any other players outside the thread, dead or alive.
- Do not quote role PMs or any other form of communication with the Game Moderator. You may paraphrase your role PM as you see fit, but keep everything in your own words! Posting your Role PM or any form of mod communication will result in an immediate modkill. If you are concerned about how to adhere to this rule, contact the Game Moderator.
- The use of non-English, invisible, hidden, coded, or otherwise intentionally hidden or indecipherable text is strictly prohibited. (Spoiler tags are allowed because they are easily noticeable. This rule is not meant to disallow breadcrumbing within the visible text of a message.)
- Failure to send in your night action(s) will result in no action(s) being taken.
- You are required to post every 48 hours. If you fail to do so, you will be prodded. An accumulation of too many prods (to be determined by the Game Moderator) will result in your replacement or a modkill depending on the circumstances. I will tell you if I am considering replacing/modkilling you for activity reasons.
- If you will be inactive for an extended period of time, you must notify me in advance. Unexcused or particularly long absences may result in your replacement or modkill.
- In the event that I need to replace a player, I may extend the deadline to accommodate the replacement player. If a replacement player cannot be found, I will modkill the slot.
- Day phases will generally last approximately 7 days, unless cut short by a kill.
- Night phases will generally last approximately 48 hours. If you have a Night action and do not wish to use it, please send me a PM stating so.
- Night phases will end when either 48 hours have passed, or I have received all applicable night actions. Whichever comes first.
- There is no posting in this thread during the Night phase.
- After you have died in the game, you are allowed one final (and short) "Go Town/Scum!" post.
- This is a Closed Set-up for 12 Players with all roles assigned at random.
- This game is a Full Reveal game, meaning that, upon death, role/alignment information about the player is revealed.
- I confirm there is a Town faction and at least one Mafia faction in this game.
- I confirm that all information relayed from the Game Moderator in public is strictly accurate.
[COLLAPSE="Game Specific Rules and Information"]
Active Units and Support Units:
- Active Units are players who are capable of taking most actions (Attack, Trade, etc.) freely. These players can be either alone or Paired Up.
- Support Units are players who have elected to "Pair Up" with a solo Active Unit. Support Units are essentially treated as if they are not in play for as long as they remain a Support Unit; they cannot Attack, Switch, Separate, or Pair Up with another player, and they may only Trade away weapons by privately Trading with the Active Unit with whom they are paired. In addition, they cannot be Attacked during the Day phase nor the Night Phase. They can still receive weapons via Trade from any Active Unit.
- Rather than voting for lynches, Day phase deaths will be decided through Daykills (in this game, they will be referred to as "Attacks"). The Day ends once one player executes an Attack or all Active Units left alive choose to Wait, or if no players Attack before deadline is reached.
- When a player dies, any weapons that belonged to him or her at the time of death will be retrieved by the player who killed them.
- Attack Mechanic: Once a Day, a player with a usable weapon may choose to “Attack” any other living Active Unit. This ends the Day regardless of whether or not the attacked unit dies. If the Attacking player has more than one usable weapon in their inventory, then the weapon they wish to use for the Attack must be specified in some overt way (ex: Attack: [player name] with Steel Sword). Only an Active Unit may use this ability, and this ability may only be used on an Active Unit.
Command - Attack: [player name]
- Wait Mechanic: Once a Day, a player may choose to “Wait,” forfeiting the ability to take any other actions for the rest of the Day (Attack, Pair Up, etc.). A player in Wait status can still be Paired Up with other players and can still receive weapons through Trade, but only as a passive participant.
Command - Wait
- Trade Mechanic: Once a Day, a player may choose to “Trade” a weapon to another living player. If a player decides that a weapon in their possession would go to better use in another player’s hands (such as if the former player is unable to wield a weapon of its type), that player has the option to Trade the weapon to another player, who can then use said weapon immediately, assuming they are an Active Unit and have not taken any other actions. The player who elects to trade away a weapon will immediately go into Wait mode after the exchange. Only Active Units may use this ability publicly.
Command - Trade [weapon name]: [player name]
- Pair Up Mechanic: Once a Day, an Active Unit may choose to “Pair Up” with another living Active Unit in the game. The player who initiates the Pair Up becomes a Support Unit, while the player they have paired themselves with remains an Active Unit. Players who are Paired Up may communicate privately, using Conversations created by the gamemod, for as long as they remain Paired Up. The player who elects to Pair Up will immediately go into Wait mode once paired.
Command - Pair Up: [player name]
- Switch Mechanic: Once a Day, an Active Unit paired with a Support Unit can choose to switch places with the player with which they are paired (the Active Unit becomes the Support Unit and the Support Unit becomes the Active Unit). This can be done during the same phase in which the Pair Up that joined these two players occurred. The pair cannot Separate or Switch again until the following Day phase. A player who elects to Switch will immediately go into Wait mode following the switch.
Command - Switch
- Separate Mechanic: Once a Day, an Active Unit paired with a Support Unit can choose to Separate from the player with which they are paired. This can be done during the same phase in which the Pair Up that joined these two players occurred. Neither player can Pair Up as a Support Unit with a new player until the following Day phase. However, other players can Pair Up with these players as Support Units during this phase. A player who elects to Separate will immediately go into Wait mode following the separation.
Command - Separate
- All players begin the game as solo Active Units.
- All players begin the game with at least one usable weapon.
- All weapons break after one (1) use unless explicitly stated otherwise by me.
- Players of any alignment may Trade and Pair Up with one another.
- Players with the privilege of private communication can Trade with each other privately during the Day phase. However, this will still count as an action, causing the Trading player to immediately go into Wait mode as normal.
- When a weapon breaks, it will be announced in thread. If the wielder of the broken weapon is publicly known, then the wielder's username will be mentioned in the announcement (ex: "Circus' Steel Sword broke!"). If the wielder of the broken weapon is not publicly known, then the wielder will remain anonymous (ex: "Someone's Steel Sword broke!").
- In lieu of votecounts, I will be posting lists throughout the Day phases indicating players that have Paired Up, made actions, etc.
[collapse=Sample Role PM]
MORGAN
Class: Tactician
Skill: None
Usable Weapons: Swords and Tomes
Starting Weapons: Steel Sword (Sword) and Elfire (Tome)
You are Morgan, child of the Avatar. It is rumored that you hail from an alternate timeline in which Grima has not risen, as you have no memory of any events involving the Fell Dragon, nor of the warriors who resist him. As such, you have no connection to this war and will not be participating directly in it.
You are aligned with the Town and win when all followers of Grima have been eliminated.
[/collapse]
[COLLAPSE="The Players"]Living Units:
- Red Ryu
- dabuz
- Potassium
- Xastrn
Colonel StarsZen- Sokr
Anomandaris_RakeFullMetalLynch
- soup (Lucina, Town Lord) killed Day 1
- Raziek (Severa, Town Mercenary) killed Night 1
- Ryker (Noire, Town Archer) killed Night 1
pawndidater2RanmaruDeath Mountain (Gerome, Town Wyvern Rider) killed Day 2- Kary (Inigo, Town Mercenary) killed Night 2
- -Masquerain-
- YOU?!
Important Posts
Day 1 Begins | Day 1 Ends, Night 1 Begins
Day 2 Begins | Day 2 Ends, Night 2 Begins