Town Composition
Good — Uninformed Majority
Townsfolk — Village, Beneficial abilities.
Outsiders — Village, Harmful abilities.
Evil — Informed Minority
Minions — Mafia, Supportive/Deceptive abilities.
Demon — Mafia, Flagbearer and Killer.
There will (almost) always be one living Demon while the game is in progress.
Players Townsfolk Outsiders Minions Demon 7 5 0 1 1 8 5 1 1 1 9 5 2 1 1 10 7 0 2 1 11 7 1 2 1 12 7 2 2 1 13 9 0 3 1 14 9 1 3 1 15 9 2 3 1
Evil Setup Info — Evil players learn their teammates and their character types.
Demon Setup Info — The Demon learns 3 out-of-play Good characters.
Private Chats — Evil players have no method of communication besides whispers.
Phase Lengths
Day Phase: 48 hours.
Vote Lock: None
During these times, players may freely talk and whisper to each other. You may scheme, lie, share information, or stay quiet and try to puzzle out who is who. Then, you vote on who will be executed. This is the main part of the game, mostly handled by the players themselves.
Night Phase: 24 hours.
Action Lock: 1 hour.
During the night phase, players may not communicate with one another. Some players will wake to learn information or use powerful abilities. Typically the Demon attacks at night, killing one or more players or otherwise causing havoc.
Storyteller
The Storyteller is a term used to refer to us, the hosts of this game.
- We will decide what happens with any open-ended ability behaviours, and we will curate the specific abilities that exist within this game.
- We will only ever lie to you if a game ability specifies we can.
- The extent of our ability to affect on the game is outlined above. We cannot break any existing rules, only decide what happens within the bounds of the characters’ abilities and base game rules.
Fabled
The Fabled are special modifiers that the Storyteller can put in play to tweak the game. Fabled will always be announced when they are in play, along with their effect upon the gamestate.
Fabled Characters (Setup Modifiers) There are no fabled in play at the start of the game but the storyteller reserves the right to add any mid-game.
Malfunctions
Synonyms: Drunk / Poison
Antonyms: Sober / Healthy
A malfunctioning character cannot affect the gamestate in any way using their ability. If a malfunctioning character would receive feedback, the information they learn is arbitrary (Storytellers decide).
The malfunctioning status lasts indefinitely, unless stated otherwise.
Madness
Madness might come into play in this format.
A player who is “mad” about something is trying to convince the group that something is true. Some players are instructed to be mad about something - if the Storyteller thinks that a player has not put effort to convince the group of the thing they are mad about, then a penalty may apply. Some players are instructed to not be mad about something - if the Storyteller thinks that a player has tried to convince the group of that thing, then a penalty may apply.
Nominations and Voting
Nomination — First living vote on a Player.
Voting — Multi-Voting.
Execution — Plurality (No Threshold).
Draws — Draws will mean that no one is executed for the day
Sleep — Valid Vote.
Dead Players: Can only vote on once.
Players may cast votes or nominations using the vote tags described in the Voting Guide.
Players must be nominated before they may be voted on that day. Each player may only be nominated once per day, and each player may only nominate once per day. If a player tries to cast an illegal nomination or vote, their input will be discounted.
Living players may vote freely on any nominated players. At the end of the day, the player with the highest counts of vote that day will be executed.
If there is a tie between two or more players for the highest count of votes, the day will end with a random execution between the two. The Storyteller may only declare an early end to voting if it is no longer possible to tie or exceed the highest nomination.
Whispers
Whisper Template — /whisper @Players
+ /accept [@Player]
- Whispers — Day-Exclusive, Publicly Announced, Mutual Consent
- Whisper Restriction — 3 per day.
- Whisper PMs — Player-Created (Include Hosts)
- Neighbour Whispers — Unannounced, 15 daily words per Neighbour
Once a whisper has been declared and accepted, the two players may whisper via private message until one of them speaks publicly in the game chat, at which point the whisper is considered broken and the players must declare whispers again if they wish to whisper.
Death
Rolecard Reveals — Flipless.
Dead Interaction — Public Communication, Whispers, One Vote, No Ability (unless otherwise stated).
If a player is killed in the night before they would perform their ability, they will not do so. Any ability with a persistent effect will end upon that player’s death.
Dead players may vote freely until they end the day voting a player. Once this happens, their “vote token” is spent, and they may no longer vote.
Victory
Good wins when all Demons are dead.
Evil win when only 2 players live.
In the event of a tie (both teams win at the same time), Good wins.
Alternate routes to victory or defeat may exist in this game, as specified by character abilities.