I think I might be the Goblin…
Storytold by @Zugzwang and @Magnus, with the help of @Zugbot
Mechanics
Town Composition
There will be between 7 and 15 players. Those players will be assigned to one of four character types. Players will either be on the Good team, which, besides potential exceptions, will be Townsfolk or Outsiders, while players that are Minions or the Demon are on the Evil team.
The number of players to the amount of character types in play is:
Total 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 |
No two players will have the same ability at the start of the game, with the possible exception of the Village Idiot. The ability that each player starts with is randomly chosen from a number of abilities a non-player decides to put in the game, elaborated on in the “Storyteller” section.
On this script, Amnesiac is the only potential cause of alignment changes.
Starting Evils start knowing each other’s usernames and character types (whether they are a Minion or a Demon).
The abilities of certain characters modify the game setup, by adding or subtracting certain characters or character types. These are denoted in [square brackets], and only have an effect if the character is present at the beginning of the game.
Characters
Night* (with an asterisk) in all contexts means “Night, except the first.”
Possible Townsfolk Characters | |
---|---|
Steward | You start knowing 1 good player. |
Noble | You start knowing 3 players, one and only one of which is evil. |
Shugenja | You start knowing if your closest evil player is clockwise or anti-clockwise. If equidistant, this info is arbitrary. |
Pixie | You start knowing 1 in-play Townsfolk. If you were mad that you were this character, you gain their ability when they die. |
Empath | Each night, you learn how many of your 2 alive neighbors are evil. |
General | Each night, you learn which alignment the Storyteller believes is winning: good, evil, or neither. |
Village Idiot | Each night, choose a player: you learn their alignment. [+0 to +2 Village Idiots. 1 of the extras is drunk] |
Fortune Teller | Each night, choose 2 players: you learn if either is a Demon. There is a good player that registers as a Demon to you. |
Dreamer | Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct. |
Flowergirl | Each night*, you learn if a Demon voted today. |
Town Crier | Each night*, you learn if a Minion nominated today. |
Huntsman | Once per game, at night, choose a living player: the Damsel, if chosen, becomes a not-in-play Townsfolk. [+the Damsel] |
Amnesiac | You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are. |
Possible Outsider Characters | |
---|---|
Sweetheart | When you die, 1 player is drunk from now on. |
Plague Doctor | When you die, the Storyteller gains a Minion ability. |
Mutant | If you are “mad” about being an Outsider, you might be executed. |
Damsel | All Minions know a Damsel is in play. If a Minion publicly guesses you (once), your team loses. |
Possible Minion Characters | |
---|---|
Cerenovus | Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed. |
Xaan | On night X, all Townsfolk are poisoned until dusk. [X Outsiders] |
Goblin | If you publicly claim to be the Goblin when nominated & are executed that day, your team wins. (See note below) |
Scarlet Woman | If there are 5 or more players alive & the Demon dies, you become the Demon. (Travellers don’t count) |
Boffin | The Demon (even if drunk or poisoned) has a not-in-play good character’s ability. You both know which. |
The Goblin must make their claim in the first 36 hours of the day.
Possible Demon Characters | |
---|---|
No Dashii | Each night*, choose a player: they die. Your 2 Townsfolk neighbors are poisoned. |
Imp | Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp. |
Kazali | Each night*, choose a player: they die. [You choose which players are which Minions. -? to +? Outsiders] |
Nominations and Voting (Important!)
Nominations will be open for the first 24 hours of the day.
To nominate a player, say “/nominate [playername]”, and ping Zugbot. For example, to nominate Zugzwang, you can say “/nominate Zugzwang @Zugbot”.
Votes do not lock. Votes are cast using the standard voting system.
The person with the most votes on them (also known as Plurality voting) will be considered “about to die”. The player who is “about to die” will be executed. If there is a tie between two or more players for the highest count of votes, the day will end with no execution. The Storyteller may only declare an early end to voting if it is no longer possible to tie or exceed the highest nomination, or in deeply specific circumstances that would benefit the players to have the game end sooner rather than later.
You may also vote to Sleep (meaning execute no-one). Sleep does not need to be nominated. If this has the most votes (or is tied for the most votes), the day will end with no execution.
To request a votecount from Zugbot, post “/votecount” in your role PM.
Votes at XX:59:59 are valid. Votes at or after XX:00:00 are not.
If Evil are able to win immediately by switching their votes at the last moment of day, and they can know this with mechanical certainty (ignoring the potential for Amnesiac abilities), their votes are automatically switched.
Phase Lengths
- Each day phase will last for 48 hours. Whispers and discussion can happen during the whole day.
- During the first 24 hours of day, nominations are open.
- During the first 36 hours of day, Goblin claims are open.
- Each night phase will last for 24 hours. During this phase, no discussion takes place, and players submit their actions.
The Day-Night Cycle lasts for 72 hours, before repeating. The game begins during night one.
Night actions are locked 2 hours before the start of each day.
Night Action Resolution
All actions are processed in a specific order each night. This is that order.
First Night | Other Nights |
---|---|
Dusk | Dusk |
Kazali | Xaan |
Boffin | Cerenovus |
Minion Info | Scarlet Woman |
Demon Info | Imp |
Xaan | No Dashii |
Cerenovus | Kazali |
Pixie | Sweetheart |
Huntsman | Huntsman |
Damsel | Damsel |
Amnesiac | Amnesiac |
Empath | Empath |
Fortune Teller | Fortune Teller |
Dreamer | Dreamer |
Steward | Flowergirl |
Noble | Town Crier |
Shugenja | Village Idiot |
Village Idiot | General |
General | Dawn |
Dawn |
Storyteller
The Storyteller is the key moderator for the game; All ability uses at night must be sent to the Storyteller via private message, and Storyteller will have the final say on any open-ended ability behaviors. The Storyteller is also the person who decides what characters can be randed from, but can not directly rand a person a character, as that is decided by chance. The Storyteller’s goal is to keep the game both fun and balanced, and they’ll often be trying to make it last as long as possible, however, the Storyteller may not alter any existing rules to accomplish this.
If your ability requires you to privately speak to the storyteller during the day, you must declare it publicly by saying /whisper Storyteller. You may choose to declare this even if you do not have one of these abilities. The ability that requires this to function is the Amnesiac.
Whispers
Players may whisper each other in-game through private messages (including both the host account and forum accounts @Zugzwang and @Magnus). Whispers must be publicly announced, by requesting permission to whisper using the format /whisper [Player]. 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.
You may whisper several players at the same time, announcing all the players in the whisper individually. Doing so will result in it counting for one whisper per player besides yourself in that whisper.
The number of whispers allowed per day is equal to the number of starting players, divided by three, always rounded up if it includes a decimal.
Each player may, in addition, make a whisper per day to each neighbour of up to 15 words without announcing this in thread.
The 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. The fabled that the Storytellers may put in play are the Hell’s Librarian to prevent night talking, the Fiddler if both the demon and the town refuse to kill, and the Djinn to indicate there are characters jinxed with each other. The Djinn is in-play.
Fiddler | Once per game, at night, the Demon secretly chooses a player of an opposing alignment; All players then vote which of these two wins the game. |
Hell’s Librarian | Something bad might happen to whomever speaks when the Storyteller calls for silence. |
Djinn | Use the Djinn’s special rule. All players know what it is. |
Djinn's Special Rule
Djinn’s Jinxes | |
---|---|
Plague Doctor + Goblin | If the Plague Doctor dies, a living Minion gains the Goblin ability in addition to their own ability, and learns this. |
Plague Doctor + Scarlet Woman | If the Plague Doctor dies, a living Minion gains the Scarlet Woman ability in addition to their own ability, and learns this. |
Goblin + Cerenovus | The Cerenovus may choose to make a player mad that they are the Goblin. |
Boffin + Village Idiot | If there is a spare token, the Boffin can give the Demon the Village Idiot ability. |
Kazali + Huntsman | If the Kazali chooses the Damsel to become a Minion, and a Huntsman is in play, a good player becomes the Damsel. |
The Djinn’s special rule are Jinxes. It determines what happens when two specific characters interact, usually due to them having an unfavourable interaction otherwise.
Travellers
This game will have no travelers.
Death
When a player dies, their identity and alignment aren’t revealed, but they continue to be allowed to speak in thread. They can’t nominate and have only one “vote token”, which they may expend on a nomination to cast a vote, losing it afterwards. When player dies, unless otherwise specified, their ability stops working, which means that a player killed before they would perform their ability will not perform their ability, which is shown in Night Action Resolution.
Drunkeness / Poisoning
Drunkenness and poisoning are the main source of interference with abilities. A drunk or poisoned character is not directly told that they are drunk/poisoned and cannot affect the game state in any way using their ability, including killing. If a drunk/poisoned character would receive information, then the information they receive is arbitrary, which means the host can decide whether or not to give true information. The drunk/poisoning status lasts indefinitely unless stated otherwise.
Five characters on this script may cause malfunctioning. Those are the Village Idiot, the Amnesiac, the Sweetheart, the Xaan, and the No Dashii.
'Mad'ness
A player who is ‘mad’ about something is trying to convince the group that said something is true. If you are made ‘mad’, to not incur the potential penalty of not following it, you must do a reasonably good job at attempting to convince the Town that what you are made ‘mad’ about is true. On this script, this Pixie, Mutant, Cerenovus, and possibly Amnesiac involve madness.
Victory
Good wins if all Demons are dead.
Evil wins if only 2 players live.
The win conditions will be phrased as above in your rolecards. In the event of a tie, the Good team wins.
Alternate routes to victory or defeat may exist within this game. The characters on this script that can provide alternate win conditions are Damsel, Goblin, and Amnesiac.
Zugbot (Important!)
This game will be partially automated by @Zugbot. Zugbot will be handling nominations and votecounts. To nominate a player, say “/nominate [playername] @Zugbot”, as discussed in the nominations section. To request a votecount, type “/votecount” in your PM.
This game is only partially automated - opening/closing the thread, posting phase changes and deaths, and so on will be done manually.
If there are issues with the bot that cannot be fixed, the hosts will return to manually tracking nominations.
Taking Your Place on the Clocktower
Sign up by stating /in, seat [X] and pinging this account.
There is a maximum of 15 standard players and 0 Travellers.