I noticed that interest was still here, so I'm proposing another new setup that bends the rules a little.
In general, usual Mafia rules apply with the following exceptions. Anything on the list is debatable, and I wish for people to chip in and suggest any changes they think might benefit the game flow for everybody.
List of special rules:
I will add to this list as I remember more details. If there's some obvious game-breaking strategy, please point it out.
About the round itself, I will give at least a week's time before I would start it, to let the previous round pass in our minds.
In general, usual Mafia rules apply with the following exceptions. Anything on the list is debatable, and I wish for people to chip in and suggest any changes they think might benefit the game flow for everybody.
List of special rules:
- The game takes place in a medieval-fantasy setting. The anti-town fraction are Werewolves.
- The Werewolves are not considered own roles. They simply have the anti-town alignment along with their role.
- When a person is lynched, his role is revealed, but his alignment (town or werewolf) is not.
- The initial Werewolf:Town ratio in the game is known.
- The distribution of roles in the game is unknown.
- Current list of roles with their abilities known to public. There will be a balanced distribution with multiple roles occurring. I'll gladly take suggestions for more/fewer/changes in roles.
- All of the following abilities may not be used on the same person two consecutive times. Also, their usage is completely optional.
- Knight: Protects another player during the night.
- Scout: Checks a player's exact role.
- Seer: Checks who a player targets, or who targeted a player.
- Bard: Assigns a secret lynch vote to a player each day.
- Occultist: Resurrects another player for the next day without abilities.
- Hunter: Kills another player on death.
- Inquisitor: Checks an alive player's alignment. (Includes resurrected players.)
- Witch: Checks a dead player's alignment.*
- *The Witch's ability will be merged into the Inquisitor's, if there are not sufficient people.
- All of the following abilities may not be used on the same person two consecutive times. Also, their usage is completely optional.
- Ghost talk is enabled. That includes private conversations.
- Private talk is allowed.
- I will post PM templates of all the roles here after they've been settled to defuse PM faking.
- Night rounds will be split into phases, to make specific ability interactions more consistent.
- When a night victim survives, neither will his name be published nor will he get any notion of it.
- Werewolf to Town ratio will be approximately 2:5. (Anywhere between 1:2 and 1:3, actually.)
I will add to this list as I remember more details. If there's some obvious game-breaking strategy, please point it out.
About the round itself, I will give at least a week's time before I would start it, to let the previous round pass in our minds.
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