premiseYou are a traveller who has to stay the night at a really creepy bed and breakfast alongside a bunch of other guests. There is no way out, and there are certain things that are totally wrong with this bed and breakfast. Like, uh, the fact that the second floor is an improbably long hallway.
The mafia are a bunch of murderers who want to kill everyone in the house.
The town are the innocent bystanders who are trying to get out of the bed and breakfast while simultaneously trying to escape the grasp of the murderers. The neutral is a neutral.
The
town wins when the entire mafia is dead.
The
mafia wins when the ratio of town to mafia is equal.
If neutrals exist, they will have their own win conditions.
the room mechanicIn the bed and breakfast, there are # of players x 1.5 (rounded up) rooms. They are arranged in one very long hallway, with each room next to each other as so…
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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blank wall, other side of the hallway
At the beginning of the game, each player is assigned a room alongside their role PM.
Every night, players can elect to either move to another room during the night, or stay in their room. This will be sent in just like sending in a role action.
If two players are in the same room during the night, any kill attempts made towards anyone in that room will fail, regardless of the players’ alignments. A maximum of two players can stay in a room. If two players are in one room and one of the players kills the other player in the room, this will still "count" as two players being in the same room (so a third player can't come and kill the players in the room).
If a player chooses to stay in their room, staying in the room that you were in the night before is “highest” priority when it comes to the room movements. If players attempt to move to a room in such a way that there will be more than two people in it, the last player to attempt to move into the room (determined by inbox priority) will remain in their original room for the night. They will be notified if this happens.
Example: Lucy and Sally were in Room 1 during N0. Both elect to stay in this room for N1. David was in Room 13 for N0. He attempts to move to Room 1 for N1. However, because there are already two players in Room 1 that are carrying over from the previous night, he is forced out of the room and is "bumped" in his original room. He is informed via PM of his current room placement at the end of the phase.
Players cannot stay in the same room for more than two nights in a row. If a player refuses to move, on the third night they will be randomized into a room.
Certain roles may not count towards the room limit and allow for 3 players to be in a room together. Players with these rooms will be informed about these loopholes.
Certain roles may completely destroy rooms. Destruction of a room means that on future nights, no player may enter that room or use that room for any action. Players will be notified if any rooms have been destroyed upon rollover.
Upon the night > day rollover, players will be informed of what room they ended up in, and if anyone was with them in the room that night (if so, the identity of the other player will be revealed).
how do the mafia work?There will be 2 (presuming 10 players, if more than that this number will be increased) mafia in this game. They can all move independently of each other and will be assigned 2 separate rooms.
Every night, each of the mafia members can move to a room or stay in their original room.
In addition, the NK is carried out a bit differently. Should the mafia choose to submit a night kill, one of the mafia is “tasked” with carrying it out. The night kill is performed as follows:
The mafia who is selected to submit the night kill may select a room to target, including the room they are already did. If there is only one player in that room (or in the case that they are staying in the room they were in the previous night, a town player enters the room), that player will be immediately killed.
If no players are in that room for the night, the mafia member who is submitting the night kill will lay a “trap” in that room. Any player who enters the room with the trap on subsequent nights will be killed in the trap; if two players (regardless of alignment) enter a room with a trap in it, the trap will be nullified permanently. Once a player is killed by the trap or it is nullified by two players being in the room with the trap, it will disappear.
Certain roles may be able to remove traps. Additionally, traps will malfunction and break down if they are not activated after 2 consecutive nights (so: max of 2 traps active at any given time). Since it's extremely likely there will be a small player count for this game, this has been included to reduce possible swing.
The mafia member who submits the night kill cannot move twice; their nightly "room movement" action is used up in the process of submitting the night kill room target. That is, they can't say they want to submit the night kill on room x and then move to room y; they can only submit the night kill on the residents of room x and they will move to room x.
on top of this...Every player will have their own individual role, which they can use during the phase specified in the role ability. Given the unique structure of this game, an action priority cannot be accurately given, but it can be assumed that the following is true:
Passive Abilities > Active Abilities
Roles may have individual quirks that allow them to circumvent things mentioned in the huge wall of text above, but one can assume that the main game rules/structures will apply to the vast majority of roles.
Stuns and jails will show up in rollover.
If a trap is dismantled, it will show up in rollover.
Failed kills
will show up in rollover.
Player rooms will be shown alongside a player's other information if they die during the night phase by being targeted for a room kill.
Kills that end in traps being laid will not show up in rollover.