SOME QUICK REMINDERS:
~ The Village wins if all Mafia members are dead. The Mafia wins if all Villager are dead. Tie games favour the Village.
~ All members of the Mafia know who all other members of the Mafia are. Villagers only know their role, and whatever other players tell them.
~ The objective of the game is to win, not to survive. Dead players still share in victory with their teammates.
~ If you're neither Village nor Mafia, you'll have a unique victory condition. If you don't, then you're the exception to the above and your objective is to make it to the end of the game.
~ If the votes for a village lynch tie, nobody is lynched. This is usually(but not always!) a good thing for the Mafia so try not to let it happen.
~ Lying about your role to other players is not only permitted, it is encouraged.
~ Posting screenshots or written transcripts of the GM giving you your role is expressly forbidden, even if they are fake. THERE IS A VERY GOOD REASON FOR THIS
~ Cast your vote by typing your acusee's name in bold with a dollar sign, like this: $Steph. Withdraw a vote by doing the same, but with a strikethrough instead of bolding.
The Villager, or the Citizen(I use the terms interchangeably) is the basic Village role. No powers to speak of, other than participating in votes.
The Sheriff checks a player each night and learns whether they are Guilty or Innocent. As a rule, Mafia appear Suspicious, and everyone else Innocent.
The Doctor picks someone to guard against death, granting them Immunity during the night phase.
The Sleuth shadows a player and notes who they visit during the night.
The Bodyguard protects a player like a Doctor, but instead of saving their target the Bodyguard dies in his place, taking the attacker with him. If for some reason the attacker has Immunity it is ignored.
The Vigilante has a gun and, for some reason, only three bullets. During the night(except the first night) the Vigilante can attempt to kill any player, though for obvious reasons they should probably not do so on a whim. The Vigilante appears Suspicious to the Sheriff.
The Cab Driver can switch the places of any two players, including himself. Any effects that would target one player instead target the other.
The Lawyer designates a player to protect from lynching. If the Lawyer's client is voted to be lynched, instead no one is lynched.
The Mason Leader can induct a small number of villagers, one per day, into their secretive order. Masons get a Quicktopic like the Mafia, to communicate among themselves. Only Innocent players may join the Masons, and if the Mason Leader attempts to convert a Suspicious player the conversion fails. Masons win with the Village, but only if at least one Mason survives to endgame.
The Gun Nut can stay up all night, and shoots any player who attempts to visit him. While "on alert" the Gun Nut has Immunity, and his counter-attack ignores Immunity. The Gun Nut can stay up a maximum of three nights total. Roleblocks and redirects don't trigger the auto-kill.
The Godfather gets the final say on who the Mafia kills each night. Despite being a member of the Mafia, the Godfather is considered to be Innocent. If the Godfather is ever killed, another member of the Mafia steps up and becomes the new Godfather. Line of succession goes Mafioso -> Consigliere -> Anyone Else.
The Mafioso is basically a lightning rod for the Godfather. As long as the Mafioso lives, it is he who is considered to "visit" the Godfather's kill target, and as long as the Mafioso is alive the Godfather cannot be killed except by lynching(usually). If the Godfather is ever killed the Mafioso becomes the new Godfather.
The Framer makes someone appear Suspicious for the night.
The Consigliere is the Mafia version of the Sheriff. Unlike the Sheriff, the Consigliere learns their target's exact role. If both the Mafioso and the Godfather are dead, the Consigliere becomes the new Godfather.
The Janitor follows a player and "cleans up" if they should die. If the Janitor's target is killed, their role is not revealed. The Janitor has a finite number of "cleanings" he can perform. "Cleanings" are effective the night they are used, AND the following day.
The Courtesan can block another player's role powers for a day. The Courtesan's target is not informed that they were blocked until after their role power would have resolved.
NEUTRAL ROLES THAT APPEAR GUILTY
The Serial Killer wins the game if he is the last surviving player. The Serial killer can kill, or not kill each night, and is immune to the Mafia's nightly murder. If the Serial Killer is role-blocked or redirected, the role-blocker targeting him is killed instead of the Serial Killer's intended target. If the Doctor protects the Serial Killer, the Doctor is killed instead of the SK's target.
The Arsonist can douse another player with gasoline(somehow without their knowledge). If at least one player has been doused, the Arsonist can instead Ignite and kill all doused players. Immolation by Arsonist ignores immunity, and also kills anyone who visits an immolation victim on the night of their death(other than the Arsonist, of course). Like the Serial Killer, the Arsonist wins if no one else survives.
The Amnesiac has only one power. At any point during the game, the Amnesiac can assume the role of a player in the graveyard, and inherits that player's role power, victory condition, and Guilty/Innocent status. If the Amnesiac's new role had a finite-use power, the Amnesiac retains the original player's unspent uses to a minimum of one.
NEUTRAL ROLES THAT APPEAR INNOCENT
The Rivals(there are two) have a serious grudge against one another. The Rivals know their identity at game start, and win if the other is lynched. If one Rival is killed any other way, the other becomes a Lunatic. Rivals are the only role that is NOT revealed on death, instead appearing to be a regular Villager.
The Lunatic wins the game if lynched. If he survives, or is killed by another means, he loses. When a Lunatic is lynched, one of his accusers is selected at random and killed the following night, regardless of immunity.
The Survivalist merely needs to survive to game's end to win. The Introvert is not counted for the purpose of determining ties or victory. The Survivalist is also the only person in Failheap Village who thought to invest in personal protection, and has four uses of a bullet-proof vest that grants Immunity for a night.
- Immunity - The subject is immune to most kill powers for the duration of the night phase. There are a handful of abilities that ignore or remove immunity.
- Role-Block - Any role that directly targets a player and prevents that player's night action. The Doctor, for example, is not a role-block. Presently the Courtesan is the only role-block in these rules.
- Redirect - Any role that targets a player and alters that player's target for the purposes of their night ability. Note that there are presently no redirect powers in these rules, but there used to be. The term is preserved in the rules language in case future redirect roles are added.
SPECIFIC DETAILS ON END-GAME STATES
A "tie" game occurs when there are only two players from opposing teams left alive. Serial Killers and Arsonists are considered to be on their own one-person teams. The Witch is counted as part of Team Mafia.
If a Villager and a Mafia tie, the Mafia wins. HOWEVER if the surviving Villager is actually a Villager(Citizen) and not a power role, then the Village wins.
Serial Killers and Arsonists automatically win ties with the Village and the Mafia.
The Arsonist wins ties over the Serial Killer.
If two Arsonists or two Serial Killers tie, they both win.
Because their victory conditions are independent of the end-game state, Lunatics, Survivalists and Rivals are ignored when resolving a tie.
Amnesiacs automatically lose ties. Note that an Amnesiac who uses his power is from that point no longer an Amnesiac.
Otherwise, if there is literally only one person left, then their team obviously wins.
A TRUE tie game (where there is no winner) can't actually occur. If the entire roster of players is wiped out, and it can happen, the Lunatic and/or Rival may still win. Of course if the only survivors are the Lunatic and the Amnesiac, then everyone loses.
NOTES ON STRATEGY
- It may seem like a good idea to tie the votes so that you don't kill a villager. This is rarely the case. Tying the day lynch really just gives the Mafia a free kill.
- Likewise, lynching someone whom you know to be a Rival is a bad play. If you know someone is a Rival, then you know they aren't Mafia, and the Mafia have one less neutral role they can hit instead of a useful villager.
The Mayor(Village) has no night power, but IS THE ONE EXCEPTION TO THE RULE AGAINST POSTING SCREENSHOTS OF ROLE ASSIGNMENTS and may at any time reveal himself by doing so in the game thread. Once revealed the Mayor's vote counts for three, but a revealed Mayor cannot be protected by a Doctor or Bodyguard. Please note that using Photoshopped or outdated screenshots to pretend to be the Mayor just makes you a dumb.
REASON FOR RETIRING: When correctly played, the Mayor basically wins it for the village.
The Jailor can imprison someone for a day and anonymously(through a Quicktopic) talk to them. While imprisoned a player loses any special role powers (including kill immunity), cannot participate in lynch votes, but may still speak. If the village votes not to lynch anyone, the Jailor may elect to execute their prisoner instead of releasing them at the end of the day. After the Jailor makes an execution they can no longer take prisoners.
REASON FOR RETIRING: GM headache setting up/distributing QT EVERY SINGLE DAY
The Witch can mind-control another player and redirect their action(or have them take no action). The Witch's victim does not know that they were redirected, and receives confirmation of their night action as per normal. The Witch wins if the Village is killed, and doesn't actually mind the encroachment of organized crime.
REASON FOR RETIRING: Functionality approximated by Courtesan/Cab Driver. May reintroduce, because actual redirection is slightly different than either.