Rules

May 21, 2023 3:52 pm
Before you apply, make sure you agree with the following

1) You will try to win; you will not secretly help your enemy

2) There is very little chance you will get any specific role or faction. Hidden Roles are distributed randomly, and you must be ready to play any of them

3) This is Mafia. Here, you can be deceived about roles and actions, slandered and hanged, you can forge an alliance and get stabbed in the back. This is part of the game.

How to apply

1) Specify the Open Role you want to play; no duplicate roles

2) Put an appropriate name and userpic

Create character:
[ +- ] Mafia
Communication

Communication outside of the game is allowed, but:

1) Keep it in English

2) The player you are talking to must know it’s you; sending anonymous messages or pretending to be another player is not allowed

3) Don't use technical methods to prove your role, such as giving the password to your account or sharing your screen

4) Inform the GM about your communication. Mafia will probably have a group chat; add the GM there

5) Dead players must not communicate

Roles

Every player has two roles: The "Hidden" (or "Midnight") role, and the "Open" (or "Daylight") role. Hidden roles are distributed randomly, and only you know about them. Open Roles are chosen at the start of the game, no duplicates, on first-come-first-serve basis.

Statuses

Each character starts with 2 HP. While you have 1 HP, you stay in the Hospital. At 0 or less HP you die. There is no upper limit on how much HP you can have.

A character can have any of the following publicly visible statuses:

- Hospital — all abilities of the Midnight role are disabled
- Jail — all abilities are disabled
- Dead — all abilities are disabled, cannot win, cannot lose this status, cannot participate in the game in any way

The Guise system

Every player has Guises named after Midnight roles. Your starting set of Guises is determined by your Midnight role, and at the end of every phase you get +1 Guise corresponding to your Midnight role.

Every time an ability says you learn someone’s Guise, you learn one at random.
[ +- ] Example
The Turn system

In-game time is divided into two phases: Day and Night. After each Day goes a Night and vice versa. The game starts at Night.

Publicly visible actions must be declared in the in-game post in the OOC tag and be clearly and unambiguously marked as such. Covert actions must be published in your private room. "Instant" actions cannot be canceled, any other actions may be cancelled before the turn resolves.

Non-instant actions are resolved simultaneously at the end of the phase. Instant actions are resolved instantly, in the order of declaration.

Unless otherwise noted, you can declare any number of actions per phase, but not the same action several times.

Victory conditions

Each player belongs to a faction: M (Mafia), L (Law), or N (Neutral).

Mafia wins if all Law players are dead.

Law wins of all Mafia players are dead.

Neutral can win with their special abilities.

When someone wins, the game ends.

Victory conditions are checked after the end of each phase and at the beginning of each phase.

In a "stalemate" when no player can win, nobody wins and the game ends.

Abilities

Abilities marked with "H", "J" or "D" are not disabled if you’re in Hospital, Jail, or Dead.

A player might be "blocked". In that case none of his declared actions in that phase happen. The victim learns if they’ve been blocked. Abilities marked with "B" cannot be blocked.

All players possess these abilities:

Vote (a Daylight ability) — during the Day (the "Council") you can publicly vote for a player, or for "peace". At the end of the Day, the player with most votes dies. In case of a draw, players whose Open Roles are listed earlier have priority. If "peace" has strictly more votes than every player, nobody dies.

Letter (a Midnight ability) — during the Night, you can send an anonymous message to a player, or to the entire Town. If one target, including the Town, got more than three letters in one Night, the instead of the messages it only learns "you have been spammed".

Open Roles

Highlander

Immortality (J) — cannot take damage during the first two Nights

Prosecutor

Accuse — once per game during the day can publicly add three votes against one character

Brute

Sturdy — starts with 1 extra HP

Monk

Meditation — at the end of a Night, if he has 1 HP, restores 1 HP

Sociopath

Shut-in — cannot be targeted by other players’ abilities during the first Night

Avenger

Unfinished business (J) — once per game, instead of dying, publicly turns into a "spirit". A spirt has 1 HP, cannot declare actions, and doesn’t get into Hospital

Warrior

Unstoppable — abilities are not disabled when in Hospital. Cannot get in Jail

Acrobat

Somersault — once per game during the Night can activate this ability. In that case, he doesn’t take damage from attacks

Honcho

Authority — +1 to voting power (his vote counts as two)

Marauder

Tomb Raider — once per game during the Night can choose a dead player. By morning you publicly gain his Daylight abilities

Politician

Despotism — +0.5 to voting power

Qualified immunity — in voted out during the Council, instead of dying you get into Jail for four phases (Night, Day, Night, Day)

Anonymous

Incognito — regardless of any other effects, always has one Guise: Anonymous(1). The Anonymous Guise cannot be named if an ability calls for naming a Guise.

Journalist

Investigate — during the Day, unless you vote, you can publicly choose a target. At the end of the next Night you learn its Guise.

Technician

Mishap — once per game during the Day you can publicly choose a target that is not at the Hospital or Jail. It takes 1 damage.

Chef

Kitchen Nightmares — during the Day you can publicly choose a target. During the next Night the target is in Hospital regardless of HP. Cannot be used at the same target twice.*

Ambassador

Negotiation — +3 to voting power. At the end of each day this bonus goes down by 1, down to 0

Commissioner

Bust — once per game during the Day you can publicly choose a target and send it to Jail for the next two phases (Night, Day)

Undertaker

Exhume — once per game can instantly learn the Midnight role of a dead player

Lawyer

Absolve — once per game, if you are voted out, the Council is cancelled

Rebel

Revolt — during the Day you can publicly pick a player. Next Day, he gets +1.5 votes against himself

Millionaire

VIP (J) — cannot be targeted by Daylight abilities other than Vote, and characters with increased voting power only vote against you with one vote

Tattletale

Blackmail material (J) — if you don’t vote, you save your vote, and you can spend saved votes during the Day to augment your voting power

Psychic

Séance — during the Day, if you don’t vote, you can learn a Guise of each player who died last Night

(Other)

You can choose any other role name. In that case you have no additional abilities. Council priority is the alphabetical order

Midnight Roles

Boss (M) / Boss(1)Detective(1)Cop(1)Evil Genius(1)Civilian(1)

Interrogate (B) — during the Night, block a target

Brain of the Operation (H) — during the Night, unless you use Interrogate, you can learn a target’s Guise twice

Sawed-off Shotgun — during the Night you can declare this. In that case every non-Mafia member who used an ability on you other than Letter is attacked with 1 damage

The Call (H) — during the Night you can send a target an anonymous message "from the Boss"

Streetwise — at the start of the game, Boss, Killer and Agent learn about each other

Killer (M) / Killer(1)Officer(1)Vigilante(1)Joker(1)Civilian(1)

Arsenal — during the Night, you can attack a target with one of the weapons:

Pistol (H) — deals 1 damage

Sniper Rifle — name the target’s Midnight role. If you name it correctly, deal 2 damage

Tommy-gun — deals 2 damage. At the morning everybody learns who used this ability

Pass down — if you die or turn into a spirit, the Boss gains Pistol

Agent (M) / Agent(1)/Criminologist(1)Psycho(1)Evil Genius(1)Joker(1)Civilian(1)

Slander (H) — during the Night you can add any 3 Guises to a target, active this Night

Sabotage — during the Night, you can choose a target and name its Guise. If the target has 10 or more of these Guises, attack it for 1 damage

Entrapment — during the Night, unless you use Sabotage, you can choose a target and name its Midnight role. If you guess correctly, the target gets in Jail for the next Day and Night. Cannot be used on the same target twice

Disguise (H) — during the Night, unless you use Sabotage or Entrapment, you can add any 20 Guises to yourself for this Night only

Renegade (M) / Renegade(1)Agent(1)Detective(1)Joker(1)Civilian(1)

Backstab — during the Night you can choose a target and name its Midnight role. If you guess correctly, attack it for 1 damage

Thwart (H) — during the Night, unless you use Backstab, you can choose a target. All its abilities work as if their targets only had one Guise — Anonymous(1). Cannot be used on the same target twice.

Taking Matters — during the Night, unless you use Backstab or Thwart, you can learn a target’s Guise

Officer (L) / Officer(1)Killer(1)Vigilante(1)Psycho(1)Evil Genius(1)Civilian(1)

Revolver — during the Night you can attack a target for 1 damage

Militia (H) — once per game during the Night you can choose a target other than yourself. The target learns this and gains Revolver.

Criminologist (L) / Criminologist(1)Boss(1)Renegade(1)Cop(1)Joker(1)

Testimony — during the Night, you can learn a target’s Guise twice

Autopsy — during the Night, unless you use Testimony, you can learn the Midnight role of a dead player

Detective (L) / Detective(1)Agent(1)Criminologist(1)Psycho(1)Evil Genius(1)Civilian(1)

Sweep — during the Night you can choose a target and a Guise. You learn if the target has the Guise.

Clues — during the Day you can choose a player who died last Night and learn the names of all abilities that were played on the target or dealt damage to it.

Cop (L) / Cop(1)Boss(1)Agent(1)Officer(1)Evil Genius(1)Civilian(1)

Detain — during the Night you can put a target in Jail for the next Day and Night. Cannot be used on the same target twice.

Interrogate (B) — during the Night, unless you use Detain, you can block a target. Cannot be used on the same target twice.

Vigilante (L) / Vigilante(1)Killer(1)Detective(1)Psycho(1)Joker(1)Civilian(1)

Punish — during the Night, except in the first one, you can choose a target and name its Midnight role. If you guess, or if the target is Law, attack it for 2 damage

Vigil (H) — during the Night, unless you use Punish, you can choose a target. The target doesn’t take damage from attacks this Night. Cannot be used on the same target twice.

Civilian (L) / (1 of each Midnight role)

Rank and file — during the first Night, all abilities that require the user to name a Midnight role cannot name Civilians

Assist (H) — during the Day you can covertly add +3 Guises to a target that correspond to its Midnight role

Taking Matters — during the Night you can pick a target and learn its Guise

Jury duty — during the Night you can choose a target. Next day it covertly gets 1 vote against itself

Expose — during the Night you can choose a target and name a non-Law Midnight role. If you guess correctly, and the target has 10 or more Guises corresponding to its Midnight role, everybody publicly learns its role

Civilian — yes, another one

Civilian — yes, three of them

Psycho (N) / Psycho(1)

Double Life (H,J) — you can instantly change you Guises to anything you want. If any ability learns you Guise, you learn what Guise it was

Stalk (H,J) — during the Night you can learn a target’s Guise

Assault (H,J,B) — during the Night, except the first one, you can attack a target for 1 damage

Bloodbath (H,J,B) — during the Night, unless you use Assault, you can choose a target and name its Midnight role. If you guess correctly, deal 2 damage to it (does not count as an attack).

Slippery bastard (H,J) — every Day Psycho loses two votes against himself, and another 0.5 votes for each dead player

Public Enemy (H,J) — Law and Mafia can’t win

Last Man Standing (H,J) — if you’re the only player alive, you win

Evil Genius (N) / Evil Genius(1)Boss(1)Renegade(1)Criminologist(1)Cop(1)Vigilante(1)Civilian(1)

Master Plan (H,J) — you can have any number of "plans". You always know how many plans you have. At the end of each Night, you gain 1 plan.

Abduct (H) — during the Night, you can choose a target. If the target should have died by the end of the Night, it stays alive with 1 HP instead, and you gain 2 plans. Cannot be used on the same target twice.

Propaganda (H) — during the Night, unless you use Abduct, you can choose a target. If the target gets voted out next Day, the Council is cancelled and you gain 1 plans. Cannot be used on the same target twice.

Whistleblower (H,J) — during the Night, unless you use Abduct or Propaganda, you can choose a living target other than yourself and name its Midnight role. If you guess correctly, you gain 1 plan. Cannot be used on the same target twice. Cannot name the same role twice.

Brainwash (H,J) — during the Night, you can block a target. Cannot be used on the same target twice.

Bribe (H) — once per game, unless you use Brainwash, you can put a target in Jail for the next Day and Night

DDD (H,J) — if at the end of the Day you have at least 8 plans, you and you alone win

Joker (N) / Joker(1)Killer(1)Agent(1)Officer(1)Detective(1)Cop(1)Civilian(1)

Hand of Fate (H,J,D) — every character can have any number of cards. Everyone knows how many cards they have. Everybody has Play. Joker starts with 1 card.

Deal (H) — during the Night you can choose up to three different targets. Each one gains a card

Play (H) — during the Night, if you have at least one card, you can lose it and activate one of the abilities:

- Pass — choose a living target other than yourself. It gains a card

- Bank — blocks all damage dealt to you this Night, but if there was none, you take 1 damage

- Bluff — gain any 5 Guises, this Night only

- Whist — next Day, lose 2 votes against yourself

- Misère — next Night your abilities are not disabled due to Hospital or Jail

- Fold — lose all cards

Hit (H) — during the Night, you can activate this. Then all players who don’t activate Play gain as many cards as they had at the beginning of the Night

Bust (H) — during the Night, unless you use Hit, you can activate this. Then at the start of the Day everybody who has 3 or more cards dies.

Croupier (H,J) — each morning you learn:

- How many cards each character has

- A Guise of every dead character with at least 1 card

- A Guise of every living character with at least 2 cards

- The Midnight role of every character who died due to Bust

- The Midnight role of every character who used a Play other than Pass

All-in (H) — instantly, even if you are a spirit, you can publish the complete list of everyone’s Midnight roles. If the list is correct, you win instantly. Otherwise you are removed from the game

You do not have permission to post in this thread.