Storytold by @Magnus and @Jarek on @Monke.
Each day phase will last for 48 hours.
|Discussion||12h||Players may talk.|
|Nomination||12h||Players who wish to nominate may do so at this time, and votes may begun to be cast during this time as well.|
|Voting||24h||During this time, votes may be cast freely on any existing nomination, but no new nominations may be made. Once this time ends or all votes have been locked in, the day will resolve.|
Each night phase will last for 24 hours. The game begins on a night phase.
Night actions are locked 2 hours before the start of each day.
Nominations and Voting
Once the discussion phase has ended, the Storyteller will formally announce the opening of the nomination phase. Players must be nominated before they may be voted on that day. Each player may only be nominated once per day, and each player may only nominate once per day.
When a nomination is opened, the Storyteller begins to track votes for that nomination. The players may precast votes, but the votes will lock in a clockhand format. Starting with the player below the nominee on the list, and working downwards, the votes will be locked if they are cast.
Any votes that are not cast by EoD will be considered votes to pardon. If the count of votes to execute is more than half of the number of living players, and is the highest count of votes against any player that day, the accused will be considered “about to die”. At the end of the day or when all votes on all nominations have been cast, 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.
Players may whisper each other in-game through private messages (including both host accounts). Whispers must be publicly announced and by mutual consent. Use
/whisper [Player] to declare a whisper to a player, and the recipient may use
/accept to accept the whisper. 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.
In addition, a player may make 1 whisper per day to each neighbor of up to 15 words without announcing this in thread.
Some abilities require you to speak privately to the Storyteller during the day. If you wish to do this, you must declare so publicly using a format such as /whisper [Storyteller]. You may choose to declare this even if you do not have one of these abilities.
This game is flipless. Neither alignment nor role is revealed on death.
Dead players may continue to speak and vote, but may not nominate and have a single “vote token” for the remainder of the game. They may vote freely until they end the day voting a player. Once this happens, their “vote token” is spent, and they may no longer vote.
Dead players have no ability, unless otherwise stated. If a player is killed in the night before they would perform their ability, they will not do so (see “Night Action Resolution”). Any ability with a persistent effect will end upon that player’s death.
This game is designed for between 7 and 15 players. All players are assigned 1 character of the 4 character types. Players that start as Townsfolk or Outsiders are part of the Good team, the uninformed majority. Players that start as Minions or Demons are part of the Evil team, the informed minority. Players cannot change alignments unless explicitly stated.
Townsfolk have abilities that are beneficial to the Good team.
Outsiders have abilities that are harmful to the Good team.
Demons are the members of the Evil team who carry almost all the killpower for their team, and must stay alive at all costs. Except in extenuating circumstances, there will always be one living Demon while the game is in progress.
Minions are the other members of the Evil team whose abilities support the Demon.
The number of characters of each type dealt out are as follows:
Starting Evils know each others’ identities and character types, but not characters. They have no method of private communication besides whispers, as described above.
Starting Demons know three not-in-play Good characters.
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. Unless otherwise stated, the amount of Townsfolk is modified so that the total number of characters given out matches the total player count.
All players start with exactly one of the chosen abilities, depending on their character type. Townsfolk and Outsiders are Good characters, while Minions and Demons are Evil characters.
Night* (with an asterisk) in all contexts means “Night, except the first.”
|Possible Townsfolk Characters|
|Noble||You start knowing 3 players, 1 and only 1 of which is evil.|
|Flowergirl||Each night*, you learn if a Demon voted today.|
|Oracle||Each night*, you learn how many dead players are evil.|
|Innkeeper||Each night*, choose 2 players: they can’t die tonight, but 1 is drunk until dusk.|
|Gambler||Each night*, choose a player & guess their character: if you guess wrong, you die.|
|Gossip||Each day, you may make a public statement. Tonight, if it was true, a player dies.|
|Amnesiac||You do not know what your ability is. Each day, privately guess what it is: you learn how accurate you are.|
|Courtier||Once per game, at night, choose a character: they are drunk for 3 nights & 3 days.|
|Alchemist||You have a not-in-play Minion ability.|
|Farmer||If you die at night, an alive good player becomes a Farmer.|
|Magician||The Demon thinks you are a Minion. Minions think you are a Demon.|
|Mayor||If only 3 players live & no execution occurs, your team wins. If you die at night, another player might die instead.|
|Cannibal||You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.|
|Possible Outsider Characters|
|Butler||Each night, choose a player (not yourself): tomorrow, you may only vote if they are voting too.|
|Saint||If you die by execution, your team loses.|
|Klutz||When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.|
|Barber||If you died today or tonight, the Demon may choose 2 players (not another Demon) to swap characters.|
|Possible Minion Characters|
|Widow||On your first night, look at the Grimoire & choose a player: they are poisoned. 1 good player knows a Widow is in play.|
|Cerenovus||Each night, choose a player & a good character: they are “mad” they are this character tomorrow, or might be executed.|
|Goblin||If you publicly claim to be the Goblin when nominated & are executed that day, your team wins.|
|Organ Grinder *||All players keep their eyes closed when voting & the vote tally is secret. Votes for you only count if you vote.|
* All players learn if there is an Organ Grinder from the start of nominations. If so, players are instructed to cast votes in their rolecards. Votes are locked and cannot be changed later in the day.
|Possible Demon Characters|
|Imp||Each night*, choose a player: they die. If you kill yourself this way, a Minion becomes the Imp.|
|Fang Gu||Each night*, choose a player: they die. The 1st Outsider this kills becomes an evil Fang Gu & you die instead. [+1 Outsider]|
|Vortox||Each night*, choose a player; they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.|
|Legion||Each night*, a player might die. Executions fail if only evil voted. You register as a Minion too. [Most players are Legion]|
Night Action Resolution
All actions are processed in a specific order each night. Natural Action Resolution does not apply. Dead players have no abilities (unless stated otherwise), and if a player is dead during their turn in action resolution, they do not act (unless stated otherwise).
|First Night||Other Nights|
The Storyteller is a term used to refer to us, the hosts of this game.
We will decide what happens with any open-ended ability behaviours, and will try to keep the game fun and balanced.
The extent of our ability to effect on the game is outlined above. We cannot break any existing rules, only decide what happens within the bounds of the characters’ abilities and base game rules.
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 gamestate. The most likely fabled to be included are below.
|Djinn||Use the Djinn’s special rule. All players know what it is.|
|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.|
Malfunctions are the primary source of interference and misinformation in this game. It is stronger than what you will find in most mafia games, and exists to counterbalance Good’s arsenal of amazingly powerful characters.
A malfunctioning character cannot affect the gamestate in any way using their ability. They cannot kill anybody, they cannot protect anyone from death, they cannot poison anybody, they cannot cause any other player to receive information.
If a malfunctioning character would receive information themselves, the information they receive is arbitrary (Storytellers decide).
The malfunctioning status lasts indefinitely, unless stated otherwise.
Good wins if all Demons are dead.
Evil wins if only 2 players live.
In the event of a tie (both teams win at the same time), Good wins.
Alternate routes to victory or defeat may exist as detailed by characters’ abilities. The list of all possible characters is above.
A Traveller is a player character that can enter or exit a game at any point. Their identity and ability are known to all players, but their alignment may be either good or evil (which is decided by the Storyteller upon their entry to the game).
When you travel in, send the storytellers your selection from this wiki page.
Unlike standard players, Travellers exist under some special circumstances.
They may be exiled by majority vote at any time, instead of executed. This vote is independent of the nomination/execution system.
They do not count as “players” for any rules or win conditions.
If they are evil, they learn who the Demon is.
|Recommended Traveller Characters|
|Scapegoat||If a player of your alignment is executed, you might be executed instead.|
|Butcher||Each day, after the 1st execution, you may nominate again.|
|Harlot||Each night*, choose a living player: if they agree, you learn their character, but you both might die.|
|Deviant||If you were funny today, you can not be exiled.|
|Matron||Each day, you may choose up to 3 sets of 2 players to swap seats. Players may not leave their seats to talk in private.|
Djinn’s special rules
|Butler and Cannibal||If the Cannibal gains the Butler ability, the Cannibal learns this.|
|Widow and Magician||When the Widow sees the Grimoire, the Demon and Magician’s character tokens are removed.|
|Widow and Alchemist||The Alchemist can not have the Widow ability.|
|Cerenovus and Goblin||The Cerenovus may choose to make a player mad that they are the Goblin.|
|Organ Grinder and Butler||If the Organ Grinder is causing eyes closed voting, the Butler may raise their hand to vote but their vote is only counted if their master voted too.|
|Organ Grinder and Flowergirl||If players’ eyes were closed during the nominations, the Flowergirl learns how many times the Demon voted.|
Sign up using /in, seat [X] or /travel in, seat [X] and pinging this account.
There will be a maximum of 15 non-traveller players and 4 travellers, resulting in a total of 19 possible seats.