This is an extremely complicated and high skill (hopefully) RMM game. As such, we would ask that all players have played
at least one game before this one. It is more like the original RMM games in terms of madness. While we, the mods, made all the effort possible to balance the game, it is extremely complicated and it is entirely possible that there is something completely broken that we missed. We hope you have fun regardless of what happens.
The game will be Guilds (the dominion expansion) themed. Each player will be one of the twelve Guilds cards, with a flavorful role to go along with it.
Players can earn coin tokens by being towny. The exact things that give people coin tokens are preset and unknown to the players. There are also role-specific ways for players to earn coins. Each role starts with a certain amount of coins. They can be spent in many situations, some of which everybody can do and some of which are related to a player's role.
Each player may buy one item each night. Items available are a part of your role. 1-shot items are used on the night you buy them. Here is a sample PM for reference:
Welcome to RMM18! You are the <Flavor Name>, the <Role Name>. You are <Faction>-aligned and win when <Win Condition>.
Personal Quicktopic link: <Link>
<Role Power>
Balance: $<x>
Supply:
$<y> Coins: <Power Name> - <Power Description>
$<z> Coins: <Power Name> - <Power Description>
...
<Flavor Name> is your flavor name (dominion card). <Role Name> is your role name, which is an entirely original role. <Faction> is your faction, and <Win Condition> is your win condition. <Link> is the link to your personal quicktopic. <Role Power> is your role's power it can do each night (like a Cop's copping). The balance says that you start with $x at the beginning of the game. The items in your supply cost whatever they say, with name <Power Name> and do <Power Description>.
There is no way for town to investigate what items are in an individual's supply, which ones they used, or which ones (if any) they bought.
If a player is forced to pay money for something and they aren't able to, they will take a
Loan for every coin they are unable to pay. Loans make players take one less vote to be lynched for the rest of the game. Each night, players can remove a Loan by paying 2 coins. Players will know how many Loans they have at any given time. If a player ever has as many or more Loans than the number of votes needed for a lynch, they will die at the end of the day.
Every night (including N0), each player, in addition to whatever other cards are in their Supply, may purchase this card (they may purchase one of their own cards in addition to this):
0$ Governor - You may overpay for this. If a Town-aligned player overpayed the most out of all players, they will be made Lynchproof the following day, saved from a Loan death, or Bulletproof the following night (whichever occurs first). If a non Town-aligned player overpayed the most out of all players, no one will receive the bonus. If multiple players overpayed the most, a random one of them will be selected and they will receive the bonus (if it's scum, then nobody will get it). If nobody bids for the Governor, nobody will get it. Players will not be told whether or not they payed the most for the Governor.