Setup:Quick overviewThis is a game for 12 players. There are 4 mafia players and 8 town players. Each player has a special ability. Players have the chance to collect random 1-shot powers over the course of the game. Each night, there is a turn order, determined via bids. Actions are resolved in turn order. The mafia will not have a full nightkill; instead, each player starts with 100 health and the mafia kill takes 50 health away.
Roles, initial setup, flavor4 Mafia players (referred to as Team Mafia)
8 Town players (referred to as Team Town)
Each player has a special ability that is connected to the setup. These abilities are distributed independent of alignment. Players start with 100 health points; if at any point in the game, their health drops to 0 or below, they die. Each player will know their own health status at all times.
Each player also starts with 2 random weapons (see below). Any mafia player may use the Team Mafia's whole arsenal, but if a mafia player dies, their weapons will be lost. The mafia also has a factional weapon that they may use once each night, replacing their nightkill (see below). The Mafia QT is open only at night. These are the win conditions:
Town:
You win when the Team Mafia is eliminated, and there is at least one worm of Team Town left standing.
Mafia:
You win when the Team Town is eliminated, and there is at least one worm of Team Mafia left standing.
If everyone dies, the game ends in a draw (and can be repeated upon request).
Flavor is not connected to in-game events in a meaningful way.
Bids and turn orderEach night, there will be a fixed turn order. This is determined in the bidding phase. The bidding phase starts at the start of the day and ends when the Day ends (but it lasts at least 24 hours). During that time, each player must place a bid in their personal QT, which is any positive integer. Players who fail to place a bid take 30 health damage and automatically go last, with the order among them decided randomly. Turn order is determined as follows:
1) Find the integer that the least (positive) number of players bid. If there are multiple such integers, choose the lowest.
2) Randomly determine an order among the players that bid that number.
3) Starting with 1, give the next free spot to the next player in that order.
4) Remove the integer from the pool.
5) If there are still players left without a spot, start again with 1.
At night, all actions are processed in turn order, starting with the actions of the player in spot 1. Actions that players in lower spots perform cannot affect the actions taken before. If any player's health drops to 0 or below before their turn starts, their actions will not be processed. If a player drops to 0 health or below during a given night and his health would move above 0 later that same night, they will still die.
TurnsEach night, each player takes a turn, which consists of up to 3 actions. The player also determines an order of these actions. Actions are always resolved in that order. The possible actions are:
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Collect Crate: If there is a crate left in the game (see below), you will take it and receive its effects.
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Use Utility: The player may use any utility (see below) the possess.
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Use Weapon: The player may use a weapon they possess. Unless otherwise specified, this must always be the last action in a turn.
Crates and reinforcementsEach night, I will roll 1d10. That many crates are dropped. Crates can have the following types:
Weapon crate (50% chance): Contains a weapon.
Utility crate (30% chance): Contains a utility.
Health crate (20% chance): Gives +25 health. Cures poison.
The number, and types, of crates available will be announced at the start of each night. If you attempt to collect a crate, you may either specify which one or not. If you specify, you will receive that type of crate if there is still one available at the start of your turn. You will not receive any crate that is not from the type you specified. If you don't specify, you will receive a random crate out of those still available.
Additionally, at the start of each night, each player will get a weapon crate.
Weapons and utilitiesA
weapon is an item that can be used once during the game, at night. There are 58 different weapons in the game. Some weapons are super weapons; these only appear in crates half as often as regular weapons and are typically stronger. Each weapon has an
accuracy between 0 and 100, or "Perfect accuracy". The accuracy determines how likely you will hit your target(s), measured in %. Each action you take before firing a weapon reduces your accuracy that turn by 20. Perfect accuracy weapons always hit their target(s). You will always know whether you missed your target due to accuracy.
If a shot misses (i.e. fails due to accuracy), the player performing that action will not count as targeting their intended target for any purposes. They will, however, still count as performing an action.
Weapons usually end your turn, i.e. using a weapon must be the last action a player does during their turn. Thus, it is not usually possible to use multiple weapons per night. Some weapons do not end the turn; if so, this is explicitly stated in their description.
Mafia has a factional weapon that they may use once per night, with unlimited shots. It has the following effect:
(100 accuracy) Target 1 player. That player takes 50 health damage. Does not end turn.
A
utility is also a 1-shot, but does not have an accuracy, and does not end your turn. Some utilities are instant effect; if you collect them from a crate, something happens. Others have to be used. There are 9 different utilities, 4 of which are instant effect.
InactivityIf any player does not post in the game thread for more than 48 hours straight, they lose 30 health the first time and are subject to replacement the second time. Players who do not post in the game thread for more than 72 hours straight are subject to replacement as well.