The SetupEnergyThe ship has an energy pool of 25 at game start. At the end of each night, the ship uses up 10 energy points. If the energy pool ever drops below zero, the game ends in a mafia win. Ship energy level and current energy usage are announced at the start of each Day.
Rank orderThere is a fixed rank order among all players. At the beginning of the game, this is determined based on flavor. Ranks range from 1 to the number of remaining living players.
At the end of each day, rank order among the living players changes as follows:
- for each player, the number of votes they had at the end of the day is added to their rank.
- The new rank order is determined by sorting players ascendingly according to that number
- if the number is the same for two or more players, order among them is determined by the number of votes they received, i.e. inverse rank order.
Rank order is as follows during the Day:
Adam (1)
Beatrix (2)
Clotilde (3)
Donald (4)
Ernest (5)
The end of day vote count is this:
Adam (2): Beatrix, Donald
Beatrix (1): Clotilde
Donald (2): Adam, Ernest
This gives the following numbers: Adam - 3, Beatrix - 3, Clotilde - 3, Donald - 6, Ernest - 5. Clotilde takes rank 1 because they did not receive any votes. The new rank order is this:
Clotilde (1)
Beatrix (2)
Adam (3)
Ernest (4)
Donald (5)
Rank order is
not public. Players will know their own rank at all times. The player with rank order 1 is called the
Captain, the player with rank order 2 is the
First Mate.
Captain phaseAt the start of the day, the current Captain receives 3 Mission cards in their QT. They must play one, save one and discard one. They must also make a proposal: they select a number of living players as stated on the Mission card to carry out the Mission. The card that is saved will be one of the 3 cards dealt out in the next Captain phase (along with 2 new ones).
The deadline for these decisions is 72 hours after game start. If the Captain does not send in orders, this will be determined randomly. Otherwise, the Captain phase ends as soon as the Captain has submitted the necessary orders. They may request a delay.
Voting phaseOnce the Catpain has submitted their choice, the mission card and the chosen players are revealed in the game thread. All players may (publicly) vote
Accept or
Refuse. If a majority of living players
Accept, the mission will be carried out,
and the game immediately moves to twilight.
If a majority of living players
Refuse, the proposal fails. Then and only then, the game moves to the
First Mate phase.
First Mate phaseIf a mission proposal fails, the First Mate may select a different team for the mission. They do not see the other mission cards and may not play another mission. There is no time limit for their proposal. Once they hand in a proposal, a second voting phase occurs. If the second proposal fails as well, there can be no mission on that day.
At any time, a majority lynch ends the day, and in this case no mission will be performed. Days last at most 8 RL days.
The MissionsIf a mission has been accepted during the Day, each player selected for the mission may send in either
Success or
Failure at night. No submission will default to
Success.
The energy cost for the mission is substracted from the ship's energy pool. If the ship does not have enough energy, this will have the same effect as the Mission having been refused.
If the condition stated on the mission card is reached, the Success effects listed on the card will take place. Otherwise, the Failure effects take place. Some missions have different conditions depending on whether a mafia player has died. The condition have the following format: 3/3 (read "3 out of 3") means 3 players need to be selected, and 3 players need to submit "success" in order for the mission to succeed. If there are two conditions (e.g. 3/3 // 4/4), then the latter condition is in effect once the first mafia player has died.
Some mission cards offer special successes, which can be achieved if a certain flavor character listed in the mission card is part of the crew.
At the end of the night, it will be revealed whether the mission was a success or a failure, but not what was submitted.
Day and Night actionsUnless stated otherwise, players on a mission can only target other players on a mission for any night actions, and players not on a mission can only target other players not on a mission. Unless stated otherwise, players may take no more than
one active action per game phase (i.e. day or night), with the exception of factional powers, which may be used in addition to any individual action.
The mafia nightkill may only be performed by a player who is not on a mission, and may only target another such player. It is not mandatory.
Some night actions may manipulate the ship's energy pool. Any such action can only be successful if the energy pool has at least the required amount at the time the action is taken; they cannot cause the energy level to drop below zero.
Resolution orderAt the end of the night, events will be resolved in this order:
1. Night actions are resolved as usual. Conflicting night actions are resolved by a predetermined scheme. Specific question on night action resolution for your own night actions can be requested via QT.
2. It is determined whether the mission was a success. Success or failure events happen (depending on Mission).
3. The ship uses energy
4. Players who have been killed die.
Flips and informationEvery player
must choose one of their powers to be revealed when they die. This power will be revealed together with their flip. The choice may be changed up until death (but not during Twilight after they have been lynched). If they fail to do this, no powers will be flipped for town; for non-town players, all powers will be flipped in that case.
ContrabandThere is a ressource called contraband. This interacts with the mission cards, and possibly some roles.
Public InformationThere are two alignments in the game, town and mafia. Two players have mafia alignment. The alignments have the following win conditions:
You win when all Mafia-aligned players are dead, or nothing can stop that from happening.
You win when the energy level of Serenity drops below 0, or nothing can stop that from happening.
The mafia has daychat.
The flavor names in the game are the names of the characters that form the permanent crew of Serenity in the TV series Firefly. Knowledge of the series will improve your game experience. Two of these have been randomly selected as mafia. Every player has
exactly three special abilities. Some may be negative utility for their own faction.
There are 3 mission cards that appear multiple times; they are:
Scavenge
"Now we have a boatful of citizens right on top of our... stolen cargo. That's a fun mix."
Cost: 0 energy
Conditions: 3/3 // 4/4
Success: 10 points energy, 3 contraband
Failure: No effect
Black Market
"You think there's someone just going to drop money on you?! Money they could use?! Well there ain't people like that... There's just people like me."
Cost: 5 energy
Conditions: 2/2 // 3/3
Success: Trade all contraband for 15 energy each.
Failure: Lose 1 contraband
Shore Leave
"Persephone is not home. Too many people we need to avoid. Resupply, look for work, move along. We sniff the air, we don't kiss the dirt."
Cost 0 energy
Conditions: n-1/n
Success: All participants may perform one additional action the following night. A mission pick does not end the following day.
Failure: -
The player that issues the mission may choose any number of crew members as long as at least 1 player remains on Serenity. The mission succeeds if at most one failure is sent.
All other missions are unique. The order in which missions are distributed is predetermined and non-random. Every player has a "special" mission card in which their flavor name is mentioned. They will know what this mission card is.
It is possible for the town to win without ever lynching someone.