Basic Setup:This is a game for 15 players. The base roles will be:
3 Mafia
1 Traitor
11 Town
Draft Process:-At the beginning of the game, there will be a draft to determine the bid order. The draft ordering process will not be revealed ahead of time.
-The thread will be locked during the draft ordering, but the mafia team (without the traitor) will be allowed to communicate and submit their draft answers as a team in their QT.
-Once this has happened, each player will send in the role that they want to bid for. Only one role from each "slot" will be awarded.
-If multiple players select roles from the same slot, the player highest in the draft order wins the role, and the other players become vanilla versions of the role they bid for.
-Vanilla roles in this setup are limited VTs. Vanilla versions of roles retain their most basic power and may still have some influence over the the night phase.
-Kill switch: If mafia is deemed unfairly underpowered compared to town, they will be privately offered a kill switch vote on whether to reset the game in their factional QT (personal QT for the traitor). If 3/4 mafia vote for a reset, the game restart with a bid & new alignments. Likewise, if town is deemed unfairly underpowered compared to mafia, there will be a public announcement that the mafia is overpowered in the thread before the start of D1. Town will then be allowed to vote for a reset in their personal QTs for 24 hours, and if 6 or more townies vote for a reset the game will restart, including alignments.
XL System -This game uses an XL gaining and losing system to determine which powers can be used at night.
-At the beginning of each night starting N1, each role will gain the random # of XLs listed in their role PM.
-Immediately after gaining these XLs at the beginning of the night, the player will be told their start of the night XL. This will be the only time the player is told their XL.
-The start of the night XL will be the basis for which PRs a player is able to use at night. (Exceptions: a motivated player will need enough XLs to use both of their PRs in order to use 2 PRs in a single night; PRs that state "take another action" will require players to have enough XLs to perform whichever action they take next.)
-The minimum XL is always 1, and the maximum XL is always 27. XLs gained above or lost below those thresholds are ignored.
-Unless otherwise stated, players will be able to use only one action per night.
Mafia & Traitor Rules -Mafia will be able to use a factional kill at night on top of the other actions that they are able to use. They must assign the factional kill to a player.
-If a town or traitor human or gnoll wanderer receive abilities from a slot from which the mafia have also received a power role, the mafia will be informed which slot.
-The traitor will be told the identities of the mafia team, but the mafia team will never be told the identity of the traitor.
-If the mafia team attempt to kill the traitor, it will fail.
Action ResolutionNight action resolution will use
Natural Action Resolution. All abilities that either increase or decrease a player's XL will resolve at the same time as killing actions. Additionally, they will resolve using the order below:
1) Abilities performed by a player with a higher XL at the beginning of the night will resolve first.
2) Abilities performed by a player with a lower XL at the beginning of the night will resolve last.
3) Ties are random.