General Guidelines
Welcome to MH Mafia! This document provides the rules and guidelines for Hosts and Players participating in mafia games. These rules are designed to ensure fairness, an enjoyable environment and outline the consequences for rule violations.
The goal of this text is to provide a set of rules, guidelines and ideas that together are meant to preserve the peace and flow of both individual games and the complete set of games.
Please respect the Host's directions while the game is ongoing. Players are expected to follow their instructions without exception, to preserve the peace and flow of the game.
Mafia games are part of the larger MH community, and all MH guidelines, including staff authority, remain in effect
Mafia is a game of accusation and deception that can sometimes become emotional. Despite this, we ask Players to remain respectful toward the Host(s) and fellow Players.
Chronic misbehaviour, general unpleasantness, and disobedience (personal attacks, senseless spamming, harassment, etc.) have no place in these games. Griefing includes actions such as spamming, excessive rudeness, deliberately ruining the game, or intentionally derailing discussions.
These actions are subject to host assessment and, accordingly, violations as outlined in the Violations section.
PM information from the Host to the Player
Post at least 5 times and Vote at least once every Day Phase. Don't post more than 100 times per day phase. No talking during the Night Phases, no talking about the game outside the game thread and no talking if you are dead. You are not allowed to quote or screenshot PMs relating to the game, this includes quoting your Host, your role PM, or any private communication with other Players. (You may, however, paraphrase in a way that leaves room for reasonable doubt). This also includes describing unimportant PM details (color/font of the text, fluff pics, etc.) with the intent to confirm your PM contents. If you do, you will be Host Killed and banned from future games (Hall of Shame). Fake screenshots and quotes will be treated the same as genuine ones. Daytime-specific commands cannot be used in the last hour of the day phase. Following the basic forum rules and the Fun Forum guideline, Players are not allowed to insult or bash each other, this will not be tolerated and will be punished. The infraction will follow the standard host approach for minor violations, favoring the host's discretion. You are not allowed to ignore directions sent to you by the host. It's a Minor Violation if you fail to respond accordingly. You are not allowed to majorly edit the content of your posts, nor delete any of your own or someone else's posts without the Host's approval. If you do, you may get a Minor Violation punishment or Host Killed immediately and be banned from future games (Hall of Shame). You are expected to play to your win condition(s). Intentionally undermining your team or joining a game with the sole intent to troll is not allowed. ("Bad" or "alternative" plays, however, are allowed, if you sincerely believe in their merit.) Remember that while you are playing for fun, others take the game seriously. Please do not play against your win condition or play in a manner that is deliberately harmful to your side, regardless of how small your chances are. (This infraction will follow the host's judgment or if needed a second opinion, the Council's. It's recommended that the hosts don't do anything with the infractor during the game and only do so once the game is over.)
Not upholding these rules can lead to Penalty Votes or immediate hostkill/removal from the game and a ban from future games.
If you have any further questions, just PM the host of the game or .
Prostitute
Troublemaker (PM'ing their action) Mafia Escort (when blocking)
2. PRIORITY - "SAVING & INVESTIGATING" (& more)
Detective (all sanities) Investigator
Spy (and Paranoid) Psychiatrist
Mortician
Spirit Medium
Doctor (all sanities, Insane Doctor only when protecting) Bodyguard Hider
Bomb Defuser Apprentice (both sanities) Mafia Detective (when investigating) Mafia Bomb Defuser (when defusing) Mafia Doctor (when protecting) Santa Claus
Shapeshifter Sickly
Not Voter Disease
3. PRIORITY - "KILLING & RECRUITING & more"
Insane Doctor (when killing) Vengeful Townie Pirate Necromancer (when Necromancing, but the taken role keeps its respective Priority) Banshee (both killing at night and cursing) Avenger (both killing and selecting) Kamikaze Bomb
Mason Recruiter Mafia Boss
Mafia Detective (when killing) Mafia Janitor
Mafia Poisoner (both killing and poisoning) Mafia Assassin
Mafia Mason
Strongman
Burden
Mafia Escort (when killing) Unskilled Mafia
Mafia Pirate
Mafia Bomb
Mafia Apprentice
Mafia Doctor (when killing) Mafia Noble
Mafia Robber Serial Killer
Mentor (both killing and recruiting) Mentee Hot Potato
Indicate testing, or experimenting
PRO-TOWN ROLES
PLAIN TOWNIE AND EFFECT-ADDING ROLES
The Plain Townie (Townie) (Passive) is a valued member of society. They fervently discuss, critically analyse and painstakingly vote to corner the Mafias and make Town a better place by eliminating all non-towns.
The Death Miller (Townie) (Passive) counts as a non-Townie for Detective investigations. When they die, they are revealed as a Mafia member. They don't know their role and think they are a Plain Townie.
The Miller (Townie) (Passive) counts as a non-Townie for Detective investigations. When they die, they are revealed to be a Miller. They don't know their role and think they are a Plain Townie.
The Innocent Child (Townie) (Passive) gets publicly confirmed by the Host at the start of a predetermined Day phase. They cannot be assigned any non-townie secondary roles.
The Jesus (Townie) (Passive), once per game, returns alive two Day Phases after their death. (e.g. Night 1 death -> Day 3 resurrection; Day 2 death -> Day 4 resurrection). They die as a Plain Townie but are announced as Jesus when they respawn at the start of the relevant Day Phase.
The Freeman (Townie) (Passive) causes the next Day Phase to be skipped if they die. All role effects that would occur that day are moved to the next Day Phase.
INVESTIGATING ROLES
The Sane Detective (Townie) investigates one player’s allegiance per night phase. They get an "Innocent" result for Townies and "Guilty" for non-Townies. The Sane Detective doesn't know about their sanity.
The Insane Detective (Townie) investigates one player’s allegiance per night phase. They get a "Guilty" result for Townies and "Innocent" for non-Townies. The Insane Detective does not know about their insanity.
The NaiveDetective (Townie) investigates one player’s allegiance per night phase. They get an "Innocent" result regardless of which player they target. The Naive Detective doesn't know about their sanity.
The Paranoid Detective (Townie) investigates one player’s allegiance per night phase. They get a "Guilty" result regardless of which player they target. The Paranoid Detective doesn't know about their sanity.
The Sane Spy (Townie) spies on one player to find out who they targeted with their night action. If their target's action is successful, the Spy learns of their target(s). The Sane Spy doesn't know about their sanity.
The Paranoid Spy (Townie) spies on one player to find out who they targeted with their night action. If their target's action is successful, they receive a randomised target(s). The Paranoid Spy doesn't know about their sanity.
The Psychiatrist (Townie) investigates one person per night phase to see if the player has a Secondary Role. They do not find out their target’s role.
The Mortician (Townie) investigates a dead player to find out which kind of actions were used on the target, in chronological order (e.g. "The player was investigated on Night 1 and killed on Night 2"). They do not find out which players targeted the dead player.
The Spirit Medium (Townie) investigates a dead Townie to find out which players they targeted every night, in chronological order. They do not find out the action results.
BLOCKING & PROTECTING ROLES
The Prostitute (Townie) blocks one player per Night phase and prevents them from using their night action.
The Sane Doctor (Townie) protects one player per night phase. That player then cannot die during the night phase. However, does not prevent suicidal deaths. The Sane Doctor does not know about their sanity.
The Insane Doctor (Townie) protects one player per night phase. That player then cannot die during the night phase. However, does not prevent suicidal deaths. There is a 50% chance their target dies instead. The Insane Doctor does not know about their sanity.
The Naive Doctor (Townie) attempts to protect one player per night phase. Their protection will be ineffective. The Naive Doctor does not know about their sanity.
The Police Officer (Townie) can, once every night Phase, pick 3 people to protect from day-killing actions. If one of them is targeted by a day kill, the kill fails, and the Police Officer loses one of their 3 protections. They are notified at the end of the day phase whenever they lose one of their protections. The Police Officer must send all their picks at once, and they are not allowed to change them. The Police Officer does not prevent suicidal deaths.
The Bodyguard (Townie) protects one player per night phase. If a killing night action targets their target, the Bodyguard becomes the target instead. If both the Bodyguard and their target survive the night, their target can‘t die the next day or any day killing role. However, does not prevent suicidal deaths.
The Hider (Townie) targets a player to hide behind at night. If the Hider is targeted by a killing night action while successfully hiding, the kill fails (unless they hide behind their killer, or someone from their killer's faction). If the Hider's target is killed by a night action while successfully hiding, the Hider dies with them as well. However, does not prevent suicidal deaths.
The Bulletproof Townie (Townie) (Passive) cannot be killed at night. Does not prevent suicidal deaths.
ROLE-ACQUIRING ROLES
The Pirate (Townie) may once steal the role of another Townie. If successful, the Pirate is informed of what role they stole (and can use it freely), while the robbed Townie's role changes to 'Townie' without them being informed. The Pirate dies if they use their role on a non-town player. They die as a Pirate, even if they stole a role.
The Sane Apprentice (Townie) can learn a player's role by targeting them during two Night Phases (not necessarily consecutively). If the Sane Apprentice targets the same player twice, the Apprentice changes their role to their target and is informed of what role they learned. If their target was blocked, killed or changed their role in between being targeted, the Sane Apprentice fails to learn their target's role. If the Sane Apprentice learns from a non-town, they commit suicide. If their target is a Mason, they become a Mason and automatically join the group. The Sane Apprentice doesn't know about their sanity.
The Insane Apprentice (Townie) can learn another player's role by targeting them twice at night (not necessarily consecutively). If the Insane Apprentice targets the same player twice, the Apprentice changes their role to their target and is informed of what role they learnt. If their target was blocked, killed or changed their role in between being targeted, the Insane Apprentice fails to learn their target's role. If their target is a Mason, they become a Mason and automatically join the group. If they learn from a mafia member, they join their team as an Unskilled Mafia Member. If they learn from a Mentee, they join their team as another Mentee. If they learn from another third-party role, they learn that role as normal. The Insane Apprentice doesn't know about their sanity.
The Necromancer (Townie) can target a dead Townie with a night action, and use that action to target another (eligible) player. They cannot target the same dead Townie twice. The Necromancer cannot take a dead townie’s role that has been used up (e.g. a used-up Kamikaze Bomb).
VOTING-RELATED ROLES
The Noble (Townie) can, once per day, cast an extra vote in secret by PM'ing the Host. One "anonymous vote" will be added to the chosen person. Cannot be used in the last hour of the Day phase.
The Restless Spirit (Townie) (Passive), the Day Phase, after they die, can cast a vote and make a post. They cannot join the deadpad until this phase has passed.
The Troublemaker (Townie) can, once per game, cause the top 2 voted players to be lynched instead of the regular top 1 voted players. The Troublemaker submits this the night before they wish to cause this. Every player has 2 votes but cannot vote for the same player twice. The Host announces this event at the start of the Day.
The Healthy Townie (Townie) (Passive) negates any effect that prevents voting.
The Sickly (Unassigned) (Secondary) targets a player every night to infect, who then can’t vote in the next Day phase. This is publicly announced by the Host. The Sickly must choose between using their main role and this ability. The effect is announced by the Host at the start of the Day Phase.
The Not-Voter Disease (Unassigned) (Secondary) prevents the infected player from voting. This effect is passed on from player to player during the Night phase. Passing on the Non-Voter Disease counts as an action, but can be used alongside their main role action. The effect is announced by the Host at the start of the Day Phase.
KILLING ROLES
The Daytime Vigilante (Townie) can, once per game, kill another player during the Day phase by openly announcing on the game thread who they want to Day Kill. Cannot be used in the last hour of the Day phase.
The Prosecutor (Townie) can, once per game, challenge another player during the Day phase by openly announcing on the game thread who they want to Day Kill. The target will be marked to die at the end of the Day phase, before the lynch. The marked target dies if they are non-town. If they were the top-voted player, the second most-voted player would die instead. The prosecutor dies if the marked target is a Townie. The mark disappears if the Prosecutor dies before the end of the Day phase. Cannot be used in the last hour of the Day phase.
The Badass Cowboy (Townie) can, once per day, challenge another player during the Day phase by openly announcing on the game thread who they want to Day Kill. There is a 50% chance they succeed and a 50% chance they fail and kill themselves. Cannot be used in the last hour of the Day phase.
The Paranoid Gun Owner (Townie) (Passive), once per game, automatically kills the first person to target them with any kind of Night Action.
The Avenger (Townie) can, once per game, mark a player at night. This marking cannot be blocked or seen by investigative actions. If the marked player dies, in the following night phase, the Avenger can target a player with a killing action.
The Banshee (Townie) can target a player every night. When the Banshee dies, during the following phase, they can select one of the players they targeted. The selected player dies at the end of the phase. This kill cannot be prevented in any way. The Banshee can choose not to kill.
The Vengeful Townie (Townie) has a one-shot kill ability that they can use the night after being lynched. This kill cannot be prevented in any way.
BOMB-RELATED ROLES
The Bomb (Townie) (Passive), if targeted by a killing action, kills their killer. If the Bomb is lynched, they kill the player who cast the final vote on them.
The Kamikaze Bomb (Townie) is set to explode at a time designated by the host. On the designated night, they may target another player who dies with them. The Kamikaze Bomb may also choose to explode during an earlier night.
The Hot Potato (Unassigned) (Secondary) explodes at the end of a designated day, killing the player holding it. The holder of the Hot Potato doesn't know when it will explode. Passing on the Hot Potato counts as an action, but can be used alongside their main role action. Passing the Hot Potato is optional. Passing the Hot Potato cannot be blocked. If the Hot Potato holder is lynched, the role disappears. If the Hot Potato holder is killed by a Night Action, the Potato explodes and takes out their killer as well. Dying to Hot Potato counts as a suicidal death.
The Bomb Defuser (Townie) can remove their target's Bomb role. They can only dismantle a bomb once, but can keep trying until they target a bomb. They are notified once they have successfully disabled a Bomb role.
RECRUITABLE ROLES
The Mason Recruiter (Townie) can, once per night phase, recruit one player into the Mason group. If they target a townie, their role is changed to "Mason", and they can join in on the night communication next phase. If successful, the Recruiter and the target are informed at the end of the night phase. The target learns the full composition of the mason team as well. The Recruiter dies if they attempt to recruit a non-townie. The Recruiter may start with Masons already.
The Mason (Townie) (Passive) belongs to a group of Masons that can communicate during the night. They can also start in a team with the Mason Recruiter already.
The Super Mason (Townie) (Secondary) is a Townie with a main role that does not lose their main role once they get recruited by the Mason recruiter (e.g. Super Mason Doctor). When recruited into the Mason group, their secondary role changes to Recruited Super Mason.
The Sleeper (Townie) (Passive), if killed by a Mafia, changes their role and allegiance to "Mafia Member" and joins the team of their killer. They don't know their role and think they are a regular Townie.
The Traitor (Mafia) (Secondary) can only be assigned to a Townie role. If the Traitor is killed by the mafia team, instead of dying, they are recruited. Their secondary role disappears, and their main role becomes Mafia Member. The Traitor has to be recruited to win and can only win with the mafia. The Traitor receives a list of names of the mafia faction they need to be recruited by. They count as a non-town for role interactions. If the last Mafia on their list dies, the Traitor suicides at the start of the next phase.
The Naive Traitor (Townie) (Secondary) can only be assigned to a Townie role. The player receives a random list of names and is told that these players are the mafia faction. They are also told they can only win with the mafia if they are killed and recruited by them. However, unless their main role allows for recruitment, they cannot win with the mafia, and their win condition depends on their main role. The Naive traitor counts as a Townie in role interactions.
NON-TOWN ROLES
MAFIA
PLAIN MAFIA, RECRUITABLE AND EFFECT-ADDING ROLES
The Mafia Member (Mafia) (Passive) mingles with the Town during the day, but at night, they secretly scheme with their team to kill townies until the Mafia outnumbers them!
The Mafia Boss (Mafia) (Passive) shows the same results to a Townie Detective as a regular townie would when targeted.
The Burden (Mafia) (Passive) causes the next Night Phase to be skipped if they die. All role effects that would occur that Night (e.g. Poisoner kill) are moved to the next Night Phase.
The Mafia Mason (Mafia) (Passive), if targeted by the Mason Recruiter, doesn't cause the Recruiter to die but, instead, joins the Mason team. The Mafia Mason can communicate with other Masons at night by pretending to be one of them. They can also start in a team with the Mason Recruiter already.
KILLING ROLES
The Mafia Assassin (Mafia) may choose to kill during the day instead of at Night. This is done by PM'ing the host privately with the desired target. The mafia cannot kill at night if the Assassin kills during the day. Cannot be used on Day 1. Cannot be used in the last hour of the Day phase.
The Mafia Janitor (Mafia) can choose to hide (???) the role of their night kill target. The Janitor is told of the role(s) of their target in PM. When the Janitor dies, the hidden roles of all their victims are revealed to everyone.
The Mafia Poisoner (Mafia) can choose to poison their target, causing them to die in the next night phase. The Doctor cannot prevent the poisoning. The Mafia cannot kill the night they use poison.
The Mafia Strongman (Mafia) can, once per game, choose to use an unstoppable kill, i.e. kill someone who is actively or passively protected, as well as ignore being blocked. The Strongman action can, however, be redirected or avoided by hiding. After killing with their power, they can only kill normally.
The Mafia Rookie (Mafia) is presented with up to three Mafia roles of the host's choosing. If the Mafia Rookie successfully kills twice, they can change their primary role into one of the presented options. They can only choose a role during the Night Phase, but can use it the same Night once chosen.
The Unskilled MafiaMember (Mafia) (Passive) is like a normal Member, only they have a 50% chance to succeed in killing their target. The Unskilled Mafia and their team don't know they are Unskilled and instead think they are a regular Mafia Member.
SUPPLEMENTARY ROLES
The Mafia Detective (Mafia) investigates one player’s role per night phase. They are told of the main and secondary role(s) of their target in PM. They cannot investigate and kill on the same night.
The Mafia Escort (Mafia) blocks one player per Night phase to prevent them from using their night action. They cannot block and kill on the same night.
The Mafia Doctor (Mafia) protects one player per night phase. That player then cannot die during the night phase. However, does not prevent suicidal deaths. They cannot protect and kill during the same night.
The Mafia Pirate (Mafia) may once steal the role of another Townie. If successful, the Pirate is informed of what role they stole, while the robbed Townie's role changes to 'Townie' without being informed. All original clauses of the role remain in effect. The Mafia Pirate loses their ability to faction kill, and may only kill if the stolen role allows it (e.g. Insane Doctor, Cowboy, etc.). The Mafia Pirate dies if they use their role on a non-town player. They always die as a Mafia Pirate, even if they stole a role. They cannot steal and kill during the same night.
VOTING-RELATED ROLES
The Mafia Robber (Mafia) can, if they successfully killed someone the previous night, cast an extra vote in secret through PM to the Host. One "anonymous vote" will be added to the chosen person.
The Mafia Noble (Mafia) can cast an extra vote in secret through PM to the Host. One "anonymous vote" will be added to the chosen person. Cannot be used in the last hour of the Day Phase.
BOMB-RELATED ROLES
The Mafia Bomb (Mafia) (Passive), if targeted by a killing action, kills their killer. If the Bomb is lynched, they kill the player who cast the final vote on them.
The Mafia Bomb Defuser (Mafia) can remove their target's Bomb role. They can only dismantle a bomb once, but can keep trying until they target a bomb. They are notified once they have successfully disabled a Bomb role. They cannot defuse and kill the same night.
MISC
The Second Mafia (Third Party) is a rival mafia team that is structured similarly to their counterpart. For either mafia party to win, they must, in addition to reaching parity, eliminate all other non-towns.
THIRD PARTY
The Serial Killer (Third Party) is like a lone Mafia Member. They kill once per night and their goal is to be the sole survivor. The Serial Killer starts the game with a list of primary roles as received by the players (without names or secondary roles listed) that are in the game.
The Santa Claus (Third Party) has to present X amount of players gifts. They win the game after successfully delivering their last gift. Santa’s gifts are predetermined by the host. The gifts can be presented in any order they desire. Santa is informed whether or not their action is successful. The target is also informed when they receive a gift. None of Santa's gifts may be gifted by himself or involve an effect that targets themselves.
The Mentor (Third Party) can, at night, recruit a living Mentee if they do not have one. During the Night, they can talk with their Mentee. If the Mentor does have a living Mentee, at night, they or their Mentee can kill someone. If the Mentor attempts to recruit a non-town to be their Mentee, the target dies instead.
The Mentee (Third Party) (Passive) is a player who has been recruited by a Mentor. They can talk to the Mentor privately at Night but will die if the Mentor dies. If the Mentee dies, that frees up the Mentor to recruit someone else during the next Night).
The Substitute Teacher (Third Party) can only win with the Mentor/Mentee. They have one guess per day to guess who the Mentor is. If they guess correctly, they join the Mentor the next night. If the Mentor dies after the Substitute Teacher joined them, the Substitute Teacher becomes the Mentor. If the Mentor dies before the Substitute Teacher joins them, the Substitute Teacher commits suicide.
The Lovers (Third Party) (Secondary) are secondary roles that are assigned to two players of different allegiances. They can talk with each other at night. Their win condition supersedes that of their main-role allegiance, and they can only win together if their number is equal or greater to the number of remaining townies and all other non-townies are dead. If one lover dies, the other one commits suicide at the end of the following night. A mafia lover is not allowed to post the names of their teammates on the game thread.
The Threesome Candidate (Third Party) (Secondary) can, every day, guess the names of the Lovers by PM’ing the host two names. The host will confirm whether they guessed 0, 1 or 2 names correctly. If they guess both names correctly, they join the Lover faction. Their guesses do not count as role actions, and therefore cannot be tracked or blocked. The Lovers are told if there is a Threesome Candidate in the game. If both Lovers die, they commit suicide at the end of the following night. If one Lover dies before they join the group, they can guess the remaining lover. If they are successful, they can join the Lover faction as a replacement Lover. If one Lover dies while they have joined the Lover faction, the Threesome Candidate automatically becomes the replacement Lover.
The Shapeshifter (Third Party) targets a player to hide behind at night. If the Shapeshifter is targeted by a killing night action while successfully hiding, the kill fails (unless they hide behind their killer, or someone from their killer's faction). If the Shapeshifter’s target is killed while successfully hiding, the Shapeshifter dies with them as well. If the Shapeshifter successfully hid, and their target was not targeted by any protecting action, the target will turn into an illusion. If their target was killable, they gain the secondary role of illusion at the end of that night, which lasts for the rest of the game. The Shapeshifter wins the game if the number of the Illusions plus themselves is equal to or higher than half the players alive. If the Shapeshifter dies, all of their Illusions shatter and die at once along with them.
The Illusion (Third Party) (Secondary) is not aware they have received this secondary role. The Illusion can write posts as usual, but their votes and night actions, though registered, won’t count. If the Illusion is targeted by any kind of action, they immediately shatter and die. Upon their shattering, the host will also reveal what night the player was turned into an Illusion.
TEMPORARY ROLES
Temporary Roles (Unassigned) are Townie roles that can be assigned to a player of any alignment. They are one-time use only; if the Temporary Role has a day or night action, it disappears after the use of it. If not, it disappears automatically the day after receiving it. Detectives cannot identify Temporary Roles.
On the other hand, Panda pointed out a small flaw himself in the rules when it comes to penalties -as a lot of them are mostly based on the Host's perception of how penalties can affect the game. After hosting myself and co-hosting with you, with my own experience, I'd like to change the following so it's more precise:
The parts that I underlined could be changed. I'd like to have defined in the rules a 3 strikes system -seen first in the Naruto game you hosted IIRC?- in game as we do outside of it in the Hall of Shame. The first time you break a ¨minor¨ rule -a major one would be posting a PM, for example- you get a penalty vote. If you break one of those rules once again, you receive 3 penalties. If you break rules for the third time, you get hostkilled.
I also think that in these times -cause I'm not playing I guess '-'''' -the 100 posts rule is redundant, and could be either deleted or modified to an even smaller number -just in case WithinSpam becomes the new me.
I would suggest as PM-reveal stuff is usually more serious raising the punishment to hostkill instantly. In this case right now it seems you have to reveal three PMs to be hostkilled, way too many.
Also, perhaps splitting up the phargraphs about posting three times and voting at least once. with that being absent giving the respective penalties individually
Be active in every day phase and post at least three times. If you don't do that, you will be hostkilled and banned from future games (Hall of Shame). If you are going to miss out a period of time due to real life events make sure to inform the host, who is going to judge each situation individually and decide whether or not taking the player out of the game is necessary.
Place at least one vote every day phase. If you forget to place a vote you will get a Penality Vote on the next day phase.
Don't post more than 100 times per day phase. This is to reduce spam and the volume of posts per game. Nobody has time to go through hundreds of one liner posts with the same content over and over again (Imperium Copyright Rule). If you hit the volume restriction, you will get a Penality Vote per 10 additional posts you make.
Dead people can't talk. So don't post once your character is dead; do not help others once you are dead. You can however, lurk the thread. If you post regardlessly, you will be banned from future games (Hall of Shame).
I would suggest as PM-reveal stuff is usually more serious raising the punishment to hostkill instantly. In this case right now it seems you have to reveal three PMs to be hostkilled, way too many.
Also, perhaps splitting up the phargraphs about posting three times and voting at least once. with that being absent giving the respective penalties individually
I agree though, in my example showing PMs was something major ^^' -not something minor like posting only twice or forgetting to vote.
Edit: trying to make what I said a bit clearer:
-If you break a rule -like posting a PM-, you'd get insta hostkilled.
-If you forget to vote or to fulfill the quantity of posts required during a day-phase, you'd get a penalty vote. If you break one of these rules once again -or at the same time- you would get 3 penalty votes. If you were to break those rules a third and last time, it would result in a hostkill.
@Hardy@digitaldude@Ustegius@xi0@Farfalla
Do we have a better solution to tie breakings? It appears the locked-votes system was criticized and discarded in the current game.
@Hardy@digitaldude@Ustegius@xi0@Farfalla
Do we have a better solution to tie breakings? It appears the locked-votes system was criticized and discarded in the current game.
Idk I really like the locked-votes system. I don't have a better solution for it, but instead I would suggest remarking it in the rules so that it's not so easily missed -it's at the very bottom of it's own section, even if it's a very important rule. Maybe modifying the first sections -adding important rules like that one- of the rules would do the trick.
I agree with hardy, people not posting/voting shouldn't be an instant hostkill. 2-3 times in a row means that the player doesn't intend to play and can be hostkilled.
Posting pms should be instant hostkill, but then you should also instantly hostkill mafias that fake host pms.
About ties, I don't agree that locked votes should count the first time the lock happens, since many locks are most commonly people who change their vote. Especially if a politician forces a lock this way he would screw over ties.
They should matter at the end of overtime instead.
@Hardy@digitaldude@Ustegius@xi0@Farfalla
Do we have a better solution to tie breakings? It appears the locked-votes system was criticized and discarded in the current game.
Tie votes should result in a single extension of the phase, then a majority of locked votes can determine who gets lynched. If the tie still isn't broken, both die.
I don't like the idea that people can't use a tie as a strategic choice, but I don't think it should be allowed to happen more than once. Simply eliminating someone right off the bat because people happened to use their second vote on them compared to someone else feels a bit arbitrary, especially when people post/vote and go, different timezones, etc.
About ties, I don't agree that locked votes should count the first time the lock happens, since many locks are most commonly people who change their vote. Especially if a politician forces a lock this way he would screw over ties.
They should matter at the end of overtime instead.
The problem is that after a tie, usually, the day is prolonged for 1 more hour, and many people lose a part of their¨value¨ in their vote, as every vote gets unlocked during the extra time -we can't expect every player to be around at every single moment of the game.
If we only count locked votes after the tie, that would mean that their votes never had that ¨value¨ in the first place, and that would give some players an advantage just for being luckier with their timezones -even bigger than the one they would already have.
Also, I had like to add that there should be more clarification about changing your target during the Day/Night phase. Because in one of the games I played in (I think I was Hider) I could change my target to another one since I prefer to hide behind someone else instead and was allowed to change my target, however, in the lastest game(s), g01 for example (when he was the prostitute) said that he wanted to target Holt instead of me, but was not allowed to change his target since he already sent his PM to the Host while the Night Phase was still going on.
Gotta say, even that made me confused since I was allowed to change my target during the Night Phase in the game I have played in but he was not. Seems kinda unfair/confusing that some Host(s) allow(s) people to change their target(s), but other host(s) do not. I think this should be kinda clarified as well, imo.
My problem with the extra time for vote breaking is this:
All players expect the phase to be e.g. 24h, are aware of it and manage their time accordingly. Only a handful though will know about the extra time, namely those that were present at the end. It is an unfair advantage, and easily exploited with malicious intents.
From a practical perspective as a host the additional time is a nightmare. It completely disrupts the schedule not only for this one phase but for the rest of the game. Usually when dedicating your time to host a game, you sort of plan it according to your own time patterns, otherwise it's not possible at all, and those are then completely disrupted, when players force ties.
@Hardy@digitaldude@Ustegius@xi0@Farfalla
Do we have a better solution to tie breakings? It appears the locked-votes system was criticized and discarded in the current game.
I REALLY don't see the problem with the rule the way it is. If people have the same amount of votes, you use the locked ones as a criteria. I really think that ties should happen as eventual things, and changing that will favor ties to happen way more often, 'cause they'll be easier to manipulate. The consequences will be frequent phase extensions (and game extensions), with people having to reschedule their things more often... I mean, yday people didn't wanna go to sleep 'cause they wanted to see the end of it and I had plans I ended up cancelling xD. Then, if we have normal votes and locked votes tied, I agree with need a standard on how to proceed. I think that giving an extra hour and killing all the tied ones if things aren't solved by the end would be the best option.
The problem is that after a tie, usually, the day is prolonged for 1 more hour, and many people lose a part of their¨value¨ in their vote, as every vote gets unlocked during the extra time -we can't expect every player to be around at every single moment of the game.
If we only count locked votes after the tie, that would mean that their votes never had that ¨value¨ in the first place, and that would give some players an advantage just for being luckier with their timezones -even bigger than the one they would already have.
Yes it's not ideal in any case, both when they're counted higher than normal votes and when they're not.
Ah and I think you misunderstood. We're not "only" counting locked votes in overtime, but normal votes too. the point of overtime is resolving the tie. It's rare that 2 are let to die, so people will eventually have 1 guy with most votes on him. Only when even after overtime it's still a tie should we count locked votes as more important.
Or we never count locked votes as anything special. They're primarily in the game so people are limited with their votes. A vote being locked could also mean just that: you can't change it anymore. Nothing more.
My problem with the extra time for vote breaking is this:
All players expect the phase to be e.g. 24h, are aware of it and manage their time accordingly. Only a handful though will know about the extra time, namely those that were present at the end. It is an unfair advantage, and easily exploited with malicious intents.
From a practical perspective as a host the additional time is a nightmare. It completely disrupts the schedule not only for this one phase but for the rest of the game. Usually when dedicating your time to host a game, you sort of plan it according to your own time patterns, otherwise it's not possible at all, and those are then completely disrupted, when players force ties.
But even with locked votes counting we can have cases where both tied players have the same number of locked votes too..
..so maybe just make it that ties never prolong the day phase, but instantly kill both tied players? Let's be honest, most people don't care about resolving ties right away because "it's just getting extended". Some ties happen many hours before the game ends but people don't care too much about it because the worst that happens is a longer day.
My problem with the extra time for vote breaking is this:
All players expect the phase to be e.g. 24h, are aware of it and manage their time accordingly. Only a handful though will know about the extra time, namely those that were present at the end. It is an unfair advantage, and easily exploited with malicious intents.
From a practical perspective as a host the additional time is a nightmare. It completely disrupts the schedule not only for this one phase but for the rest of the game. Usually when dedicating your time to host a game, you sort of plan it according to your own time patterns, otherwise it's not possible at all, and those are then completely disrupted, when players force ties.
I mean, if you're okay with the sole determining factor on who's getting lynched being whether someone voted for someone already and voted again, fine. Because many times, the action of votelocking isn't being used in order to force the phase to end immediately, it just happens as a consequence of people placing something as simple as a placeholder vote and then voting for a reason later.
I understand the practical nightmare it presents for people involved, but idk...
Yes it's not ideal in any case, both when they're counted higher than normal votes and when they're not.
Ah and I think you misunderstood. We're not "only" counting locked votes in overtime, but normal votes too. the point of overtime is resolving the tie. It's rare that 2 are let to die, so people will eventually have 1 guy with most votes on him. Only when even after overtime it's still a tie should we count locked votes as more important.
Or we never count locked votes as anything special. They're primarily in the game so people are limited with their votes. A vote being locked could also mean just that: you can't change it anymore. Nothing more.
I fully agree with this. It was also why I let the game go in over time. There were enough people online at the time too. And the tie was resolved in the end as well. It's rare that people leave directly after the end of the day phase if they're around, as far as I can tell.
I REALLY don't see the problem with the rule the way it is. If people have the same amount of votes, you use the locked ones as a criteria. I really think that ties should happen as eventual things, and changing that will favor ties to happen way more often, 'cause they'll be easier to manipulate. The consequences will be frequent phase extensions (and game extensions), with people having to reschedule their things more often... I mean, yday people didn't wanna go to sleep 'cause they wanted to see the end of it and I had plans I ended up cancelling xD. Then, if we have normal votes and locked votes tied, I agree with need a standard on how to proceed. I think that giving an extra hour and killing all the tied ones if things aren't solved by the end would be the best option.
But this extra hour is only given to a handful people who stayed till the end or perhaps forced it to extend. Or as @TSPanda said enough people.
But do you consider it fair favouring only those people by giving them an extra vote and stripping everyone else from that opportunity? And what is deemed as enough people to break a tie anyways.
Ties are broken with majorities. So enough people is 50%+
I do see ties as a part of strategies. In theory, anyone has the opportunity to join a tie break extra hour and use his extra vote.
And my whole opinion about it was that keeping the first part the way prevents ties from happening in the first place. They will, but no often. It wouldn't have now.
If you completely remove the extra hour tiebreak you'll need another mechanism to help people preventing that the mafia will get 3 townies tied and dead in the 'normal' time, for example.
I mean, if you're okay with the sole determining factor on who's getting lynched being whether someone voted for someone already and voted again, fine. Because many times, the action of votelocking isn't being used in order to force the phase to end immediately, it just happens as a consequence of people placing something as simple as a placeholder vote and then voting for a reason later.
I understand the practical nightmare it presents for people involved, but idk...
Well, this is basically the issue. The locked votes in the initial phase prior to the end aren't really consequences of people legitimately making their final decisions. It's the arbitrary initial votes often playing a role to change the locked votes.
I think the "You can do anything you want" system that allows other people to be pulled into the situation needs to go, and the remaining players will need to take a vote between the tied players. And half of the entire player population should be a benchmark. i.e If there are 20 players, there needs to be at least 10 votes in the extension phase to decide who is going to die. If there are more votes than half of the population within one hour, they count, as well.
That on its own does not account to people who are not actively following the phase end, but there isn't much to be done about that either way.