The Last Jedi Mafia GAME OVER - SCUM WINS
- JarJarDrinks
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The Last Jedi Mafia GAME OVER - SCUM WINS
Rules
In the Game of StarWolf, there are two main teams: Resistance Townsfolk & Mutineer Scum. The goal of the Mutineers is to eliminate the Townsfolk and take control of the Resistance. The goal of the Townsfolk is to eliminate the Mutineers. Sounds easy enough. The only problem is, the Mutineers are completely anonymous. No one knows who they are, except for the Mutineers themselves. There are two Phases that alternate, Day Phase & Night Phase. The Mutineers have the ability to attack (and probably kill) a player during the Night. The Townsfolk have the ability to lynch a player that they suspect to be a Mutineer during the Day.
- For each Townsperson killed (by any method other than ModKill) in the previous Night Phase, a Lynch Vote Slot (aka Noose) is created for that subsequent Day Phase. This means that multiple Nooses will be created if multiple Townsfolk are killed during a single Night. The Town must vote for a scapegoat to lynch for each Noose. If no Townsperson is killed in the previous Night Phase, there is still a minimum of one Noose.
- No Lynch is a valid vote (but a failure to vote is not considered a No Lynch Vote), but can only fill one Noose. For the purposes of any ties, the ‘No Lynch’ counts as a ‘player’. This means that if Bob has 5 votes, and No Lynch has 5 votes, and there is only one Noose, then neither is Lynched. But if there are two Nooses, then one is filled with Bob and the other filled with No Lynch. Do not confuse the vote for No Lynch and the result of no one being lynched.
- In the event of a Lynch Vote Tie, there is no tiebreaker. If there are fewer Nooses than Tied Majority Lynch Suspects, then those Nooses are filled with No Lynch results. If there are an equal or greater number of Nooses than Tied Majority Lynch Suspects, then all Tied Majority Lynch Suspects are Lynched.
- Players Vote during the Day Phase and may change their vote multiple times. Only the last vote before the deadline will count. All official game times are in Eastern Time, and go by the time seen on this website. Players may also ‘lock in’ their vote. Once a vote is ‘locked in’ it cannot by changed. Locked votes are never a requirement, but can be useful when a majority decision has been reached early in a day. If enough votes have been locked that the result of the Day is unalterable, the Narrator may choose to end the Day, post the result of the lynching, and advance to the Night Phase ahead of schedule.
- Players are also not allowed to edit previous posts. Public posts must remain as they originally appeared for fair gameplay.
- Votes should be in this format: Vote: Bob or Unvote or Lock Vote: Bob. Otherwise, you risk the Narrator missing your vote or confusing a normal bolded comment with your vote. You do not need to specify that you are changing your vote. Any Vote posted in spoiler tags will not be counted (and will anger the narrator).
- There will be three groups of people. Scum, Townsfolk & Crazies. Scum begin the game knowing their own roster and are able to freely communicate privately, and also know the role of each player in their group.
- In general, there will be approximately 70-80% Resistance, 20-25% Mutineers, and no more than one Crazy. There are no guarantees that any specific role (other than Commander Poe Dameron and General Leia Organa) will be present in any given game.
-Time cycles will be approximately 48 hours for Day Phase and 24 hours for Night Phase. At some point during the midgame, this may change. The exact deadlines will be listed at the beginning of each Phase, and will be chosen to allow the Narrator time to review Votes & Actions, as well as allowing him to have a normal life. The Narrator will make every reasonable attempt to adhere to this deadline. The game begins with the Day Phase.
- Media Posts by the Narrator will update the game status, and may occasionally reveal random pieces of information. Some will be definitive and will be bolded in black, others will be rumors that may or may not be true. Rumors will always be in blue.
- You may reveal your role publicly, although there are obvious dangers in doing so. There will be no PMs between players unless your role allows it, and all PMs must include the Narrator. Certain groups, with Narrator permission, may use a separate forum for easier private communication. The Narrator must still be aware of any game communication, regardless of where it occurs. You may share information received from your roles or your own personal deductions in the main public game thread. You may not directly quote any PMs you receive from the Narrator, nor any comments the Narrator makes in separate private forums. Doing so may result in a Mod-Kill. (Note: If you wish to share game information that you acquired through your role [and therefore, via a PM from the Narrator], you must paraphrase the relevant portion of the message, but you may not directly quote the Narrator's PM.)
- Except when an exception is specified, you may not share any information after you are eliminated. You may observe the game only (you may make one 'goodbye' post but it must not contain anything game-related) . This also applies to private forums. Eliminated players may still listen into the PMs or private forum, but may not offer strategy or tactics. Failure to adhere to this rule may result in a random person from your team being Mod-Killed.
- Active participation is required. This means that if you do not post a message in the game thread for TWO Phases, then you likely forfeit your place in the game. This MAY result in a Mod-Kill. The Narrator will attempt to PM a warning after the first phase without any posts.
- Some roles have special abilities. Unless specified otherwise, if a role has more than one special ability that could be used during a single Day or Night Phase, only one ability can be used per Phase. (for example, DJ may make an Attack, or Stay Mobile, but not both on the same Night)
- Using an ability during a Night Phase has no effect on using an ability during the following Day Phase, and vice-versa, unless specifically stated.
- Certain Night Actions can interrupt or interfere with other Night Actions. This timeline shows which action types have precedence. All actions will have a declared target, and even if the action is unsuccessful, it still counts as targeting. For example, if Major Harter Kalonia (targets a player with Healing, but is Roleblocked by BB-8, the healing will not affect the player, but it still counts as a use of that ability and a targeting of that ability. This means Major Harter Kalonia cannot try to heal that same player on the next night.
General Order of Night Actions & Events
1. Roleblockings
Any role which negates or prevents another player from using an action occurs first. Any Roleblocking (including Detainment) that stops or interferes with a Once Per Game ability will prevent that ability from occurring normally, just as it interferes with any other normal ability. However, the Once Per Game ability is not used up in this case. That player may choose to use the OPG ability again, provided that the requirements are still in place. When a player is Roleblocked, they are told that they were Roleblocked, and any attempted action on their part failed. Even if a player was not performing an action, they are still told that they were Roleblocked. Roleblocking does not prevent an unblockable attack.
If Roleblocker A and Roleblocker B target each other, then both players are roleblocked and are notified normally. Both players are considered to have performed their roleblocking action.
If Roleblocker A targets Roleblocker B, and Roleblocker B targets Player C, then Roleblocker B does not perform their Roleblocking action. Thus Roleblocker B is roleblocked, and player C is not roleblocked.
2. Detainments
This has the same effect as roleblocking (in addition to protection), but occurs slightly later in the night and there is no notification sent.
Be sure to read the Detain ability for details on exactly what happens when a player is detained.
3. Attacks
This is any attempt to injure or kill another player. Each successful attack creates a ‘Wound’ on the target. Any Wounds on a Player at the end of Stage 6: Healing will result in the player’s death. Wounds may be Healed, but only one Wound is Healed per successful Healing attempt. If a player receives Multiple Wounds, they must also receive Multiple Heals or they will still die. If an attack is classified as 'Unblockable', then it cannot be Roleblocked, Protected against, Healed or otherwise redirected.
4. Protections
This will prevent any Wounds from affecting the Protected target. Unlike Healing, a Protection will prevent any and all Wounds, unless the Attack was Unblockable. Protections stay in place for the entire Night Phase, so even if the player that was providing the Protection is killed, the Protection effect remains.
6. Healing
This is when & where those nasty Wounds might be Healed. For each Wound applied to a player, it takes a successful Healing action to remove it. If a player has more Wounds than Healing actions, then they are dead. Any Wounds caused by an Unblockable Attack cannot be Healed.
A Wounded player may still perform Healing actions. At the end of the Healing Phase, if the Healer is still Wounded, then they succumb to their own Wounds, but any Wounds they attempted to Heal are resolved normally.
7. Investigations
This is when players with Investigative actions get their results. Note that as the last action in the timeline, there are many ways that it can be thwarted. This is intentional, as information gathering is a powerful tool in this game.
The Roles
-Reference Key
SA = Special Ability (If a Player has more than one Special Ability that can be used during a single Phase, they usually must choose only one to use during that phase. Exceptions to this rule are noted in the Role Description)
NF = Night Flag (Means that this Special Ability shows up as Night Activity)
Mutineers: Victory Condition - Eliminate all threats to their kind, usually by outnumbering Non-Mutineers.
All Mutineers always show Night Activity, except Commander Poe Dameron, who is always shown to have no Night Activity (even if he is the Attacker), and the Traitor, who only shows Night Activity if he performs an Action that triggers such a flag. During Night, all Mutineers use a pre-approved private forum to reach decision regarding which Mutineer will be the Attacker, and which player will be the target, for the Mutineer Attack. Any Mutineer may PM the Narrator to specify the attacker and target. During Day, the Mutineers pose as Townies and Vote for the Public Lynching. When killed, a Mutineer is revealed as such, but no special roles are disclosed. Mutineers may send PMs to each other whenever they choose, but must include the Narrator in the message, and will have a private forum to communicate in.
All Mutineers have the following ability:
SA/NF: Perform an Attack. Only one Mutineers may use this ability each Night. As usual, if a Mutineers is using this ability, he may not use another ability that same Night.
Commander Poe Dameron (Alpha)
Lieutenant Kaydel Ko Connix (Healer)
Rose Tico (Sneak)
BB-8 (Seductress)
Finn (Savage)
Traitor
Commander Poe Dameron
SA: Once per Game, during the Day, at anytime before the Day Phase ends, Commander Poe Dameron can forge a pardon to grant a stay of execution to any player (including himself). The Lynch Slot that the player would have filled is instead filled with a No Lynch vote. This ability can only be used while General Leia Organa is still alive.
SA: Once per game, may learn if a rumor is True or False
Lieutenant Kaydel Ko Connix
SA/NF: Each Night, Lieutenant Kaydel Ko Connix may choose another player to Heal from a Wound. This ability cannot target the same player twice in a row. This can be used to protect any player, not just a Mutineer.
SA/NF: Once per game, Lieutenant Kaydel Ko Connix may choose to be On Call for any Mutineer that may be Wounded. Instead of declaring a specific target, Lieutenant Kaydel Ko Connix will Heal any single Mutineer (other than herself) wounded during that Night Phase. If more than one Mutineer is Wounded during the Night Phase, the recipient of the Healing is determined in the following order (least amount wounds, Commander Poe Dameron, Randomly). This ability counts as targeting all other Mutineers. Commander Poe Dameron must be alive for Lieutenant Kaydel Ko Connix to use this ability.
Rose Tico
SA/NF: Each Night, Rose Tico may Investigate a player to determine if they have Night Activity during the current Night. This ability may not target the same player twice in a row.
SA/NF: Once per game, at Night, Rose Tico may learn the specific role of a player after Investigating them for Night Activity. This can occur the Night following a normal Night investigation, or at any time later in the game. Commander Poe Dameron must be alive for Rose Tico to use this ability.
Finn
SA/NF: Once per Game, when executing the Scum Attack, Finn can make this attack Unblockable (although Finn can still be killed via Counterattack). The Attack is also Untraceable (cause of death will be inconclusive.) The Mutineers may not make an Attack the following Night. Commander Poe Dameron must be alive for Finn to use this ability.
BB-8
SA/NF: Each Night, BB-8 may Roleblock a player. This ability cannot target the same player twice in a row.
SA/NF: Once per Game, at Night, BB-8 may choose a player she has previously Roleblocked. For the remainder of the game, that player always shows Night Activity and will appear as a Mutineer (when investigated by Vice Admiral Holdo's Once Per Game ability). Commander Poe Dameron must be alive for BB-8 to use this ability, but it remains in effect even if Poe is later eliminated.
Traitor
The Traitor is a special member of the Mutiny. He or she has a regular Town role. This means that any normal Town role (other than the General Leia Organa or Vice Admiral Holdo) could in fact be allied with the Mutineers. The Traitor does not automatically show Night Activity as other Mutineers do, but will show Night Activity if their Town role would. The Traitor may not be the Attacker for the Mutineers, unless he is the last Mutineer left. The Traitor does not detect as Mutineers while alive (when investigated by Vice Admiral Holdo Once Per Game ability) but is revealed as Mutineer when dead. There will only ever be a maximum of one Traitor in a game.
Townsfolk: Victory Condition - Eliminate all threats to the Town, usually by eliminating all Mutineers. In this game, it can also mean eliminating DJ. During the Day, Townsfolk vote for the Public Lynching. When killed, a Townsfolk is revealed as Townsfolk, but no special roles are disclosed.
General Leia Organa (Mayor)
Vice Admiral Holdo (Sheriff)
R2-D2 (Detective)
C-3PO (Courtesan)
Major Harter Kalonia (Doctor)
Rey (Vigilante)
Commander D'Acy (Coroner)
Maz Kanata (Clerk)
Chewbacca (Bodyguard)
Luke Skywalker (Elite Bodyguard)
Resistance Soldier (Vanilla)
General Leia Organa
General Leia Organa begins the game knowing If there is a Crazy in the game.
SA: Twice per game, during the Day, at any time before the Day Phase ends, General Leia Organa may grant a stay of execution to another player. The Lynch Slot that the player would have filled is instead filled with a No Lynch vote. This ability cannot target the same player twice during the same game, and Leia cannot use this ability on herself.
SA: Once per game, during the Day, at any time before the Day Phase ends, General Leia Organa may create an additional Lynch Slot (Noose). When this extra Noose is created, it will add additional time to the deadline for that Day (amount determined by the Narrator).
SA: Once per game, during the Day, General Leia Organa may choose to add a secret Lynch Vote, PMed to the Narrator. This Lynch Vote may not be changed once it is cast. It is revealed publicly in the End of Day vote count as General Leia Organa's Secret Vote, but does not have to match her public Lynch Vote.
Vice Admiral Holdo
SA/NF: Each Night, Vice Admiral Holdo can choose to Detain another player. Vice Admiral Holdo also Investigates the player and learns the names of all the other players that the Detained player has targeted with Lynch Votes or Special Abilities, but not specifically which. (i.e. if Bob as Major Harter Kalonia voted for Dave on Day 1 and Healed Brian on Night 1, then Admiral Holdo learns that Bob has targeted both Dave & Brian, but not how) Note: Only the player’s final Lynch Vote (for each Day) counts in this regard. The Player is released publicly the next morning at the beginning of the Day Phase.
SA/NF: Once per Game, at Night, Vice Admiral Holdo may select a player he has previously Detained and Investigate them. This investigation reveals whether or not the player is a Mutineer. (Note: it will not reveal a Crazy or a Traitor)
R2-D2
R2-D2 may choose one of the following abilities to use, each night.
SA/NF: Each Night, R2-D2 may Investigate a player to determine if they have Night Activity during the current Night.
SA/NF: Each Night, R2-D2 may Investigate a player to determine who they target with any abilities during the current Night.
SA/NF: Each Night, R2-D2 may Investigate a player to determine who targets them with any abilities during the current Night.
C-3PO
SA/NF: Each Night, C-3PO may Roleblock a player. This ability cannot target the same player twice in a row.
Major Harter Kalonia
SA*: Each Night, Major Harter Kalonia may choose another player to Heal. This ability cannot target the same player twice in a row.
*This ability registers as Night Activity (NF) only if Major Harter Kalonia actually Heals a Wound.
Rey
Rey may not vote No Lynch at any time, for any reason. Voting No Lynch with the Rey role will likely result in a Mod Kill. Rey may choose not to vote at all. However, two consecutive failures to make a Lynch Vote will result in the loss of all special abilities, and the player will become a Resistance Soldier
SA/NF: If a Lynch slot is taken up during the Day Phase by a No Lynch vote, Rey will hunt down her Lynch Vote target during the next Night Phase and do the deed herself by performing an Attack against them.
SA/NF: Once per Game, during the Night, Rey may Attack another player.
Commander D'Acy
SA: During the Day, Commander D'Acy may examine any corpse to determine the cause of death. Only a corpse that was killed during the prior Night may be examined. Possible causes of death include:
Inconclusive - Killed by Finn's Once Per Game ability, or wounded by more than one Attacker.
Lightsaber - Killed in a Counterattack by Luke Skywalker or an Attack by Rey.
Electrocution - Killed by DJ
Blaster Bolt - Killed in a standard Scum Attack.
SA/NF: Once per game, after successfully determining the cause of death, you may spend a Day & Night Phase to determine which players targeted the deceased with any abilities since the game began (This will even include abilities that were Roleblocked) as well as the player that wounded the deceased. This is initiated as an Action during the Day, PMed to the Narrator. You must vote No Lynch during that Day. You register as Night Active during that Night. You will receive this information at the end of that night, during the normal Investigation Stage. Once you have this information, you may communicate it in any manner you desire, but it will automatically be given to General Leia Organa and Vice Admiral Holdo
Maz Kanata
Maz Kanata is told the specific role of any Resistance member killed during the game.
SA: Twice per game, may learn if a rumor is True or False
Chewbacca
SA*: Chewbacca may choose another player to watch over during the Night. This provides Protection to the guarded player. If any Attack targets that player, Chewbacca suffers the effects instead . An Unblockable Attack ignores both the Protection & Redirection. This ability may not target the same player twice in a row. *This ability registers as Night Activity (NF) only if Chewbacca actually Protects against an Attack.
Luke Skywalker
If Luke Skywalker or his Protected Player is Wounded at Night, he will perform a Counterattack on the Attacker.
SA*: Luke Skywalker may choose another player to watch over during the Night. This provides Protection to the guarded player. If any Attack targets that player, Luke Skywalker suffers the effects instead. An Unblockable Attack ignores both the Protection & redirection. This ability may target the same player twice in a row. This means Luke Skywalker can stand perpetual watch over another player. Luke Skywalker may declare this intent to the Narrator, and it remains in effect until the player makes a change.
*This ability registers as Night Activity (NF) only if Luke Skywalker actually Protects against an Attack. When killed, Luke Skywalker may choose to not join the Observation Deck. He can instead Commune With The Town, and continue to post in the main thread. He may not cast any votes, may not be attacked, and may not use any of his Night Abilities. He may only post comments. He continues to count as being "dead" for win condition purposes.
Crazies: Victory Condition - Last Man Standing
During Day, the Crazies pose as Townies and Vote for the Public Lynching. When killed, a Crazy is revealed as a Crazy.
DJ (Serial Killer)
DJ
DJ is told if rumors are True or False.
SA/NF: During the Night Phase, DJ may select a player to Attack. DJ may choose to make this Attack Unblockable (although he can still be killed by Counterattack) but may not use any special ability the following Night.
SA/NF: Once per game DJ may choose to Stay Mobile the entire Night Phase, moving from hideout to hideout. This grants DJ Protection for that Night. However, if R2-D2 or Rose Tico is Investigating the player during that Night Phase they will automatically discern DJ's role.
In the Game of StarWolf, there are two main teams: Resistance Townsfolk & Mutineer Scum. The goal of the Mutineers is to eliminate the Townsfolk and take control of the Resistance. The goal of the Townsfolk is to eliminate the Mutineers. Sounds easy enough. The only problem is, the Mutineers are completely anonymous. No one knows who they are, except for the Mutineers themselves. There are two Phases that alternate, Day Phase & Night Phase. The Mutineers have the ability to attack (and probably kill) a player during the Night. The Townsfolk have the ability to lynch a player that they suspect to be a Mutineer during the Day.
- For each Townsperson killed (by any method other than ModKill) in the previous Night Phase, a Lynch Vote Slot (aka Noose) is created for that subsequent Day Phase. This means that multiple Nooses will be created if multiple Townsfolk are killed during a single Night. The Town must vote for a scapegoat to lynch for each Noose. If no Townsperson is killed in the previous Night Phase, there is still a minimum of one Noose.
- No Lynch is a valid vote (but a failure to vote is not considered a No Lynch Vote), but can only fill one Noose. For the purposes of any ties, the ‘No Lynch’ counts as a ‘player’. This means that if Bob has 5 votes, and No Lynch has 5 votes, and there is only one Noose, then neither is Lynched. But if there are two Nooses, then one is filled with Bob and the other filled with No Lynch. Do not confuse the vote for No Lynch and the result of no one being lynched.
- In the event of a Lynch Vote Tie, there is no tiebreaker. If there are fewer Nooses than Tied Majority Lynch Suspects, then those Nooses are filled with No Lynch results. If there are an equal or greater number of Nooses than Tied Majority Lynch Suspects, then all Tied Majority Lynch Suspects are Lynched.
- Players Vote during the Day Phase and may change their vote multiple times. Only the last vote before the deadline will count. All official game times are in Eastern Time, and go by the time seen on this website. Players may also ‘lock in’ their vote. Once a vote is ‘locked in’ it cannot by changed. Locked votes are never a requirement, but can be useful when a majority decision has been reached early in a day. If enough votes have been locked that the result of the Day is unalterable, the Narrator may choose to end the Day, post the result of the lynching, and advance to the Night Phase ahead of schedule.
- Players are also not allowed to edit previous posts. Public posts must remain as they originally appeared for fair gameplay.
- Votes should be in this format: Vote: Bob or Unvote or Lock Vote: Bob. Otherwise, you risk the Narrator missing your vote or confusing a normal bolded comment with your vote. You do not need to specify that you are changing your vote. Any Vote posted in spoiler tags will not be counted (and will anger the narrator).
- There will be three groups of people. Scum, Townsfolk & Crazies. Scum begin the game knowing their own roster and are able to freely communicate privately, and also know the role of each player in their group.
- In general, there will be approximately 70-80% Resistance, 20-25% Mutineers, and no more than one Crazy. There are no guarantees that any specific role (other than Commander Poe Dameron and General Leia Organa) will be present in any given game.
-Time cycles will be approximately 48 hours for Day Phase and 24 hours for Night Phase. At some point during the midgame, this may change. The exact deadlines will be listed at the beginning of each Phase, and will be chosen to allow the Narrator time to review Votes & Actions, as well as allowing him to have a normal life. The Narrator will make every reasonable attempt to adhere to this deadline. The game begins with the Day Phase.
- Media Posts by the Narrator will update the game status, and may occasionally reveal random pieces of information. Some will be definitive and will be bolded in black, others will be rumors that may or may not be true. Rumors will always be in blue.
- You may reveal your role publicly, although there are obvious dangers in doing so. There will be no PMs between players unless your role allows it, and all PMs must include the Narrator. Certain groups, with Narrator permission, may use a separate forum for easier private communication. The Narrator must still be aware of any game communication, regardless of where it occurs. You may share information received from your roles or your own personal deductions in the main public game thread. You may not directly quote any PMs you receive from the Narrator, nor any comments the Narrator makes in separate private forums. Doing so may result in a Mod-Kill. (Note: If you wish to share game information that you acquired through your role [and therefore, via a PM from the Narrator], you must paraphrase the relevant portion of the message, but you may not directly quote the Narrator's PM.)
- Except when an exception is specified, you may not share any information after you are eliminated. You may observe the game only (you may make one 'goodbye' post but it must not contain anything game-related) . This also applies to private forums. Eliminated players may still listen into the PMs or private forum, but may not offer strategy or tactics. Failure to adhere to this rule may result in a random person from your team being Mod-Killed.
- Active participation is required. This means that if you do not post a message in the game thread for TWO Phases, then you likely forfeit your place in the game. This MAY result in a Mod-Kill. The Narrator will attempt to PM a warning after the first phase without any posts.
- Some roles have special abilities. Unless specified otherwise, if a role has more than one special ability that could be used during a single Day or Night Phase, only one ability can be used per Phase. (for example, DJ may make an Attack, or Stay Mobile, but not both on the same Night)
- Using an ability during a Night Phase has no effect on using an ability during the following Day Phase, and vice-versa, unless specifically stated.
- Certain Night Actions can interrupt or interfere with other Night Actions. This timeline shows which action types have precedence. All actions will have a declared target, and even if the action is unsuccessful, it still counts as targeting. For example, if Major Harter Kalonia (targets a player with Healing, but is Roleblocked by BB-8, the healing will not affect the player, but it still counts as a use of that ability and a targeting of that ability. This means Major Harter Kalonia cannot try to heal that same player on the next night.
General Order of Night Actions & Events
1. Roleblockings
Any role which negates or prevents another player from using an action occurs first. Any Roleblocking (including Detainment) that stops or interferes with a Once Per Game ability will prevent that ability from occurring normally, just as it interferes with any other normal ability. However, the Once Per Game ability is not used up in this case. That player may choose to use the OPG ability again, provided that the requirements are still in place. When a player is Roleblocked, they are told that they were Roleblocked, and any attempted action on their part failed. Even if a player was not performing an action, they are still told that they were Roleblocked. Roleblocking does not prevent an unblockable attack.
If Roleblocker A and Roleblocker B target each other, then both players are roleblocked and are notified normally. Both players are considered to have performed their roleblocking action.
If Roleblocker A targets Roleblocker B, and Roleblocker B targets Player C, then Roleblocker B does not perform their Roleblocking action. Thus Roleblocker B is roleblocked, and player C is not roleblocked.
2. Detainments
This has the same effect as roleblocking (in addition to protection), but occurs slightly later in the night and there is no notification sent.
Be sure to read the Detain ability for details on exactly what happens when a player is detained.
3. Attacks
This is any attempt to injure or kill another player. Each successful attack creates a ‘Wound’ on the target. Any Wounds on a Player at the end of Stage 6: Healing will result in the player’s death. Wounds may be Healed, but only one Wound is Healed per successful Healing attempt. If a player receives Multiple Wounds, they must also receive Multiple Heals or they will still die. If an attack is classified as 'Unblockable', then it cannot be Roleblocked, Protected against, Healed or otherwise redirected.
4. Protections
This will prevent any Wounds from affecting the Protected target. Unlike Healing, a Protection will prevent any and all Wounds, unless the Attack was Unblockable. Protections stay in place for the entire Night Phase, so even if the player that was providing the Protection is killed, the Protection effect remains.
6. Healing
This is when & where those nasty Wounds might be Healed. For each Wound applied to a player, it takes a successful Healing action to remove it. If a player has more Wounds than Healing actions, then they are dead. Any Wounds caused by an Unblockable Attack cannot be Healed.
A Wounded player may still perform Healing actions. At the end of the Healing Phase, if the Healer is still Wounded, then they succumb to their own Wounds, but any Wounds they attempted to Heal are resolved normally.
7. Investigations
This is when players with Investigative actions get their results. Note that as the last action in the timeline, there are many ways that it can be thwarted. This is intentional, as information gathering is a powerful tool in this game.
The Roles
-Reference Key
SA = Special Ability (If a Player has more than one Special Ability that can be used during a single Phase, they usually must choose only one to use during that phase. Exceptions to this rule are noted in the Role Description)
NF = Night Flag (Means that this Special Ability shows up as Night Activity)
Mutineers: Victory Condition - Eliminate all threats to their kind, usually by outnumbering Non-Mutineers.
All Mutineers always show Night Activity, except Commander Poe Dameron, who is always shown to have no Night Activity (even if he is the Attacker), and the Traitor, who only shows Night Activity if he performs an Action that triggers such a flag. During Night, all Mutineers use a pre-approved private forum to reach decision regarding which Mutineer will be the Attacker, and which player will be the target, for the Mutineer Attack. Any Mutineer may PM the Narrator to specify the attacker and target. During Day, the Mutineers pose as Townies and Vote for the Public Lynching. When killed, a Mutineer is revealed as such, but no special roles are disclosed. Mutineers may send PMs to each other whenever they choose, but must include the Narrator in the message, and will have a private forum to communicate in.
All Mutineers have the following ability:
SA/NF: Perform an Attack. Only one Mutineers may use this ability each Night. As usual, if a Mutineers is using this ability, he may not use another ability that same Night.
Commander Poe Dameron (Alpha)
Lieutenant Kaydel Ko Connix (Healer)
Rose Tico (Sneak)
BB-8 (Seductress)
Finn (Savage)
Traitor
Commander Poe Dameron
SA: Once per Game, during the Day, at anytime before the Day Phase ends, Commander Poe Dameron can forge a pardon to grant a stay of execution to any player (including himself). The Lynch Slot that the player would have filled is instead filled with a No Lynch vote. This ability can only be used while General Leia Organa is still alive.
SA: Once per game, may learn if a rumor is True or False
Lieutenant Kaydel Ko Connix
SA/NF: Each Night, Lieutenant Kaydel Ko Connix may choose another player to Heal from a Wound. This ability cannot target the same player twice in a row. This can be used to protect any player, not just a Mutineer.
SA/NF: Once per game, Lieutenant Kaydel Ko Connix may choose to be On Call for any Mutineer that may be Wounded. Instead of declaring a specific target, Lieutenant Kaydel Ko Connix will Heal any single Mutineer (other than herself) wounded during that Night Phase. If more than one Mutineer is Wounded during the Night Phase, the recipient of the Healing is determined in the following order (least amount wounds, Commander Poe Dameron, Randomly). This ability counts as targeting all other Mutineers. Commander Poe Dameron must be alive for Lieutenant Kaydel Ko Connix to use this ability.
Rose Tico
SA/NF: Each Night, Rose Tico may Investigate a player to determine if they have Night Activity during the current Night. This ability may not target the same player twice in a row.
SA/NF: Once per game, at Night, Rose Tico may learn the specific role of a player after Investigating them for Night Activity. This can occur the Night following a normal Night investigation, or at any time later in the game. Commander Poe Dameron must be alive for Rose Tico to use this ability.
Finn
SA/NF: Once per Game, when executing the Scum Attack, Finn can make this attack Unblockable (although Finn can still be killed via Counterattack). The Attack is also Untraceable (cause of death will be inconclusive.) The Mutineers may not make an Attack the following Night. Commander Poe Dameron must be alive for Finn to use this ability.
BB-8
SA/NF: Each Night, BB-8 may Roleblock a player. This ability cannot target the same player twice in a row.
SA/NF: Once per Game, at Night, BB-8 may choose a player she has previously Roleblocked. For the remainder of the game, that player always shows Night Activity and will appear as a Mutineer (when investigated by Vice Admiral Holdo's Once Per Game ability). Commander Poe Dameron must be alive for BB-8 to use this ability, but it remains in effect even if Poe is later eliminated.
Traitor
The Traitor is a special member of the Mutiny. He or she has a regular Town role. This means that any normal Town role (other than the General Leia Organa or Vice Admiral Holdo) could in fact be allied with the Mutineers. The Traitor does not automatically show Night Activity as other Mutineers do, but will show Night Activity if their Town role would. The Traitor may not be the Attacker for the Mutineers, unless he is the last Mutineer left. The Traitor does not detect as Mutineers while alive (when investigated by Vice Admiral Holdo Once Per Game ability) but is revealed as Mutineer when dead. There will only ever be a maximum of one Traitor in a game.
Townsfolk: Victory Condition - Eliminate all threats to the Town, usually by eliminating all Mutineers. In this game, it can also mean eliminating DJ. During the Day, Townsfolk vote for the Public Lynching. When killed, a Townsfolk is revealed as Townsfolk, but no special roles are disclosed.
General Leia Organa (Mayor)
Vice Admiral Holdo (Sheriff)
R2-D2 (Detective)
C-3PO (Courtesan)
Major Harter Kalonia (Doctor)
Rey (Vigilante)
Commander D'Acy (Coroner)
Maz Kanata (Clerk)
Chewbacca (Bodyguard)
Luke Skywalker (Elite Bodyguard)
Resistance Soldier (Vanilla)
General Leia Organa
General Leia Organa begins the game knowing If there is a Crazy in the game.
SA: Twice per game, during the Day, at any time before the Day Phase ends, General Leia Organa may grant a stay of execution to another player. The Lynch Slot that the player would have filled is instead filled with a No Lynch vote. This ability cannot target the same player twice during the same game, and Leia cannot use this ability on herself.
SA: Once per game, during the Day, at any time before the Day Phase ends, General Leia Organa may create an additional Lynch Slot (Noose). When this extra Noose is created, it will add additional time to the deadline for that Day (amount determined by the Narrator).
SA: Once per game, during the Day, General Leia Organa may choose to add a secret Lynch Vote, PMed to the Narrator. This Lynch Vote may not be changed once it is cast. It is revealed publicly in the End of Day vote count as General Leia Organa's Secret Vote, but does not have to match her public Lynch Vote.
Vice Admiral Holdo
SA/NF: Each Night, Vice Admiral Holdo can choose to Detain another player. Vice Admiral Holdo also Investigates the player and learns the names of all the other players that the Detained player has targeted with Lynch Votes or Special Abilities, but not specifically which. (i.e. if Bob as Major Harter Kalonia voted for Dave on Day 1 and Healed Brian on Night 1, then Admiral Holdo learns that Bob has targeted both Dave & Brian, but not how) Note: Only the player’s final Lynch Vote (for each Day) counts in this regard. The Player is released publicly the next morning at the beginning of the Day Phase.
SA/NF: Once per Game, at Night, Vice Admiral Holdo may select a player he has previously Detained and Investigate them. This investigation reveals whether or not the player is a Mutineer. (Note: it will not reveal a Crazy or a Traitor)
R2-D2
R2-D2 may choose one of the following abilities to use, each night.
SA/NF: Each Night, R2-D2 may Investigate a player to determine if they have Night Activity during the current Night.
SA/NF: Each Night, R2-D2 may Investigate a player to determine who they target with any abilities during the current Night.
SA/NF: Each Night, R2-D2 may Investigate a player to determine who targets them with any abilities during the current Night.
C-3PO
SA/NF: Each Night, C-3PO may Roleblock a player. This ability cannot target the same player twice in a row.
Major Harter Kalonia
SA*: Each Night, Major Harter Kalonia may choose another player to Heal. This ability cannot target the same player twice in a row.
*This ability registers as Night Activity (NF) only if Major Harter Kalonia actually Heals a Wound.
Rey
Rey may not vote No Lynch at any time, for any reason. Voting No Lynch with the Rey role will likely result in a Mod Kill. Rey may choose not to vote at all. However, two consecutive failures to make a Lynch Vote will result in the loss of all special abilities, and the player will become a Resistance Soldier
SA/NF: If a Lynch slot is taken up during the Day Phase by a No Lynch vote, Rey will hunt down her Lynch Vote target during the next Night Phase and do the deed herself by performing an Attack against them.
SA/NF: Once per Game, during the Night, Rey may Attack another player.
Commander D'Acy
SA: During the Day, Commander D'Acy may examine any corpse to determine the cause of death. Only a corpse that was killed during the prior Night may be examined. Possible causes of death include:
Inconclusive - Killed by Finn's Once Per Game ability, or wounded by more than one Attacker.
Lightsaber - Killed in a Counterattack by Luke Skywalker or an Attack by Rey.
Electrocution - Killed by DJ
Blaster Bolt - Killed in a standard Scum Attack.
SA/NF: Once per game, after successfully determining the cause of death, you may spend a Day & Night Phase to determine which players targeted the deceased with any abilities since the game began (This will even include abilities that were Roleblocked) as well as the player that wounded the deceased. This is initiated as an Action during the Day, PMed to the Narrator. You must vote No Lynch during that Day. You register as Night Active during that Night. You will receive this information at the end of that night, during the normal Investigation Stage. Once you have this information, you may communicate it in any manner you desire, but it will automatically be given to General Leia Organa and Vice Admiral Holdo
Maz Kanata
Maz Kanata is told the specific role of any Resistance member killed during the game.
SA: Twice per game, may learn if a rumor is True or False
Chewbacca
SA*: Chewbacca may choose another player to watch over during the Night. This provides Protection to the guarded player. If any Attack targets that player, Chewbacca suffers the effects instead . An Unblockable Attack ignores both the Protection & Redirection. This ability may not target the same player twice in a row. *This ability registers as Night Activity (NF) only if Chewbacca actually Protects against an Attack.
Luke Skywalker
If Luke Skywalker or his Protected Player is Wounded at Night, he will perform a Counterattack on the Attacker.
SA*: Luke Skywalker may choose another player to watch over during the Night. This provides Protection to the guarded player. If any Attack targets that player, Luke Skywalker suffers the effects instead. An Unblockable Attack ignores both the Protection & redirection. This ability may target the same player twice in a row. This means Luke Skywalker can stand perpetual watch over another player. Luke Skywalker may declare this intent to the Narrator, and it remains in effect until the player makes a change.
*This ability registers as Night Activity (NF) only if Luke Skywalker actually Protects against an Attack. When killed, Luke Skywalker may choose to not join the Observation Deck. He can instead Commune With The Town, and continue to post in the main thread. He may not cast any votes, may not be attacked, and may not use any of his Night Abilities. He may only post comments. He continues to count as being "dead" for win condition purposes.
Crazies: Victory Condition - Last Man Standing
During Day, the Crazies pose as Townies and Vote for the Public Lynching. When killed, a Crazy is revealed as a Crazy.
DJ (Serial Killer)
DJ
DJ is told if rumors are True or False.
SA/NF: During the Night Phase, DJ may select a player to Attack. DJ may choose to make this Attack Unblockable (although he can still be killed by Counterattack) but may not use any special ability the following Night.
SA/NF: Once per game DJ may choose to Stay Mobile the entire Night Phase, moving from hideout to hideout. This grants DJ Protection for that Night. However, if R2-D2 or Rose Tico is Investigating the player during that Night Phase they will automatically discern DJ's role.
Last edited by JarJarDrinks on August 24th, 2018, 1:23 pm, edited 2 times in total.
- JarJarDrinks
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Re: The Last Jedi Mafia RULES and SIGNUP thread
Day 1 starts
Night 1 starts
Day 2 starts
Night 2 starts
Day 3 starts
Night 3 starts
Day 4 starts
Night 4 starts
Day 5 starts
Meto - Resistance - Killed Day 3
WiseMarsellus - Resistance - Killed Night 2
Hunter - Resistance - Killed Night 2
dorshe1 Resistance - Killed Night 1
Batmouse Mutineer - Killed Night 1
arebelspy Resistance - Killed Night 1
Gergall Mutineer - Killed Day 2
caldred Resistance - Killed Day 3
Apollyon
TacoBill - Crazy - Killed Day 3
rhendon - Resistance - Killed Night 3
darkjediknight11 - Resistance - Killed Night 2
Advocate - Resistance - Killed Night 4
vhstapes
puck71
Remaker - Mutineer - lynched day 4
Cam Solusar Resistance - Killed Day 3
JediJer
Night 1 starts
Day 2 starts
Night 2 starts
Day 3 starts
Night 3 starts
Day 4 starts
Night 4 starts
Day 5 starts
Meto - Resistance - Killed Day 3
WiseMarsellus - Resistance - Killed Night 2
Hunter - Resistance - Killed Night 2
dorshe1 Resistance - Killed Night 1
Batmouse Mutineer - Killed Night 1
arebelspy Resistance - Killed Night 1
Gergall Mutineer - Killed Day 2
caldred Resistance - Killed Day 3
Apollyon
TacoBill - Crazy - Killed Day 3
rhendon - Resistance - Killed Night 3
darkjediknight11 - Resistance - Killed Night 2
Advocate - Resistance - Killed Night 4
vhstapes
puck71
Remaker - Mutineer - lynched day 4
Cam Solusar Resistance - Killed Day 3
JediJer
Last edited by JarJarDrinks on August 22nd, 2018, 9:15 am, edited 10 times in total.
- JarJarDrinks
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Re: The Last Jedi Mafia RULES and SIGNUP thread
Meto wrote:ping
WiseMarsellus wrote:ping
Hunter wrote:ping
dorshe1 wrote:ping
Batmouse wrote:ping
arebelspy wrote:ping
Gergall wrote:ping
caldred wrote:ping
Apollyon wrote:ping
TacoBill wrote:ping
rhendon wrote:ping
darkjediknight11 wrote:ping
Advocate wrote:ping
vhstapes wrote:ping
puck71 wrote:ping
Re: The Last Jedi Mafia RULES and SIGNUP thread
Rude I didn't get pinged...
- JarJarDrinks
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- darkjediknight11
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- JarJarDrinks
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Re: The Last Jedi Mafia RULES and SIGNUP thread
Actually I'll send a PM to everyone to be sure.
Re: The Last Jedi Mafia RULES and SIGNUP thread
Ok weird. I see it, but it didn't pop up the notification. Just showed up in my new posts.JarJarDrinks wrote:yeah u did
Re: The Last Jedi Mafia RULES and SIGNUP thread
if there is room ill play
- JarJarDrinks
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Re: The Last Jedi Mafia RULES and SIGNUP thread
This ruleset should accommodate any number of players we're likely to get here so ur in.Remaker wrote:if there is room ill play
Re: The Last Jedi Mafia RULES and SIGNUP thread
Confirmed.
Now I gotta wait til SUNDAY?
Now I gotta wait til SUNDAY?

- WiseMarsellus
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- JarJarDrinks
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Re: The Last Jedi Mafia RULES and SIGNUP thread
Well I'm hoping we may get an extra player or 2 if we give it a little extra time.arebelspy wrote:Confirmed.
Now I gotta wait til SUNDAY?
- dorshe1
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Re: The Last Jedi Mafia RULES and SIGNUP thread
Confirmed.JarJarDrinks wrote:Well I'm hoping we may get an extra player or 2 if we give it a little extra time.arebelspy wrote:Confirmed.
Now I gotta wait til SUNDAY?
Thanks!

Re: The Last Jedi Mafia RULES and SIGNUP thread
Confirmed.
IDK if the mighty Jabba (err, mighty JarJarDrinks) is now hearing our pleas, but if so, I would request a healthy number of vanilla townies so that we don't devolve into a mass roleclaim on Day 3. Or rather, that if we do go that route, that it won't stop the game dead in its tracks and turn the mystery into a math problem.
Does the Coroner OPG show abilities + votes, or just abilities? I know sheriff gets a combined list of both.
IDK if the mighty Jabba (err, mighty JarJarDrinks) is now hearing our pleas, but if so, I would request a healthy number of vanilla townies so that we don't devolve into a mass roleclaim on Day 3. Or rather, that if we do go that route, that it won't stop the game dead in its tracks and turn the mystery into a math problem.
Does the Coroner OPG show abilities + votes, or just abilities? I know sheriff gets a combined list of both.
Greg Zinn


- Cam Solusar
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Re: The Last Jedi Mafia RULES and SIGNUP thread
/in
Camden Y, Southern California
BrenDerlin wrote:These movies aren't called Star Battles, yo.
- JarJarDrinks
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Re: The Last Jedi Mafia RULES and SIGNUP thread
Breaking the thread width automatically countys as an /in.
Re: The Last Jedi Mafia RULES and SIGNUP thread
Didn't break the width on my screen. Not my fault you're still running at 800x600 screen resolution.JarJarDrinks wrote:Breaking the thread width automatically countys as an /in.