[OLD] Mini Mafia Standard Rules & Clarifications Thread (OUTDATED)

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[OLD] Mini Mafia Standard Rules & Clarifications Thread (OUTDATED)

Postby Jd- » May 15th, 2011, 4:47 pm

PLEASE READ

Live mini mafia is now played with the Akobo bot! This topic is being preserved only for reference. Please CLICK HERE for more information on the current incarnation of the game!





How to Mini-Mafia: See this post: http://forum.dctp.ws/viewtopic.php?p=464178#p464178 Under "How It Works"

(This is totally in progress and not final in any way)

Role hand-offs are generally no longer accepted.




Role & Ability Changes
Jodie & Camel given the ability to Observe OR Stakeout.
Betrayal clarified as a passive ability at all times.
Kogorou becomes sober after 1/4th of the total players die.
Deduction & Reveal Culprit removed from the game. Okiya is now able to Detect AND Special Investigate 1 per night, while Yuusaku may now Interrogate OR Special Investigate 1 per night. [5/18/11]
Tome role removed. [5/18/11]
Special Investigate may now be used to investigate past actions involving both dead and alive targets. [5/18/11]
Yamato & Uehara added to Experiments section. [5/25/11]
Bourbon made the same as Okiya, eliminating the Spy ability. [8/22/11]
— Amount of Investigations per role reduced universally (for applicable roles). [8/22/11]
Stakeout has been made more useful. If a role stakes out the victim of a night killing, the role doing the staking out learns the gender of the killer. This does not circumvent disguises (Vermouth's gender will come back as that of her disguise, etc). [8/22/11]
Travelers can now be poisoned no matter where they are physically located. Normal kills, sniping, and all such actions that aren't Bribe will still not work. [8/22/11]




Rule Clarifications
— No votes are shown if Voice of Reason is used.
— If a lynching is hindered due to the target being protected or the target being a traveler, the GM reports that the lynching simply failed. All votes are still shown as usual.
— If the use of an APTX is hindered due to the target possessing a charm, the APTX is considered lost.
— When a player is accompanied, all votes are revealed as normal (unless a player's vote was otherwise inhibited, such as through Frighten). If the result of the accompany affects the results of the vote, it is only revealed to the public that the lynching failed (precisely the same as if protect were used or the target was a traveler).
— If a member of the Black Org attacks a player and that player is saved from death as a result of healing, protection, first aid, or anything of the sort, the attacker is informed that healing or protecting was in effect (see Keywords for more information on which to report).
— All GMs should be certain to send all notifications to all relevant parties (notices for if a player was stolen from, followed, accompanied, pinched, etc).
— If a protector protects a target from sniping, the target is made aware of the fact they were protected (despite the fact that the protector is dead).
— If a player is stolen from twice in one phase, the thieves are made aware that they were not the only thief that night and, most importantly, all thieves "receive" the same item. The target is also presented with a notice stating just how many thieves targeted them that night.
— If someone is tricked/discombobulated twice, those doing the tricking are not made aware that multiple tricking has occurred (unlike with multiple thefts).
— If two users trick each other, all actions fail. Neither are successful. For example: If A tricks B and B tricks A, all actions fail. If A tricks B and B tricks C, A is successful, B isn't, and C's actions go through as normal.
— If Vermouth or Irish are disguised, they assume the default interrogation result of the disguise they are wearing. For example, if Vermouth is disguised as Satou and is interrogated without slander coming into play, the result will be "Not Black Org". They still retain their scent no matter the disguise.
— If a protect is successful at night and saves a target, the attacker's name is revealed to both the protector and the target. The exception to this is if the attacker is a sniper, in which case their identity will not be revealed in this situation.
— If lovey-dovey is used, the user nor the target are privy to the identity of the attacker.
— If Chianti or Korn is arrested by a police officer, the police officer becomes injured for two phases but, due to their resisting arrest, the player arrested is announced with their identity. For example, if A is Chianti and B is Takagi and B arrests A for a Night 1 murder, it is announced that player A was arrested as Chianti and that a police officer was injured in the process. The identity of player B is not revealed, either in their name or their role.
— All injuries incurred by players are permanent except for those sustained by police officers in the course of an arrest (basically, injuries that result from revenge via an arrest).
— The wristwatch protects the holder from attacks the night they are in possession of it. After the night they receive it, it returns to the player that distributed it. If a player is attacked by a normal "kill" order, the watch will be returned as usual and the player will survive. If a player is sniped while in possession of the watch, they will survive but the watch will not--the watch breaks and is no longer in play. The player that distributed the watch the day before and the player that used the watch to protect themselves from the sniping are given a notice that the watch was used successfully and is now broken. If the watch was not broken but was used successfully to defend themselves, the player using the watch is told as much. The attacker is given a notice that the attack was unsuccessful, whether they are sniping or not.
— If a traveler is targeted with an action while abroad, that action will fail. If a role uses multiple actions on a turn with only one targeting a traveler and the other(s) targeting other players, only the action targeting the traveler will fail.
— Bribe is absolute and cannot be stopped in any way, including discombobulating the one offering the bribe. Bribe will still kill a traveler, whether they are in the country or not and will also kill someone that is arrested.
— Spy cannot be investigated or staked out in any form.
— If A attacks B, C saves B via healing, and D investigates "A kills B", D's investigation still comes back as true.
— Arrest and detain do stop APTX attempts if successful (as in, if the poisoner is arrested for a previous crime in the same phase they are attempting to poison another player). The APTX is then considered confiscated. If an APTX target is arrested in the phase they are to be poisoned, the APTX is considered unused.
— Frighten is not capable of stopping an arrest. For example: if Tequila uses frighten on Satou on Night 2, Satou may still arrest on Day 2.
— Arrest takes precedent over detain.
— If Agasa gives the watch to a player who is sniped the following night (thus saving the player but in the process seeing the watch destroyed), Agasa is given a notice that the watch has been broken.
— If a player is injured and in disguise, they lose their disguise.
— Players that are injured may still use items such as the bow-tie.
— Discombobulate and Frighten DO still work while a player is out of the country if the player attempts to use Travel in a phase where it would be affected.
— In the event Kogorou is not yet sober and Eri, Ran, Conan, or Shinichi are erased, Kogorou will not become sober as a result. He can still become sober should his alcohol be stolen or any other condition is met.
— Kid/Vermouth lose their disguise if pinched, injured, arrested for being disguised, house searched; keep their disguise otherwise.
— You can't arrest someone for the same crime twice.
— Injured/suspended people do not recieve results on the phase they're injured/suspended.
— If two people recieve the same number of lynch votes in a day phase and one of those two people is arrested or APTXed, the other will be lynched.
— If the person who got the most lynch votes is also arrested that same phase, there will be no lynch. Same for APTX.
— If Kir gets discombobulated but doesn't actually send anything in, she would still know her action failed because of Betrayal.
— Killing always comes before House Search, even if the killer is attacking the HSer on the night the HSer is HSing the killer.
Last edited by Conia on April 13th, 2012, 12:09 am, edited 1 time in total.
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Re: Live Mini Mafia Standard Rules & Clarifications Thread

Postby Jd- » May 15th, 2011, 4:47 pm

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Guidelines
Basic guide instructing how to participate fairly in the confines of the game.
[spoiler]— Do not attempt to participate with more than one username. This is grounds for permanent banning from any and all future games.
— No petitioning the GM for information about the roles of other players or attempting to influence the tasks of the moderator (asking for certain hints, etc).
— You may not quote, screenshot, or otherwise duplicate or showcase messages from the GM to prove your role, actions, or results to a fellow player. You may, of course, claim to be a role in the course of the game whether it is your genuine role or not.
— You may freely PM other players and speak without restriction in the main channel (apart from the GM rule mentioned above) while you are still alive. Please refrain from discussing any facet of an ongoing game with a living player after you have died to avoid influencing the course of the game.
— You may generate false quotes, edits, and messages from other players in text form, but may not do so with concern to correspondence with the GM. Screenshotting PMs from other players is prohibited--keep the game in the realm of text.[/spoiler]

Gameplay
Detailed explanation of how the game works.
[spoiler]Basic Gameplay
— To use an ability or vote, you must PM the order directly to the GM. Those submitted in the main channel do not count.
— You may provide the GM with a will to be presented at the time of your death (unless you are erased). A typical will usually summarizes a player's actions and intel they have gathered to that point, resulting in something along the lines of: "Will: I interrogated Conia and got Black Org on Night 1. I interrogated PhoenixTears on Night 2 and got Not Black Org." Your will, unless erased, will be provided by the GM after your death is announced (whether it be by lynching, APTX, or just a routine killing).
— The Black Org is expected and encouraged to consult with one another on who to kill during the night and possible lynch votes during the day. A private channel for the Black Org to discuss strategies is provided in every round by the GM.
— Every member of the Black Org must kill before a member is allowed a second kill. The exceptions to this is if a member is unable to kill due to being arrested or lynched, in which case they are no longer factored in to the kill cycle. Once the cycle has been completed once, a new order may be decided.
— Every member of the Black Org may use an APTX assuming there are enough remaining. Unlike with the nightly kills, there is no restriction on how many may participate. Each member is limited to using just one APTX per day phase, however.
— The Black Org may kill or APTX a fellow member if they so wish.
— If Vermouth and Kid are in the same game and designate the same player for their disguise, they will both disguise as that same role and the targeted individual will receive a new role.
— Detective Boys, BFFs, and Lovers must not overlap.
— You may always send in a new order to replace your old one, assuming the phase has not yet ended.
— If multiple incompatible actions are submitted by a player, the last valid action prior to the countdown ending will be the one played. If no compatible actions are submitted, none will be entered.
— The Black Organization and the Detective Boys each have a rank system for orders.

Voting
— Everyone is allowed to vote during day phases, whether they be from the town or the Black Org. You may only not vote if you are dead, not in Japan (as a result of being a traveler), are arrested, or were hindered by an ability (such as Frighten).
— Each player's vote is made public at the end of each day phase unless Voice of Reason was used.
— If a player was poisoned by APTX or arrested, their vote for that phase will not count or be shown.
— Players may abstain from voting.

Crimes
— If a crime is hindered by discombobulation or other ability, it is treated as having failed and thus not happening.
— List of abilities that constitute crimes: Killing (whether it be of the normal, sniping, or APTX variety), Blaming, Disguising, Slandering, Bribing, Discombobulating, Abducting, Erasing, Frightening, Stealing.
— Using the Black Suitcase for any action is not a crime, including using it to commit a crime. Considering that action never actually took place, it is not considered having happened and thus is not a crime itself.
— Being a member of the Black Organization is, in itself, not a crime. As a result, you cannot arrest someone solely because they're Gin.

Actions & Arrest/Death
— If someone is killed, lynched, or arrested, their action for that phase will not go through and will fail. The only exceptions to this are arrests and poisonings with APTX. However, arrests can stop APTX--lynchings, on the other hand, do not.
— If Kazuha was successfully poisoned and accompanied someone that was about to be lynched over the 1 vote difference, the reduction of that 1 vote fails (aka, the accompany fails) and the target of accompany will be lynched instead.

Auto-Arrest (House Search/Face Pinch)
— If a house search uncovers a crime of any sort, the target is automatically arrested.
— If a face pinch is performed on a player and that player is in disguise (whether they are town or Black Org), the target is automatically arrested.
— Auto-arresting is a feature of these abilities and does not otherwise apply to other actions. For example, a crime uncovered via an investigation action does not yield an auto-arrest (even if it is being carried out by a police officer).

Condition
— All players begin the game "alive" in normal condition. The exception is travelers, who may begin the game "abroad". Over the course of the game, their condition may worsen to one of the following states:

Alive: Player is able to use any of their abilities within the rules. They may also discuss the ongoing game freely and participate in lynch voting.
Abroad: Player is out of the country until they return to Japan. Any actions designating them as a target will fail so long as they are abroad, and they cannot be killed without Bribe being used). Such players may speak freely, but they are not capable of voting or using their inherent abilities until they arrive in the country.
Injured: Player unable to use any abilities and also loses any of their passive abilities (including any disguises they may have been wearing). The exception is the nightly killing for Black Org members--they may still carry out a kill at night, but they will lose their role-specific abilities (including Revenge). Injured players may still participate freely in the game, including casting lynch votes.
Temporary Injury: Police that successfully arrest an uninjured sniper will be injured for two phases following the arrest. While temporarily injured, the police officer in question will lose all abilities apart from voting.
Suspended: Police that attempt to arrest someone and are unsuccessful will be suspended for two phases following the arrest attempt. While suspended, the police officer in question will lose all abilities apart from voting.
Arrested: Player may not use any abilities, though they are also impervious to being poisoned or killed (unless Bribe is in effect). Any and all actions on arrested players will fail with the exception of Lawsuit to free them. They may speak and participate freely in the game, but they will remain unable to vote. Arrested players are considered "out" of the game when determining which side has won. The role of the arrested player will not be revealed at the time of arrest unless Revenge was used successfully, in which case their identity is announced due to them resisting arrest.
Dead: Player killed during the course of the game. They may no longer participate in the game, but they will still win with their team should they come out the victors. Dead players may not share any information with living players after they have died, whether it be information they acquired prior to their death or after.

Black Org Hierarchy
— The Black Org has a leader (assuming he is in the game), referred to as Anokata.
— The leader has the final say on who to designate as the night kill target and may give the order as such. No one can override this order.
— If the leader orders a lover to kill their lover, it will happen unless the lover doing the attack is discombobulated, or if Vodka happened to be the lover and discombobulated the leader the same phase. If the kill does go through, the murderer doing the kill suicide.
— The leader may not command a subordinate to use an APTX. They are limited to sending in only their own APTX order.[/spoiler]

Order of Actions
Listing of which actions take precedent over others with pertinent examples.
[spoiler]Order of Actions
— Being familiar with the order of actions will aid you in formulating strategies and understanding the flow of the game. The order of actions goes as follows:

Arrest > Face Pinch > Charm > APTX > Lynching > Discombobulation/Frighten > Killing > House Search/Detain > All other actions

Below are scenarios detailing several examples of the order of actions at play.

Scenario 1:
BACKGROUND: On Night 1, Abs (Gin) killed Kleene (Agasa). Now, on Night 3, Akonyl (Shiratori) feels he has sufficient evidence to attempt an arrest for Kleene's murder. Abs knows Akonyl is closing in and resolves to kill him.
— [size=80]PLAYER ACTIONS (Night 3):
[size=100]Akonyl
(Shiratori) sends in: Arrest Abs for killing Kleene on Night 1.
Abs (Gin) sends in: Kill Akonyl.
RESULT: Akonyl successfully arrests Abs. Akonyl is not killed. Because the order of actions dictates that arrest takes precedent over killing, Abs's kill fails completely. Even if Abs had targeted someone else instead of Akonyl, the kill still would have failed because it is prevented by arrest.

Scenario 2:
BACKGROUND: On Night 1, Abs (Gin) killed Kleene (Agasa). Now, on Night 3, Akonyl (Shiratori) feels he has sufficient evidence to attempt an arrest for Kleene's murder. Abs knows Akonyl is closing in and resolves to kill him. At the same time, PhoenixTears (Eisuke) has been convinced that Akonyl may be up to no good that night and plans to discombobulate him. In addition to the arrest attempt, Akonyl has decided to investigate Jd- (Araide) healing Parkur (Camel) that night to confirm him.
— [size=80]PLAYER ACTIONS (Night 3):
[size=100]Akonyl
(Shiratori) sends in: Arrest Abs for killing Kleene on Night 1. Investigate Jd- heals Parkur.
Abs (Gin) sends in: Kill Akonyl.
PhoenixTears (Eisuke) sends in: Discombobulate Akonyl.
Jd- (Araide) sends in: Heal Parkur.
RESULT: Akonyl successfully arrests Abs. Akonyl is not killed. Because the order of actions dictates that arrest takes precedent over killing, Abs's kill fails completely. Jd- successfully heals Parkur without issue, but Akonyl is told that his investigation has failed. This is due to the discombobulation by PhoenixTears. Because arrest takes precedent over all other actions, the discombobulate does not affect it. Discombobulate does affect investigations, however, which is why Akonyl's investigation failed while his arrest succeeded.

Scenario 3:
BACKGROUND: On the dawn of Day 3, the sole remaining member of the Black Organization, Miaka (Pisco), feels she has Pofa (Satou)'s role nailed down. Pofa is certain that Miaka was the murderer of Lynz (Ran) who died the previous phase on Night 3. As such, Miaka decides to APTX Pofa and Pofa decides to arrest Miaka.
— [size=80]PLAYER ACTIONS (Day 3):
[size=100]Pofa
(Satou) sends in: Arrest Miaka for killing Lynz on Night 3.
Miaka (Pisco) sends in: APTX Pofa as Satou.
RESULT: Pofa successfully arrests Miaka. Miaka's APTX on Pofa does not go through, and the APTX is confiscated.

Order of Healing
— As a rule of thumb, if more than one protection or healing is performed on a target that is attacked, the one with the highest priority will succeed as all others fail. The current order of healing is as follows:

Voice of Reason > Bone Breaking > Watch Protection > Protection > Healing > First Aid

— In the event the action with the highest priority was hindered (via discombobulation or a similar action), the healing action with the next highest priority will succeed in its place.
— Sniping bypasses all types of healing and first aid. When someone is protected, the protected will survive, but the protector himself dies instead. If someone possessing the watch is attacked, they are protected. If someone possessing the watch is attacked by a sniper, they will survive but the watch will break and become unusable for the remainder of the game.
— Abilities that protect and heal only prevent the death of those that are named and targeted directly. This prevents the stacking of certain abilities, for example: If Ran possesses the watch and protects someone that is sniped, the watch will not save her because she was not the named, direct target. Ran will die, the watch will not come into play, and the targeted she protected will survive as usual.
— Any action performed by someone who was successfully healed via first aid will fail, because that player became injured as the action was being carried out.[/spoiler]

Keywords
Keywords that are equatable to one another in terms of the game (for investigations and the like).
[spoiler]Kill — Kill / Attack / Murder
Investigate — Investigation / Special Investigation
Observe — Observation / Stake-Out
Protect — Protection / Lovey-Dovey / Bone Breaking
Heal — Healing / First-Aid
Discombobulate — Discombobulation (Tricking)
Steal — Stealing
Detect — Detecting
Spy — Spying
Interrogate — Interrogating / Cross-Examining
Poison — Poisoning
Pinch Face — Face-pinching[/spoiler]

Statuses
Certain roles have an inherent "status" associated with them that provide unique attributes and advantages.
[spoiler]Black Org Leader
- Roles with that Status: Anokata or chosen Black Org leader
- Can order killings
- Can distribute the Black Suitcase each Day phase

Lovers
- Decided by Yumi during Prep Phase.
- Lovers know one another's actual identities.
- Cannot befriend Sonoko, and Detective Boys cannot be lovers.
- When one lover dies, the other commits suicide that same phase. No amount of healing or protecting may prevent the death of a suicidal lover.
- A town/town pair wins along with the town. A Black Org/Black Org pair wins with the Black Org. A town/Black Org pair does not win with either the town or the Black Org. To win as such a tandem, they must kill all others.
- Lovers may still win while one or both are arrested.
- Lovers can protect each other with the ability Lovey-Dovey.

Friends
- Roles with status: Sonoko and her friend
- Friends know one another's identities, or just the disguise if one is disguised.
- Sonoko can use the same abilities as her friend, so long as her friend is still alive.
- Friends may not also be lovers. May not also befriend any Black Org members apart from Vermouth and may not befriend a Detective Boy.
- If Sonoko's friend is killed during the night (with the exception of a sniping), she will be privy to the identity of the murderer.

FBI Leader
- Role with status: James Black
- At the onset of the round, the FBI Leader is given notice of how many of his subordinated (Jodie, Akai, Camel, Kir) are in the game. This count includes characters disguised as his subordinated.
- If someone is disguised as a subordinate, James will receive a small hint akin to, "You believe something is strange with your suborinate(s)..."
- After each night, James will receive two results from his subordinates chosen at random (the number of reports he gets relies on the number of subordinates in the game, but he may not receive more than two).
- With concern to Akai, James will receive only one of his investigations. In the case of Kir, James will receive only one of her actions (Betrayal, Investigation, or Special Investigation), chosen at random. The same also applies to any subordinate utilizing the bow-tie.

NOC
- Roles with status: Kir
- Player gets to know how many Black Org members are present in the current game (not their identities).

Drunk/Sober
- Roles with status: Kogorou
- Always begins the game drunk.
- The player becomes sober the phase after Eri, Ran, Conan, or Shinichi dies. Those disguised do not count.
- If Ran is injured due to successfully protecting someone at night, Kogorou becomes sober. Day protections or injuries incurred as a result of being treated with first-aid are not applicable.
- A disguised Ran is not applicable to the sobering effect.
- Becomes sober after 1/4th the total townies have died, meaning his interrogation the night of the dividing death will be an accurate one.
- Becomes sober when his alcohol has been stolen.
- If Eri, Ran, Conan, or Shinichi get erased, Kogorou will not get sober and will stay drunk.

Group
- Roles with status: Mitsuhiko, Ayumi, Genta
- Detective Boys are aware of one another's identities.[/spoiler]
Last edited by Conia on February 13th, 2012, 12:05 am, edited 1 time in total.
Jd-
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The Last Dinosaur

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Re: Live Mini Mafia Standard Rules & Clarifications Thread

Postby Jd- » May 15th, 2011, 4:47 pm

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The Black Organization
Injured members of the Black Organization will lose all abilities (including sniping). Injured members may still kill each night, as well as utilize items such as the Black Suitcase, bow-tie, and tranquilizer watch.
[spoiler]Anokata, Mafia Boss
Status: BO Leader
Night action: Blame
Day action: Black Suitcase
Interrogation: Not BO
Scent: No
Disguise: No
Items: Gun, Car-keys
Observe: Adult/Teenager/Child
Note: Anokata can use the Black Suitcase during Night 1 for himself. During Day 1, it may be given to any member of the Black Org. If observed, the result will always be random: either adult, teenager, or child. For example: On Night 1, an observation may yield the result "adult" while on Night 2 it may come back as "child". If more than one person observes him in the same night, they both receive the same random result.

Gin, Mafia Slanderer
Night action: Slander, Investigate 3
Interrogation: BO
Scent: Yes
Disguise: No
Items: Gun, Car-keys, Headgear, Alcohol
Observe: Adult

Vodka, Mafia Intimidator
Night action: Discombobulate
Interrogation: BO
Scent: Yes
Disguise: No
Items: Gun, Car-keys, Headgear, Glasses, Alcohol
Observe: Adult

Vermouth, Mafia Disguiser
Prep action: Disguise
Interrogation: Not BO when undisguised—when disguised, depends on disguise
Scent: Yes [size=80](no matter the disguise)

Disguise: No
Items: Gun, Car-keys, Panties, Alcohol + items from disguise
Observe: Adult when undisguised—when disguised, depends on disguise
Note: Vermouth may not arrest someone for a blamed action for any reason.

Chianti, Mafia Sniper
Night action: Snipe
Night/Day Action: Revenge
Night action: Observe OR Stake-out
Interrogation: BO
Scent: Yes
Disguise: No
Items: Gun, Car-keys, Panties, Alcohol
Observe: Adult

Korn, Mafia Sniper
Night action: Snipe
Night/Day Action: Revenge
Night action: Stake-out OR Observe
Interrogation: BO
Scent: Yes
Disguise: No
Items: Gun, Car-keys, Headgear, Glasses, Alcohol
Observe: Adult

Tequila, Mafia Browbeat
Night action: Frighten
Interrogation: BO
Scent: Yes
Disguise: No
Items: Gun, Car-keys, Headgear, Alcohol
Observe: Adult

Bourbon, Mafia Detective
Night action: Detect, Special Investigate 1
Interrogation: BO
Scent: Yes
Disguise: No
Items: Gun, Car-keys, Headgear, Alcohol
Observe: Adult

Akemi, Mafia Robber
Night action: Steal
Interrogation: BO
Scent: No
Disguise: No
Items: Gun, Car-keys, Panties
Observe: Adult

Pisco, Mafia Eraser
Night action: Erase, Bribe
Interrogation: BO
Scent: Yes
Disguise: No
Items: Gun, Car-keys, Alcohol
Observe: Adult

Irish, Mafia Disguiser
Prep. Phase action: Choose Costumes
Night action: Abduct
Day action: Temporary Disguise
Interrogation: Not BO when undisguised—when disguised, depends on disguise
Scent: Yes [size=80](no matter the disguise)

Disguise: No
Items: Gun, Car-keys, Alcohol
Observe: Adult
Note: Irish may not arrest someone for a blamed action for any reason.

Calvados, Mafia Backup
Day action: Cover
Interrogation: BO
Scent: Yes
Disguise: No
Items: Gun, Car-keys, Headgear, Glasses, Alcohol
Observe: Adult

Sherry, Mafia Scientist
Night action: Poison
Interrogation: BO
Scent: No
Disguise: No
Items: Gun, Panties, Alcohol
Observe: Teenager
[size=80]Note: Haibara and Sherry may not be in the same game.[/spoiler]

[size=150]The Police

If applicable, police officers may use all actions in a single night (such as Investigate, Arrest, and House Search).
[spoiler]Megure, Police Inspector
Night action: Investigate 2, House Search
Night/Day action: Arrest
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Gun, Car-keys, Headgear
Observe: Adult

Shiratori, Police Inspector
Night action: Investigate 2, House Search
Night/Day action: Arrest
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Gun, Car-keys, Alcohol
Observe: Adult

Satou, Assistant Police Inspector
Night action: Investigate 2
Night/Day action: Arrest, Detention
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Gun, Car-keys, Panties
Observe: Adult

Takagi, Police Sergeant
Night action: Stake-out
Day action: Follow-Up
Night/Day action: Arrest
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Gun, Car-keys
Observe: Adult

Chiba, Police Officer
Night action: Stake-out
Day action: Follow-Up
Night/Day action: Arrest
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Gun, Car-keys
Observe: Adult

Nakamori, Police Inspector
Night action: Investigate 2
Night/Day action: Arrest, Pinch Face
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Gun, Car-keys
Observe: Adult

Yumi, Amor
Prep. action: Amor
Night action: Investigate 2
Night/Day action: Arrest
Interrogation: Not BO
Scent: No
Disguise: No
Items: Gun, Car-keys, Headgear, Panties, Alcohol
Observe: Adult[/spoiler]

The FBI & CIA
[spoiler]James, FBI Boss
Status: FBI Leader
Night action: Special Investigate, Investigate 1
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Gun, Car-keys, Glasses, Alcohol
Observe: Adult

Akai, FBI Hunter
Night/Day action: Vengeance
Night action: Investigate 3, Bone Breaking
Interrogation: Not BO
Scent: Yes
Disguise: Yes
Items: Gun, Car-keys, Headgear, Alcohol
Observe: Adult

Jodie, FBI Agent
Night action: Observe OR Stake Out
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Gun, Car-keys, Glasses, Panties, Alcohol
Observe: Adult

Camel, FBI Agent
Night action: Observe OR Stake Out
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Gun, Car-keys
Observe: Adult

Kir, Undercover CIA Agent
Status: NOC
Night action: Special Investigate 1, Investigate 1, Betrayal (passive)
Interrogation: BO
Scent: No
Disguise: Yes
Items: Gun, Car-Keys, Headgear, Panties, Alcohol
Observe: Adult[/spoiler]

The Civilians
[spoiler]Shinichi, Meitantei
Night action: Investigate 3 OR Interrogate
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: School book
Observe: Teenager

Conan, Shrunken Meitantei
Night action: Investigate 3 OR Interrogate
Interrogation: Not BO
Scent: No
Disguise: No
Items: School book, Glasses
Observe: Child
Note: Shinichi & Conan may only be present in the same game if a role is disguised as Shinichi.

Heiji, Osakan Meitantei
Night action: Investigate 3 OR Interrogate
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: School book, Headgear, Alcohol
Observe: Teenager

Kogorou, Drunk Meitantei
Status: Drunk OR Sober
Night action: Interrogate [size=80](random result when drunk)

Day action: Analyze (when sober)
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Alcohol
Observe: Adult
Note: Always begins the game drunk. Kogorou becomes sober the phase after Eri, Ran, Conan, or Shinichi dies (discounting disguised roles). Ran becoming injured as a result of protecting someone at night will make Kogorou sober (day protections and injuries incurred as a result of First Aid are not applicable). Becomes sober after 1/4th the total townies have died, meaning his interrogation the night of the dividing death will be an accurate one. If Kogorou's alcohol his stolen, he then becomes sober. If Eri, Ran, Conan, or Shinichi get erased, Kogorou will not get sober and will stay drunk.

Ran, Protector
Night/Day action: Protect
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: School book, Panties
Observe: Teenager
[size=80]Note: If Ran successfully protects, she will become injured.

Agasa, Inventor
Day action: Bow-tie, Tranquilizer Watch
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Car-keys, Glasses
Observe: Adult
NOTE: Agasa starts on Night 1 being able to use his gadgets.

Haibara, Shrunken Scientist
Day action: Follow
Interrogation: Not BO
Scent: No
Disguise: No
Items: School book, Alcohol
Observe: Child

Sonoko, Best Friend
Status: Friends
Prep. action: Friendship
Interrogation: Not BO
Scent: No
Disguise: No
Items: School book, Headgear, Panties
Observe: Teenager

Okiya, Graduate Student
Night action: Detect, Special Investigate 1
Interrogation: Not BO
Scent: Yes
Disguise: Yes
Items: Car-keys, Glasses, Alcohol
Observe: Adult

Kazuha, Charm Maker
Day action: Accompany, Charm
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: School book, Headgear, Panties
Observe: Teenager

Eri, Lawyer
Night action: Lawsuit, Cross-examine
Day action: Voice of Reason
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Car-keys, Glasses, Headgear, Panties
Observe: Adult

Kujou, Prosecutor
Night action: Cross-examine
Day action: Voice of Accusation
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Car-keys, Panties
Observe: Adult

Kobayashi, Elementary Teacher
Night action: First Aid
Day Action: Voice of Reason
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Car-Keys, School book, Glasses, Panties
Observe: Adult

Kaitou Kid, Master Thief
Prep. Action: Disguise
Night action: Steal
Interrogation: Not BO when undisguised—when disguised, depends on disguise
Scent: No [size=80](no matter the disguise)

Disguise: No
Items: Gun, School book, Glasses, Headgear + items from disguise
Observe: depends on disguise, If not disguised: Teenager
Note: It is in Kid's best interest to not reveal his true identity to just anyone.

Eisuke, Trickster
Night action: Discombobulate
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: School book, Glasses
Observe: Teenager

Asami, Trickstress
Night action: Discombobulate
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: School book, Panties
Observe: Teenager

Araide, Doctor
Night action: Heal
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Car-keys, Glasses
Observe: Adult

Hakuba, Foreign Meitantei
Prep and Night/Day action: Travel
Night action: Interrogate [size=80](cannot use while not in Japan)

Interrogation: Not BO
Scent: No
Disguise: No
Items: School book
Observe: Teenager
Note: Begins game outside Japan. Can opt to Travel OR Interrogate during the night. During the day, can either Travel OR Vote.

Makoto, Foreign Protector
Prep and Night/Day action: Travel
Night/Day action: Protect [size=80](cannot use while not in Japan)

Interrogation: Not BO
Scent: No
Disguise: No
Items: School book, Glasses
Observe: Teenager
Note: Begins game outside Japan. Can opt to Travel OR Protect during the night. During the day, can either Travel OR Vote AND Protect. If he successfully protects, he will fly out of Japan.

Mitsuhiko, Detective Boy
Status: Group
Day action: Identify
Interrogation: Not BO
Scent: No
Disguise: No
Items: School book
Observe: Child

Ayumi, Detective Boy
Status: Group
Day action: Identify
Interrogation: Not BO
Scent: No
Disguise: No
Items: School book, Headgear
Observe: Child

Genta, Detective Boy
Status: Group
Day action: Identify
Interrogation: Not BO
Scent: No
Disguise: No
Items: School book
Observe: Child

Yuusaku, Genius Author
Night action: Interrogate OR [i]Special Investigate 1[/i]
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Car-Keys, Glasses
Observe: Adult

Yukiko, Talented Actress
Prep. Action: Choose Costumes
Day action: Temporary Disguise
Interrogation: Not BO when undisguised—when disguised, depends on disguise
Scent: No [size=80](no matter the disguise)

Disguise: No
Items: Car-Keys, Panties + the items of her current disguise.
Observe: Adult[/spoiler]
Last edited by Conia on March 3rd, 2012, 11:20 pm, edited 1 time in total.
Jd-
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Re: Live Mini Mafia Standard Rules & Clarifications Thread

Postby Jd- » May 15th, 2011, 4:48 pm

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(Section almost entirely untouched from the old community version--expect major revision shortly)

Prep Actions
[spoiler]Disguise
- Roles with action: Vermouth, Kid
- Prep action, crime, remains so long as it is not removed due to injury or an ability.
- Can be investigated.
- During the Prep phase, the player about to disguise names a number of players (the exact number is determined by the GM). The GM then randomly chooses one of the names and awards the disguiser the player's role as a disguise. The player chosen will receive a new role without ever having known their original role or that someone is disguised as that previous role.
- When disguised as a role, the disguised player retains any abilities from their actual role and gains all those of their disguise.
- Can be investigated for their exact disguise. For example, one may investigate Conia (Vermouth-Ran) for being disguised as Ran. The result would be true so long as Conia is still disguised as Ran.
- Can also be special investigated for their exact disguise in a certain phase (such as "SI Conia disguising as Ran during Prep").
- Disguiser does NOT assume the scent of their disguise. This means Vermouth retains her Black Org scent no matter the disguise, and Kid disguised as Akai would not carry a scent.
- Disguisers may not disguise as Black Org members, children, or Prep phase roles.
- If both Kid & Vermouth end up choosing the same player, both will disguise as that player's role. This could result in both Kid & Vermouth disguised as Ran, but no actual Ran would be in the game.
- The disguiser will have items from their original role in addition to those from their disguised role. This could result in two guns if Kid or Vermouth were to disguise as a police officer.

Choose Costumes
- Roles with action: Yukiko, Irish
- Prep action
- During the preparation phase, the player will be given five possible roles they could disguise as. The player then chooses three of those to use in the course of the game.
- All disguises will be town roles. The player will NOT replace that role (differentiating it from normal Disguise). Even if they were to take the disguise of Shinichi, another player could still be Shinichi or Conan.
- Once Irish/Yukiko have their selected disguises, they can already pick a costume, meaning they would be disguised N1.

Friendship
- Roles with action: Sonoko
- Prep action
- Sonoko names a list of players he would like to befriend (GM determines the exact amount of players to list).
- The Sonoko player will then randomly befriend one of those players. Sonoko and her friend will know one another's identities, unless that person is disguised, in which case Sonoko will be given the disguised role and not the actual role.
- Travelers can be befriended.
- Detective Boys, Lovers, and Black Org members apart from Vermouth cannot be befriended.
- If Sonoko befriend Vermouth, she will befriend the disguised role and not know that it is Vermouth.
- If Sonoko befriends Kid, she will befriend the disguised role and not know it is Kid in disguise. It is up to Kid as to whether he tells Sonoko that he is Kid or not.
- When Sonoko's friend dies as a result of being killed by the Black Org, she will learn the identity of the attacker. She will not learn the identity if her friend happens to be sniped or poisoned.
- Sonoko may use the abilities of her friends, with some exceptions. If Sonoko befriends Kid or Vermouth, she will not be able to kill or steal. If she befriends a police officer, she will not be able to detain, arrest, or house search.
- If Sonoko befriends Yukiko, she will be able to use the abilities of Yukiko's disguised role.
- Sonoko's ability takes precedent over Yumi's ability, meaning Friendship always takes precedent over Lovers.
- During Prep phase, if Sonoko's friend is also someone named by Yumi, Sonoko's ability takes precedent. As a result, the player will become a Best Friend and not a Lover.

Amor
- Roles with action: Yumi
- Prep action
- Chooses four players, two of which will become lovers.
- Best Friends and Detective Boys may not be lovers.
- Sonoko's ability takes precedent over Yumi's ability, meaning Friendship always takes precedent over Lovers.
- During Prep phase, if Sonoko's friend is also someone named by Yumi, Sonoko's ability takes precedent. As a result, the player will become a Best Friend and not a Lover.

Travel
- Role with action: Hakuba, Makoto
- Day/night action, prep action.
- At the onset of the game, the player is not in Japan.
- They may choose whether they wish to travel during Prep by saying as much to the GM. If they do travel beginning in prep, they will be in the air on Night 1, thus making it so they cannot use their action during the night. If this path is chosen, they will arrive during Day 1 and be able to participate normally.
- Traveling can be hindered by abilities, and the player will not travel if so.
- To travel, the player sends a travel order to the GM (whether it's during Prep, Night, or Day).
- For abilities such as investigate, interrogate, kill, and the like that directly concern a player, if the player is out of the country or in the process of traveling, they will receive a "fail" for their result.
- Discombobulate & Frighten DO still work while a player is out of the country if the player attempts to use Travel in a phase where it would be affected. In other words, Discombobulate & Frighten will stop Travel whether the player is in the country or out. The only exception is if the traveler is already ON the plane, in which case neither or any other ability apart from Bribe will work.
- If the traveler is not in Japan: The player is treated as if they were "arrested" as far as not being able to be killed, not being able to use any actions apart from Travel, and not being able to vote. Discombobulate and Frighten are the only normal actions that will have an effect, thus preventing possible uses of the Travel ability. Bribe will still kill travelers in any state.
- If the traveler is on the plane: While en route, the player may not use their abilities, vote, or be killed or lynched. While in this state, they may also not be poisoned. While on the plane, they cannot be discombobulated or frightened (meaning they will still arrive at their destination). If targeted with Discombobulate, Frighten, or any other normal ability in this state, the user will receive a "fail".
- Leaving Japan: The player may not use an ability or vote and travel in the same phase. They must either decide to travel or use their abilities--not both. If the traveler is poisoned on the same phase they use Travel to leave Japan, the APTX will still take effect and they will die.
- If the traveler is killed or lynched in the same phase they use Travel, the traveler will survive and travel as intended. Only if they are discombobulated or frightened will the traveler still be killed in such a situation. In other words: The travel has to be stopped by other means.
- Should the Black Org unsuccessfully use an APTX on a traveler--whether they be in the country, out of the country, or on the plane at the time--the APTX is considered lost and used.[/spoiler]

Night Actions
[spoiler]Blame
- Role with action: Anokata
- Night action, crime, can be covered.
- May opt to blame a townie for committing a crime on the same night.
- Any investigations for the blamed action will come back as "true", and the townie may be arrested for the blamed action as well.
- "Blame" itself may not be investigated and will come back as a false. For example: "Akonyl blames Kleene for killing PhoenixTears" comes back as a false on an investigation even if Akonyl did blame Kleene for that action.
- Vermouth and Irish cannot arrest players for blamed actions.

Slander
- Role with action: Gin
- Night action, crime, can be covered.
- Allows player to slander any player at night, whether it's himself, someone from the town, or someone from the Black Org. Gin may slander up to two targets: one Black Org, and one town. He may not slander two Black Org or two town.
- If the slandered target is interrogated that night, the interrogation result will be inverted. A townie that would normally come up as "Not Black Org" on an interrogation would instead become "Black Org" if slandered successfully. Likewise, if a slandered Black Org member is interrogated, any interrogations on them that night would return "Not Black Org" instead of the usual "Black Org".
- The slanderer does not receive a notice indicating whether his slandered target was interrogated that night or not.
- The slandered player does not receive a notification that they were slandered that night.

Erase
- Roles with action: Pisco
- Night action, crime, can be covered.
- The eraser has the option of erasing or not erasing a body if he is the one doing the killing himself. The action is not limited to a one-time-use and may be repeated so long as the eraser is the one doing the killing. Once per game, Pisco may opt to erase a victim killed by another Black Org member.
- The identity of the erased player will not be shown. The eraser is the only one who becomes privy to the identity of the erased body.
- Erase, like all other individual Black Org actions, may not be ordered by the Black Org leader. All the same, the erase victim's body will not be shown either. Instead, only Pisco will be given the will in question.
- In the event Kogorou is not yet sober and Eri, Ran, Conan, or Shinichi are erased, Kogorou will not become sober as a result. He can still become sober should his alcohol be stolen or any other condition is met.

Bribe
- Roles with action: Pisco
- Night action, crime, cannot be covered.
- One per game, Pisco may "Bribe" the GM with a suitcase full of cash.
- The Black Org's kill that night cannot be hindered by any means whatsoever, including an arrest on the killing player.
- The body of a bribe victim will be erased and only the killing player will learn their identity. Likewise, the victim's will won't be shown and only the killer will be allowed to read it.
- If a player attempts to protect the victim or discombobulate the killer, their action will fail as if discombobulated.
- Should the killer be arrested, the arrest will be successful, but only after the kill. The kill itself cannot be stopped.
- Even if the victim is a traveler and out of the country, the kill will still be a success.

Snipe
- Roles with action: Chianti, Korn
- Night action, Crime, can be covered
- Snipe replaces kill for the specified roles.  The BO Leader can therefore order Sniping if the killer is one of the roles with Snipe.
- Snipers will always use Sniping when they are able too.
- Sniping will bypass healing (Heal or First Aid) and kill the target, but not the healer.
-  In case the target is protected, the target doesn't die but the protector will be killed instead.
- In case the target got the watch from Agasa, the target doesn't die, but the watch will get destroyed and won't be usable anymore.
- The identity of the attacker doesn't get revealed in any way (not by Sonoko and not by a protector and their target etc.)
- If the sniper gets discombobulated, nothing will happen. The target or the protectors won’t die and the watch won't get destroyed.


Frighten
- Roles with action: Tequila
- Night action, Crime, can't be covered.
- The Frightened player can't use his ability the next day. He also can't vote the next day.
- The Frightened player won't know that he got Frightened. So he'll PM his Day action and his Vote. But at the end of the day, his Vote will show as if he didn't Vote. He doesn't get a notice that his Vote didn't work. So in case he didn't Vote and doesn't have a Day action, the player won't notice that he was Frightened.
- If he used a Day action, then the GM will PM him that his actions failed. He won't get a notice if he has a Day action but didn't use it. He will only notice that he got Frightened after he used his Day action and got a PM that it didn't work.
- Protect used on that day can be frightened. If the player planed to use travel on that day, the traveling will fail too.
- Arrest can't be frightened.


Spy
- Role with action: Bourbon
- Night action, NOT a Crime, can't be covered
- Spy cannot be investigated or staked out in any form
- The user chooses a list of players not in the BO (4 - 6, depending on the size of the game. GM ultimately decides how many). Of these, the GM picks a random one and sends the name of the role to the player. He will not know from which of the players he just learned the role
- He will only know there is a "Shinichi" in the list of 5 players (= 14-16 town players), but not which one of these 5 players really is Shinichi
- This does not reveal if someone is Kid, the player will just get the disguised role
- The player can't use Spy again as long as the player with that role/disguise isn't killed or arrested. The GM will notify the player that he can use the ability again.
- Can't be used when there are less than 4 townspeople alive or if there are less than BO+1 townsplayer alive.


Detect
- Role with action: Bourbon, Okiya
- Night action, can be covered
- Can detect if one certain role is in the game per night. He needs to ask for the character name (Shinichi, Heiji, Ayumi...) and not the role (Detective, Police...)
- If Vermouth is in the game and he Detects Vermouth, he’ll get a True.  Same for Kid. If he asks for his/her disguised role, then he'll get a False.

Example
Vermouth disguised as Ran. Shinichi is in the game, Conan isn't.
Detect: Vermouth is in the game.
Answer from GM: True
Detect: Ran is in the game
Answer from GM: False
Detect: Conan is in the game
Answer from GM: False
Detect: Shinichi is in the game
Answer from GM: True


Discombobulate
- Roles with action: Eisuke, Vodka, Asami
- Night action, Crime, can be covered
- People that were discombobulated will fail with their night action on the same night.
- Affects all Night actions, also Day/Night actions that were performed at night. Only exception is Arrest, you can never discombobulate an arrest. You can discombobulate House Search.
- The Night action Arrest can't be discombobulated in any way.
- Discombobulation doesn't affect Day actions.
- All other night actions can be discombobulated. You can also discombobulate the interrogation/investigation that the player was able to do through the Bow-tie from Agasa. Protection from the tranquilizer watch can be discombobulated too. You can also discombobulate the "fake investigations" that are possible through the Black Suitcase. Blame can be discombobulated too.
- Travel CAN be discombobulated!
- Discombobulation can prevent the BO from killing or sniping someone.
- If a discombobulated action is investigated, then the action will be shown as "false", because the action wasn't done in the end.
- The people discombobulated will get a PM from the GM that their night action failed. They will only get a notice in case they used a night action. If they have a night action and didn't use it or have a day action or no active action, they won't know that they were discombobulated via PM.
- Players, that used a Night action and weren't discombobulated, will get a PM with "You slandered your target", "You used heal on your target" etc.
- The one who used Discombobulate will get a PM: "You used discombobulate on your target", but he won't know if that target actually used a night action, or if he actually has a night action but instead a day action etc.
- In case the Discombobulator was discombobulated, he'll get the message: "Your action failed". He will also get that message in case he wanted to discombobulate someone that isn't in Japan, or if he discombobulated the killer if Bribe is in effect.
- May NOT discombobulate themselves, because it will discombobulate the GM.


Poison
- Roles with action: Sherry
- Night action, Crime, can't be covered
- Can try to poison one player during the night.
-Sherry has 2 APTX that can be used for the Poison ability, which follow the same rues as other APTX
- Can still poison during the day like the other BOs


Steal
- Roles with action: Kid, Akemi
- Night action, Crime, can be covered
- Can steal one item from one person per night. Can steal from that person again on the next night.
- An already stolen item will be gone from a player’s inventory and can't be stolen again.
- Items stolen will NOT be added to the thief’s inventory.
- If the player steals from a disguised player, he can steal from the disguise or from the original role (Kid, Vermouth). The player won't know it it's from the disguise or not. If the disguised player has 2x gun for example, he can steal a gun 2x.
- The player who was stolen from will get a notification on the item that he lost. But he won't know who the thief was (not if it's Kid or Akemi or which player stole from him).
- If a player gets stolen from by 2 or more different thieves, all thieves will "get the same item." It doesn't mean that the item is there 2x+. But in case a player has just one pair of glasses (Araide), then all thieves and the one who was stolen from will get a notification, that his glasses were stolen and that another, or two other, etc. thieves also wanted to steal the same glasses. (Meaning, one thief got the glasses, the other thieves also wanted them but didn't get them, because they saw the other thief running away with that item. But no one will know who actually got the glasses, since it's not important.)
-Everyone involved gets the info, that glasses were stolen and that 2 (or more) thiefs wanted this item.
-All thieves are guilty for that crime. So all of them can be arrested for it.

Items that can be stolen from a role
Gun:
Everyone from the BO (Anokata, Gin, Vermouth, Bourbon, Pisco, Irish, Vodka, Calvados, Chianti, Korn, Tequilla, Akemi, Shiho),
Police (Megure, Satou, Takagi, Shiratori, Chiba, Yumi, Nakamori, Officer Tome)
FBI/CIA (James, Akai, Jodie, Camel, Kir), Kid
Car-keys: Every adult besides Kogorou:
Anokata, Gin, Vermouth, Bourbon, Pisco, Irish, Vodka, Calvados, Chianti, Korn, Tequila, Akemi,
Megure, Satou, Takagi, Shiratori, Chiba, Yumi, Nakamori, Officer Tome, James, Akai, Jodie, Camel, Kir, Yuusaku, Okiya, Agasa, Araide, Kobayashi, Eri, Yukiko,

School book: Kobayashi-sensei and every teenager but Sherry:
Shinichi, Conan, Heiji, Hakuba, Haibara, Kazuha, Makoto, Ran,  Sonoko, Eisuke, Asami, Ayumi, Mitsuhiko, Genta, Kid
(Sun)glasses:
Vodka, Calvados, Korn, Officer Tome, James, Jodie, Conan, Yuusaku, Okiya, Agasa, Makoto, Araide, Kobayashi,  Eri, Eisuke, Kid
Headgear(hat, cap...):
Gin, Bourbon, Vodka, Calvados, Korn, Tequila, Megure, Yumi, Officer Tome, Akai, Kir, Heiji, Kazuha, Eri, Sonoko, Ayumi, Kid

Panties: All females:
Vermouth, Chianti, Akemi, Sherry, Satou, Yumi, Jodie, Kir, Haibara, Kazuha, Ran, Kobayashi, Eri, Sonoko, Asami, Ayumi, Yukiko

Alcohol:
All from BO except  Anokata and Akemi (Gin, Vermouth, Bourbon, Pisco, Irish, Vodka, Calvados, Chianti, Korn, Tequila, Sherry), Shiratori, Yumi, James, Akai, Jodie, Kir, Heiji, Kogorou, Okiya, Haibara


Observe
- Role with action: Jodie, Camel, Korn, Chianti
- Night action, can be covered
- There's 2 types of Oberve: Age-Observe and Gender-Observe.
- Cannot use both types of observe on the same person.
- Observe/Stake-out is handled as the same action when investigated/stake-out
- May choose a player to Age-Observe during the night. When the night is over the player will learn if that player is a child, teenager or adult.
- May choose a player to Gender-Observe during the night. When the night is over the player will learn if that player is male or female.
- If the target is disguised, then the player will learn it for the disguise, not the true identity.
- Anokata is unobservable.  If Anokata is observed, the action will give out a random result each time. If Anokata get's observed by more than one observer, then all observers will get the same result on the same phase.

Example
Jodie and Camel observe Anokata on Night 1 and on Night 2:
Night 1: Both get "Child" as a result
Night 2: Both get "Child" as a result again.
Or Night 2: Both get "Teenager" as a result 


Investigate #
- Role with action: Gin, Shinichi, Conan, Heiji, Megure, Satou, Shiratori, Yumi, James, Akai
- Night action, can be covered
- Investigate/Special Investigate is handled as the same action when investigated/staked-out
- The player can Investigate a certain number of actions "#". He can only Investigate the actions that are happening in the same night he's Investigating. He may not Investigate actions from previous nights, or Day actions.
- He may investigate if someone is disguised, but he must name the specific disguise.
- He may investigate killings and attacks. If the killing was interrupted by protection, healing or first aid then the investigation will still be true and considered an attack. If the killing was discombobulated/tricked, then it did not happen and cannot be investigated.
- If a discombobulated action is investigated, then the action will be shown as "false", because the action wasn't done in the end.
- If the player was killed, the action wasn't done and it will come out as "False"
- Even if a protection or heal wasn't necessary, as long as the player did the order and wasn't discombobulated or killed, it will come out as "True"
- Black Suitcase and Blamed actions appear as if they were legitimate actions.
- Killing/Attack/Murder/ Healing/First Aid; Investigate/Special Investigate; Protect/Lovey-Dovey/Bone Breaking; Observe/Stake-out are considered the same actions.
Just use ""Kill", "Investigate", "Heal" and "Protect" in general here. You don't need to specify since it won't tell you the difference anyway. And you'll know whether the action was a killing or attack depending on whether someone died.

Examples
Disguise: conia(Vermouth) is disguised as Ran. Akonyl(KID) is disguised as Shinichi.
"Akonyl disguised as Shinichi" - True
"Conia disguised as Vermouth" - Invalid investigation, since you need to ask for the disguise -> false
"Conia disguised as Ran" - True
"Conia disguised as Schinichi" - False

Actions: conia kills Ctu. Xpon investigates conia.
"Conia kills CTU" - True
"xpon investigates conia" - True
"Xpon kills CTU" - False

or

Akonyl kills PhoenixTears. Yurikochan protects PhoenixTears. PhoenixTears interrogates Conia.
"Akonyl kills PT" - True
"Yurikochan protects PT" - True
"PT interrogates Conia" - True

or

Akonyl kills PhoenixTears. Yurikochan protects PhoenixTears. Conia discombobulates Akonyl.
"Akonyl kills PT" - False
"Yurikochan protects PT" - True
"Conia discombobulates Akonyl" - True

Actions considered the same: Kleene(Araide) heals Akonyl, Akonyl (Kobayashi) uses First Aid on pofa; Conia(Akai) and Yurikochan(Makoto) are lovers and Conia(Akai) uses Lovey-Dovey on Yurikochan(Makoto), while Yuriko protects Conia with Protect.
"Akonyl heals/first aids pofa" - True
"Kleene heals/first aids Akonyl" - True
"Kleene protects Akonyl" - False
"Conia protects Yurikochan" - True
"Yurikochan protects Conia" - True
Etc.

Fake actions and blamed actions:
Akonyl(Anokata) uses Black Suitcase and interrogates xpon(Haibara). Akonyl kills CTU. Xpon is blamed for killing CTU.
"Akonyl interrogates xpon" - True
"Xpon kills CTU" - True


Special Investigate
- Role with action: James, Kir, Okiya, Yuusaku (Section pending re-write soon, hang in there)
- Night action, can be covered
- Investigate/Special Investigate is handled as the same action when investigated/staked-out
- Same as Investigate # but can just Investigate one action (same investigation rules apply here)
- The investigated action should have happened in the past. (normal investigation can just investigate the things that happen in the same phase) So if James investigates something on Night 3, he can investigate "Akonyl protected conia on Night 1" (needs to give the info on what night it happened. Can be the same night he's investigating too)
- Officer Tome can investigate actions that happen during preparation phase, but only actions that can be investigated. James and Kir cannot.
- Cannot investigate actions that are happening the night of special investigate.
-Things that can be investigated from prep phase: Disguise, Choose Costume, Friendship and Travel.


Interrogate
- Roles with action: Shinichi, Heiji, Conan, Yuusaku, Hakuba, Kogorou
- Night action, can be covered
- The player can choose to Interrogate one player.
- He'll get the result "BO" or "Not BO". Check the roles to see what result they get when they weren't slandered.
- If that player was also Slandered, he'll get the reverse answer:
"BO" will be "Not BO"
"Not BO" will be "BO"
- If Kogorou is drunk, he'll get a random result. When he gets sober, his Interrogations can still be Slandered. But sober Kogorou can, during the day, check any past Interrogations for the true result (So he'll get the right answer whether he got the wrong result because he was drunk or because he was slandered)
- Can be discombobulated. Then the Player won't get any results but a "failed action" as a PM.


Cross-examine
- Roles with action: Eri
- Night action, can be covered
- The player can choose to cross-exame one player, to find out whether they have committed any crimes so far (includes prep phase).
- Can't cross-examine for a specific player and won't learn which crimes have been committed.
- She'll get the result "true" or "false".
- Blamed actions count as a crime.
- Crimes committed during the same phase don't count.
- Can be discombobulated. Then the Player won't get any results but a "failed action" as a PM


Stake-Out
- Role with action: Takagi, Chiba, Jodie, Camel, Korn, Chianti
- Night action, can be covered
- Observe/Stake-out is handled as the same action when investigated/staked-out
- The policeman learns of all actions performed to a player that night. So, "Akonyl stakes out Kleene" may result in a PM of "Kleene was healed, and discombobulated", for example.
- If Abs uses the black suitcase to "interrogate" Kleene, the PM will simply state that Kleene was interrogated, not that she was interrogated with the Black Suitcase. Same with blamed actions, like "Kleene was slandered", even when it was a blamed action.
- You will not know how often someone was slandered or how often someone was interrogated. Just that he/she was interrogated etc.
- You will not learn who the interrogator etc. is either. Just what actions were used on the target.
- If the target was killed, then you won't get any results back. If the target is killed the night you stake them out, you learn from the GM the gender of the killer. This does not circumvent disguises, however (so Vermouth/Irish will come back with the gender of their disguises and not necessarily their actual ones).

Example
Anokata blames "Akonyl slanders Kleene", PhoenixTears and Nomemory interrogates Kleene, Conia investigates "Kleene protects Akonyl" and CTU uses Heal on Kleene with the Black Suitcase.
Stake-out result will be: "Kleene was slandered, interrogated, investigated and healed/First Aided" although it was a fake action through blaming.


House Search
- Role with action: Megure, Shiratori
- Night action, can't be covered.
- Can order a house search each Night. This will reveal all crimes the target made.
- The player won't know any other actions done or the identity of the target. Even if he/she committed a crime.
- If the target DID commit a crime, even if it was a blamed action, the target is Auto-Arrested on the same phase.
- If the target did not commit a crime (blamed actions count as a crime), then the player will be suspended for 2 phases and can't use any actions during that time (besides the bow-tie/watch). There will be also a notification, that a police officer was suspended (like arrest), but no identities will be revealed.
- After the suspension is over, the police officer can use all abilities he had before, besides house search. He won't be able to use House search for the rest of the game.
- If the target has not committed a crime yet, but commits a crime in the same phase as the House Search order is given, the House Search will still be considered a failure, and the officer will suffer the consequences.  The crime, however, will be hindered and Auto-arrest won't happen.
- Crimes are: see under General Definitions.
- Being in the BO isn't a crime. So you can't arrest Conia for being Gin.


Bone Breaking
- Role with action: Akai
- Night action, handled like protect when investigated, can be covered
- Protect/Bone Breaking is handled as the same action when investigated/stake-out
- The player can use the ability on one target. This target will be protected completly in case he/she was about to get sniped. The sniper will fail his killing and will get injured as a result.
- If the target was killed in another way than sniping, then the target will die and Akai didn't injure anyone.
- If Akai targets a sniper that is about to snipe someone, nothing will happen to the sniper and the victim will die.
- If the sniper was injured, there will be a message that someone was injured (not how, meaning it could have been first aid too). The sniper can't use snipe anymore, but can still kill normally. Also, they can still use Revenge as the only exception when someone gets injured.
- Bone Breaker > Watch protection > Protect > Heal > First Aid


Heal
- Role with action: Araide
- Night action, can be covered
- Heal/First aid is handled as the same action when investigated/staked-out
- Can use Heal on any player, including himself.
- The healed player doesn't die because of Killing. Can't heal APTX or cure an injured player.
- If the target was sniped, heal won't save the victim. The healer won't die.
- If successfully healed, the healer will know that he successfully healed. The target and the attacker will be notified that the target was healed, but not by whom.
- No one will learn the attacker’s identity in any way.
- Bone Breaker > Watch protection > Protect > Heal > First Aid


First Aid
- Role with action: Kobayashi
- Night action, can be covered
- Heal/First aid is handled as the same action when investigated/stake-out
- May use First Aid on himself/herself.
- The player who received First Aid will not die if attacked, but will instead become injured.
- The action that was done by the one who was attacked will fail, because he got injured.
- If sniped, the target will still die and won't be saved. The First Aid user won't die.
- If succesfully healed/First aided, the healer will know that he succesfully first-aided the target. The target and the attacker will know that someone healed/First aided the target, but not who.
- No one will learn the attacker's ability in any way
- Bone Breaker > Watch protection > Protect > Heal > First Aid


Lawsuit
- Role with action: Eri
- Night action, can be covered just once (as long as it wasn't already used by the original role)
- Usable once per game.  Can bring back anyone who has been arrested with a lawsuit. There will be a message that the imprisoned player is out of prison. The identity of the one who was in prison won't get revealed to anyone.


Abduct
- Role with action: Irish
- Night action, can't be covered.
- Irish will Abduct one character that is not played in the game by any player. The GM will send him the name of one random town-sided character not in the game.
-After 3 phases, he can use it again. (Example: Irish abducts Eisuke on Night 1. He waits Day 1, Night 2 and Day 2. On Night 3, he can use abducting again)
- When Irish is killed his abducted character(s) will be discovered and the name becomes known to the town.


Betrayal
- Role with action: Kir
- Night action, can be covered
- She randomly gets to know one activity of the BO that was done on that night.
- Kir doesn't need to PM the GM to use this action, but it can be discombobulated.

Killing/Sniping: A BO (Gin etc.) killed on that night or a sniper sniped someone etc.
Slander: Gin used slander on that night (doesn't know on who)
Investigate: Gin investigated someone. (doesn't know what)
Erase: Pisco erased someone. Will get to know the identity of the role that was erased and will be also given the Will if there is one.
Detect: Get's to know that Bourbon used Detect (but doesn't know what)
Spy: Knows that Bourbon used Spy (doesn't get to know what and the results)
Discombobulate: Knows that Vodka discombobulated on that night (not knowing who the target was)
Frighten: Knows that Tequila frightened someone (not on who)
Poison: Knows who Sherry tried to poison that night (not for what role(
Bribe: Knows that Pisco bribed the GM
Steal: Knows that Akemi stole from someone (not who and what item was stolen)
Observe: Knows that Chianti used Observe (not on who)
Stake-out: Knows that Korn used Stake-out (not on who)
Covered abilities: DOESN'T get to know what ability Calvados covered and used
Disguised abilities: DOESN'T get to know what Irish or Vermouth did with their disguise. Doesn't know what disguises they have either.
Black Suitcase: DOESN'T get to know who used or who got the Black Suitcase.
Blame: DOESN'T get to know if someone was blamed[/spoiler]

Day Actions
[spoiler]APTX4869
- Roles with Action: all BO
- Day action, Crime
- The whole BO get capsules with APTX4869 each game. 1 APTX per BO with a max of 3.
- During each day any BO member may attempt to poison another player (BO or Townie) by sending a PM with that players name and identity to the GM.
APTX: Kleene = Shinichi for example
- If the BO tries APTX on Kid disguised as Shinichi, the BO must guess that player is Kid and not Shinichi.
- Succseful APTX: The target was that role (success).The BO will keep the ATPX. The actions and the votes of the victim doesn't count and the target dies.
Arrest can't be hindered tho.
- Failed APTX: The APTX will be used up and the BO will lose it. The victim won't know that he was targeted. The BO will get a message that the APTX failed and how many APTX are left.
- Different BO members can try to poison different targets (or the same target) the same day. Each BO can only start one poison attempt each day. If there are more poisoning attempts than remaining APTX the higher-ranked BO members poisoning attempts takes priority.
Example
Gin can poison pofa as Shinichi. But Gin can't poison pofa as Shinichi AND Ctu as Ran.
Gin can poison pofa as Shinichi and Vermouth can poison pofa as Ran.
- If the BO member who used APTX was lynched, the APTX is still effective and the target will still die.
- APTX can't hinder an arrest. Even if the arresting officer is successfully APTXed by another BO member who is not also being arrested, the arrest still happens.  The arresting officer will die after the arrest takes place.
- Arresting the BO member who does the poisoning WILL hinder the poisoning.  In this case, the APTX is confiscated!
- If APTX is confiscated in an arrest, the APTX will be randomly given to Haibara, Satou, or Okiya if they are in the game.  These players may then use the APTX, subject to the same rules as above, starting the next Day phase. If none of these roles are in the game, the APTX is out of play.
- APTX > lynching: In case the target player is lynched and APTXed, then the APTX will be first, then the lynching. So if the APTX failed, the APTX will be used up and the target dies after that.


Black Suitcase
- Role with action: Anokata or BO Leader
- Day action
- During each day the Leader (also, next highest-ranked BO in case Leader dies or is arrested) can decide to give the "Black Suitcase" to any player (even himself). He can also choose a substitute in case that player is killed/arrested.
- Has to give it to someone, otherwise no one will recieve the Black Suitcase
- During the next night the receiver can pretend to use any existing Night ability. However, the player will never get a result for that action. ("Heal" won't heal the target)
- Alternatively, the receiver can use Blame instead of a fake Night ability. This is WILL BE REAL.
- The player can use his real ability (for example Slander) and a fake ability (for example Investigate 5 or Heal etc.) in the same night.
- If the player is discombobulated, the Black Suitcase action will fail as well as any other Night actions. Meaning the investigation of that fake action will come out as "False".
- The player will be notified, that he was discombobulated, even if he doesn't have a real night ability.
Example
Anokata (Kleene) can give the Suitcase to himself during Day 1. During Night 2, he can (for example) interrogate another player (Akonyl). Anyone Investigating "Kleene interrogates Akonyl" will receive a "True" result. However, Anokata (Kleene) will not gain a result on his fake Interrogation.


Cover
- Role with action: Calvados
- Day action
- Can choose one ally during the day. The next night, Calvados can use one night ability from that ally.
- Allies are all BOs (even if that BO happens to be a BO/Town lover) and Calvados's own lover. Meaning he can cover his Lover that is a townrole too.
- Can cover abilities from disguises.
- Can choose a different ally the next day or the same. Doesn't matter.
- Doesn't work if Calvados or the target dies during the day.
- Will still work if the ally was arrested during the day Calvados covered him/her. The ally won't be able to use his/her night ability due to arrest, but Calvados can use it.
- Will not work on dead or already arrested allies.
- Will not work on killing someone. So Calvados and the covered ally can't both kill in the same night. But Calvados can cover the sniping or erasing ability, so in case Calvados is doing the killing, he'll be able to use sniping or erasing etc.
- Calvados can't give someone else the one-time bribe ability. He can just use erase in case he kills himself and covered Pisco the day before.
- The covered abilities can be normally investigated or seen with stake-out. Meaning "Calvados slanders Akonyl" will get a true.
- If Calvados uses blame, it can't be investigated by anyone (like normal blame)
- Can't cover: Frighten, Revenge, Arrest, House Search, Travel

Example
Calvados covers Gin. Gin can use slander and Investigate. But Calvados can just use either slander or investigate. Not both like Gin.
In case Akemi is covered, Calvados has to use steal on a different target than Akemi. They can't steal both from the same target on the same night.


Temporary Disguise
- Roles with action: Yukiko, Irish
- Day action, Crime
- Can be investigated like a normal disguise
- During the day, Yukiko can choose one of the costumes to disguise as that role during the next night. During the next night she can use any of her disguises abilities.
- After the night Yukiko will no longer be disguised.
- She can not disguise as the same role twice. (So she can only be disguised during a total of 3 nights.)
- House-search will lead to Yukikos arrest, if she disguised already during the game.
- An arrest will only succeed if the officer arresting him/her adds the correct time of the disguise (the day phase he/she donned the disguise or the night phase she wore it). If no time is given during the arrest attempt, the arrest attempt will "fail" even if the correct disguise is given, because the order wasn't given correctly. There will be no suspension for that. 
- Consequences of actions will still affect the player, even when he lost his disguise. So if he got suspended he can not use any action during the next 2 phases. If he got injured while disguising as Ran he will stay injured.
- He won't be disguised during the day. So no day actions of the costumes can be used.
- If the player is disguised, then all items from the real role and from the disguise can be stolen. When the player isn't disguised, he'll loose the stealable items of the disguised role (the items don't stay and stack)
- Can be investigated like a normal disguise.


Re-choose Disguise[b] (Same as Choose Disguise)
- The Day after Irish/Yukiko used his/her last disguise, he/she can re-use Choose Disguise. Not a crime.


[b]Bow-Tie and Watch

- Role with action: Agasa
- Day action
- Bow-tie: Can lend it to anyone for a night except for himself (and it is returned at the end of the night). Someone in possession of the bow-tie can act if he were Conan and can choose to Interrogate OR Investigate 3. (Not both)
- Watch: Can also lend the watch to anyone for one night except for himself (and it is returned at the end of the night). Someone in possession of the Watch is protected from the BO as if he were protected by Ran or Makoto, but he needs to fire from the distance so he does not get to see the attacker's face and will therefore not learn his identity.
-If sniped, the target will survive, but the watch will be destroyed and can't be used anymore
- Neither the recipient of Watch or bow-tie nor Agasa learn each other’s identity (so Ctu as Agasa will give the Watch to "conia", and conia alias Ran will receive it from "Agasa").
- He may lend both to the same person. While he has to decide whom he'll give it to during the day, he may include (ordered) alternatives in case the one he chose gets lynched/etc.
- If Ran or Makoto gets the watch, they Protect themselves. So when they are targeted, they will be protected be the watch. If they protect someone successfully with the watch, they will still be penalized. If the protected one was sniped while Ran or Makoto had the watch, the watch won't be destroyed, but one of the protectors will still die.
- If healer or firs aid user gets the Watch, he can also only use the watch to defend himself.
- If the recipient of the Bow-tie has a normal Interrogate or Investigate due to his/her role, he can use both that interrogate/investigate and the normal one. So he can use 1x interrogate and 1x investigate or 2x interrogate/investigate
- Watch protection > Protect > Heal > First Aid


Follow
- Role with action: Haibara
- Day action
- She may accompany anyone during the day and the accompanied will learn that someone accompanied/followed them.
- As a result she will get either: "Has a scent" or "Has no scent"


Accompany
- Role with action: Kazuha
- Day action
- The target will have his/her lynching votes reduced by 1 for that day.
- There will be just a public notice that 1 vote was reduced, in case that person was about to be lynched. Otherwise no one will know that a vote was reduced by 1. Lynch votes will be shown as normal.
- She may accompany anyone during the day and the accompanied will learn that someone accompanied/followed them. She can't accompany herself.


Voice of Reason
- Roles with action: Eri, Kobayashi
- Day action
- Can stop the lynching once per game. Doing so will not expose her role. The lynching must be stopped before the results are known, and if successful no one will be killed by lynching during that day. The lynching votes will not be shown.´


Voice of Accusation
- Roles with that action: Kujou
- Day action
- When Kujou votes during a lynching, she may use Voice of Accusation. Voice of Accusation makes Kujou's vote count as an extra vote.
- Voice of Accusation may only be used when Kujou is voting to lynch somebody she has Cross-Examined previously.
- Once Kujou has lynched somebody using Voice of Accusation was a deciding factor in having the person lynched, she may not use it again. However, she may repeatedly use it if she votes in landslide votes in which it makes no difference.
- If Voice of Accusation causes a player to be lynched, there will be a notice that one vote was increased by 1, much like the Accompany notice.

Identify
- Role with action: DBs: Ayumi, Mitsuhiko, Genta
- Day action
- Decide together to Identify one person's role (Akonyl is Sonoko, Callid is Eisuke, mangaluva is Bourbon)
- They use Identify all together. So they can just Identify one player's role together per Day.
- If one of the Detective Boys is prevented from using his day ability (for example by Tequila), the Identification could either succeed or fail, depending on the number of undisturbed Detective Boys. For example if 2 other DB are still in the game, the chance to fail is 1/3. If only one more is still active the chance to fail is 1/2. If it is the last DB it will always fail.
- If the person is disguised, they can't Identify the disguise but have to Identify if the player is Kid or Vermouth.
- The ranking of the DB are: Ayumi, Mitsuhiko, Genta.  If the GM gets conflicting orders on whom to Identify, the GM will use this ranking.


Analyze
- Roles with action: Kogorou
- Day action, just available when Kogorou is sober
- After the player gets Sober, he can analyze his Interrogations during the Day (even the one before he got Sober). So he can Interrogate during the Night and Analyze his results during the day. He gets the correct answer with the Analysis, whether the result was wrong because of being Drunk or because it was Slandered.
- Example: Ran was killed during Night 2, so Kogorou got sober on Day 3:
Needs to PM: "I want to Analyze my Interrogation from Night 1"
- Analyze can be frightened. In this case, Kogorou will get a notice that his action failed.


Charm
- Role with action: Kazuha
- Day action
- Can give out the Health Charm. The same phase and the phase afterwards, the target will be protected from APTX poisoning.
- The Charm will only be used up, if the person with the charm would have been poisoned otherwise.  BO will not be specially notified that the charm was in play.
- Can only give the charm to herself once.
- Kazuha won't know the identity of the one who received the Charm. The one who got the Charm will just know that Kazuha gave it to him/her, not the identity of the player.

Follow-Up
- Role with action: Chiba, Takagi
- Day Action.
- Can use Follow-Up during each day phase to SI actions that happened to someone they staked out the previous night.
- Example: Takagi stakes out Conia N1 and finds out he was slandered. During the following day, he may use Follow-Up to check "Conia slandered Conia N1" and get a true or false result.[/spoiler]

Day/Night Actions
[spoiler]Arrest
- Role with action: Megure, Satou, Takagi, Shiratori, Chiba, Yumi
- Day/Night action, can't be covered, can't be frightened or discombobulated.
- Can arrest any player at Night or Day, except for themselves.
- Needs to accuse a player for a specific crime during a specific past phase: "Arrest Akonyl for Killing Conia on Night 1" or "Arrest Conia for Slandering pofa on Night 2" or “Arrest Sebolains for disguising as Megure on Night 3." Yukiko and Irish must be arrested for the right disguise during the right time frame. Kid and Vermouth lose their disguise if injured, so it is to the policeman's advantage to provide a specific phase when arresting for disguise.
- The crime can be done on any Night or Day, but it CANNOT be in the same phase that the arrest is happening
- MAY NOT arrest someone for helping with a crime: "Akonyl helped Conia in killing pofa"
- Crimes are: see under General Definitions.
- Being in the BO isn't a crime. So you can't arrest Conia for being Gin.
- Arresting can't be hindered in any way. Not by discombobulating, frightening or killing the police officer.
- The police officer can't use any action (arrest, investigate, house search, stake-out etc.) for the next 2 phases if he accuses someone falsely and won't get results on the current phase, because he'll get suspended. But he can use the bow-tie actions in case he get's the bow-tie.
- There will be info on the Arrest:
1) If successful, then there will be info that an unidentified police officer Arrested Player XYZ successfully (identity won't get revealed)
2) If there is a failed arrest attempt, then there will be info that an unidentified police officer was suspended for the next 2 phases. There won't be any info who was supposed to be arrested either.
- An arrested person's identity remains secret.
- Players can be arrested for blamed actions, even tho the player didn't do it.
- The BO can't arrest someone for a blamed action in any way. But a town player, that is a lover with a BO, can arrest someone for a blamed action.
- The action and/or vote of a successfully arrested player will not go thorough and will fail.
- Kid/Vermouth lose their disguise if pinched, injured, arrested for being disguised, house searched; keep their disguise otherwise.
- You can't arrest someone for the same crime twice.

Detention
- Role with action: Satou
- Day/Night action, can't be covered, can't be frightened or discombobulated.
- Can put any player in detention at Night or Day, except for themselves.
- The player will then be in detention until they are released
- Only one player at a time can be in detention
- The player will be released automatically after 3 phases or if Satou dies
- If all BO players are either dead or arrested and the only remaining BO is in detention, the game ends
- Can not be used on the same person twice in a row


Revenge
- Role with action: Chianti, Korn
- Day/Night action, can't be covered
- When they get lynched, the target of their own lynching vote will become "injured"
- When they become arrested, the officer(s) arresting them will become "Temporarily Injured" (2 phases, same as a suspension). However, it also means that their identities will be exposed due to their resistance to their arrest.
- If injured by Bone Breaking, the sniper can still use this action (only exception)


Vengeance
- Role with action: Akai
- Day/Night action, can't be covered
- If Akai gets lynched, he'll kill the person he voted for too.
- If APTXed and lynched, the one he voted for will still get killed.
- If APTXed at day or night, he won't injure the poisoner.
- If Frightened, he can't vote and can't use this action. Same with discombobulation.
- If killed successfully, he will injure his attacker before he dies. If healed or if the kill get's prevented in any way, he won't injure the attacker.
- An injured BO will lose all of his abilities, and abilities to kill (like sniping). However, he can still regularly kill at night and use items like black suitcase and bow-tie/watch.


Pinch Face
- Role with action: Nakamori
- Day/Night action, can be covered
- Once within every two phases Nakamori can check a player for a disguise (Night 1 or Day 1, then Night 2 or Day 2... So, he can do it Night 1, then Night 2. Or he can do it Day 1, then Night 2.)
- If the player is not in disguise, the action will return a false
- If they are, they will be automatically arrested, then stripped of their disguise and their action for that phase will fail
- Nakamori will learn that the player was in disguise and also which disguise it was.
- Kid and Vermouth will then be assigned a new disguise at random if they are released from jail.
- If Yukiko is pinched and arrested, she does not get a new role when freed.
- The target will be notified that they were pinched.
-Can't be discombobulated or frightened.


Travel
- Role with action: Hakuba, Makoto
- Day/Night action and prep. phase action, can't be covered.
- Player does not reside in Japan from the start of the game
- They can choose if they want to travel during the prep phase by sending a PM to the GM. If they do they will be on the plane during Night 1, so they can't use their action during that Night. They will arrive during Day 1 and can participate in Voting or use their Day ability (Makoto).
- The traveling can be hindered, and the player won't start traveling, but stay where he currenlty resides (either outside or in Japan)
- In order to travel, the player needs to PM the GM with the order to do so (whether it's during prep.phase or and night or day phase)
- Not in Japan: The player is handled as if he were arrested. So the player can't be killed in any way, can't use actions besides Travel and can't Vote.  No actions may be taken on him except for discombobulation and frighten.
- On the plane: While traveling, he can't use his abilities/vote or be killed/lynched. During that time, he also can't be APTXed. While on the plane, he can't be discombobulated or frightened, so he will still arrive at his destination.
The discombobulator will get a "fail" as a result.
- Leaving Japan: The player can't use an ability/vote and decide to travel at the same time. He can either decide to travel and  and can't use hia abilities or vote in that phase. Or use his abilities/vote but can't travel then.
In case he was frightened or discombobulated, his travel will fail.
In case the player was APTXed on the same phase, he decided to leave Japan, the APTX will still take effect and he'll die.
In case he was killed or lynched, the traveler will survive.

Example
Hakuba decides to travel to Japan on Night 1. Then he's in the plane on Day 1 (can't Vote and can't be killed either (by lynching or APTX)) Will arrive in Japan at Night 2 and can use his Night actions.
Makoto decides to leave Japan on Night 2.  Vodka uses APTX on him on the following Day, Day 2.  The APTX will be not take effect, and will not be used up.
Hakuba decides to travel on Day 2. In case he was lynched, Hakuba will survive. In case the BO wanted to APTX him, he'll die.


Protect
- Role with action: Makoto, Ran
- Day/Night action, can be covered
- Protect/Lovey-Dovey/Bone Breaking is handled as the same action when investigated/stake-out
- May choose to Protect any number of people at day. If one of the Protected people is going to get lynched, he will jump in and stop the lynching.  The lynching votes will not be shown.
- May also choose one individual to Protect at night. If said individual is about to be killed by the BO, he again Protects the individual. The protected also learns if he was Protected. The Protected individual and the Protector then learns the identity of the attacker(!) (unless sniped, in which case  the protector will die but the target will survive. No identity will be revealed then)
- Penalties:
Makoto: If Makoto successfully protects someone, he'll automatically fly out of Japan the next phase (phase 1), stay one phase (phase 2) for a Karate championship, can decide to fly back and travel during Phase 3 and arrive at Japan again on Phase 4 
Ran: If Ran successfully protects someone, she'll get Injured and can't protect anybody anymore. But she can still talk freely and vote.
An Injured Ran MAY NOT be healed and lose her Injured status this way.
- If discombobulated while protecting, the protection will fail and they don’t Protect the person. So they don't fly away or get injured, nor do they learn the identity of the attacker.
- Can't protect anyone from APTX
- May not protect themselves.  MAY protect each other.
- Bone Breaker > Watch protection > Protect > Heal > First Aid


Lovey-Dovey
- Roles with action: Lovers
- Day/Night action, can't be covered
- Protect/Lovey-Dovey/Bone Breaking is handled as the same action when investigated/stake-out
- The lover can protect the other lover during day or night. Can't use it on anyone else besides his/her lover
- This protect will hinder lynching, killing, sniping and even APTX
- Just one lover can use protect. They can't protect each other in the same phase.
- You can only protect once per Day/Night. So you have to choose if you protect your lover on night 1. Then neither of the lovers can use protect on day 1 anymore. But they can decide to use it either on Night 2 or Day 2 again etc.
- If they decide to protect during Day 1 instead of Night 1, they can use it again on Night2 or Day 2.
- If it successfully hinders a lynching, killing, sniping, or poisoning, the lovers lose this ability for 2 phases[/spoiler]
Last edited by Conia on April 14th, 2012, 1:24 am, edited 1 time in total.
Jd-
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Re: Live Mini Mafia Standard Rules & Clarifications Thread (

Postby Jd- » May 25th, 2011, 9:55 pm

Image

Below are roles that have not yet been implemented into the standard ruleset, but are available for use at the GM's discretion. If the experimental ruleset is to be used in a game, the GM will state as much prior to it beginning. Essentially, a game utilizing the experimental ruleset follows all of the above rules but with the following added (unless otherwise noted):

Experimental Roles
Roles under consideration for being added to the standard ruleset.
[spoiler]Yamato, Visiting Police Inspector Image
Night action: First-Aid OR Investigate 2
Night/Day action: Arrest
Interrogation: Not BO
Scent: No
Disguise: Yes
Items: Car-keys, Gun, Alcohol
Observe: Adult

Uehara, Visiting Police Detective Image
Night action: Police Detect OR Investigate 2
Day action: Police Identify *
Night/Day action: Arrest
Interrogation: Not BO
Scent: No
Disguise: No
Items: Car-keys, Gun, Panties
Observe: Adult
Note: Uehara may use Police Identify each day phase until she makes a positive identification. Once this is done, the ability expires and cannot be used again for the remainder of the game.[/spoiler]

[size=150]Experimental Abilities

Abilities that are being introduced solely in experimental form and are tied to experimental roles.
[spoiler]Police Detect Image
- Roles with action: Uehara
- Night action
- Allows Uehara to detect other police roles. In the experimental ruleset, these roles are: Megure, Shiratori, Satou, Takagi, Chiba, Nakamori, Yumi, and Yamato. An example of its use would be to send the action: "Detect Megure". If Megure were in the game, Uehara would receive "true".
- Police Detect differs from normal Detect in that it does NOT detect through disguises. If Uehara uses Police Detect for Megure and there is no Megure but there IS a disguised Megure (for example, Vermouth-Megure), Uehara will receive "true" as a result regardless.

Police Identify Image
- Roles with action: Uehara
- Day action
- Allows Uehara to identify other players for police roles. In the experimental ruleset, these roles are: Megure, Shiratori, Satou, Takagi, Chiba, Nakamori, Yumi, and Yamato. An example of its use would be to send the action: "Identify PhoenixTears as Megure". If PhoenixTears were Megure, the result would be "true".
- Police Identify differs from normal Identify in that it does NOT identify through disguises. If Uehara uses Police Identify for Megure on PhoenixTears (who is Vermouth-Megure here), the result would still come back as "true".
- Uehara may use Police Identify every day phase until she makes a positive identification. Once she does, the ability is considered expired and may not be used again for the remainder of the game.[/spoiler]




The Explosive Vest
(May be included by the GM on a round-by-round basis separate from other experimental roles and abilities. Will be announced prior to the beginning of the game if to be utilized)

The Idea
In place of the nightly kill, the Black Org member set to kill that night may instead strap a bomb to their target. At the onset of the following day, the GM announces that this player has been strapped with a bomb and will die at the end of the phase if it isn't disarmed. The bomb can only be defused by police officers (any police officer is applicable, including those disguised as one). It is up to officers to decide whether or not to defuse the bomb. If an officer does decide to defuse the bomb and defuses it successfully, the Black Org that strapped the vest on the victim is told the name of the player that disarmed the bomb (but not their role). Essentially, this tells the Black Org that the player in question is a police officer.

Rulings
— After the vest is strapped to a target at night, it is announced before the following day phase begins that the target has been strapped. The name of the one attached is announced to the public and the only way to stop the bomb is for it to be defused. Otherwise, the player dies at the end of the day phase.
— The vest may only be used once per game. The vest is only considered used if the plant is successful. Whether the bomb explodes or is defused, the vest is considered used up and cannot be used again in the course of the round.
— The vest may be attached to townies as well as fellow Black Org members. The Black Org member may also plant it on themselves.
— Any Black Org member may plant the vest if it is their turn to kill that night.
— The planting of the vest is done in place of the Black Org kill for the night. It may not be used in conjunction with another kill that night.
— The vest, if planted successfully, can only be defused by a police officer role (including those in disguise as one, meaning Kid and Vermouth may also defuse it).
— The planting of the vest may be hindered by tricking or any other such action. In this sense, it is treated as a normal kill as far as it being stoppable. If the planting doesn't take place (be it by tricking or the like), the vest is considered unused and may be planted next night.
— When a police officer successfully defuses the bomb, they are given the generic notice of: "The bomb was successfully defused." They are never specifically told that they were the ones to defuse it. If multiple police officers send in the disarm order, they are all given the same generic notice of: "The bomb was successfully defused."
— If the bomb is successfully defused, the Black Org planter is given the player name (but not the role) of the police defuser. For example, if Kleene was the defuser to be reported, the notice is given in the form of: "Kleene was seen disarming your bomb."
— If multiple police officers are involved in the defusing, only one player name is sent to the bomber upon the disarming. That name is decided by the following order: Megure, Shiratori, Satou, Takagi, Chiba, Nakamori, Yumi, Yamato, Uehara.
If Vermouth or Irish also defuse the bomb, the planter is always given the name of the Black Org defuser. For example, if Yuriko (Vermouth-Takagi) and Parkur (Satou) both send in the disarm action, the planter (even if it was Yuriko) is told: "Yuriko was seen disarming your bomb." (This is to prevent the Black Org from "stacking" their abilities and gaining more info than they should rightfully be entitled to) If a discrepancy arises and both Vermouth and Irish defuse the bomb, Vermouth's name is given as the higher ranking Black Org member.
— Police officers cannot defuse a bomb attached to themselves.
— If a traveler is strapped with the bomb, they may not travel out of the country that day phase. They may travel the next night if applicable and the bomb was defused.
— If a player is lynched that has a bomb attached to them, the lynch votes will be revealed whether the bomb goes off or not.
— A player strapped with the bomb may send a lynch vote, but their vote will not count unless the bomb attached to them was defused in time.
— The strapping of the bomb comes after all other actions in a phase, meaning even the target's usual actions will go through without failing. For example: If Shinichi interrogates Gin and Gin successfully straps Shinichi with the bomb in the same night, Shinichi will still receive his interrogation result before finding himself strapped with the bomb at the onset of the day phase.
— Lovey-Dovey is not capable of stopping the bomb from exploding once a lover has been successfully strapped with the bomb. In other words, it will not stop the bomb from going off in the day phase. It will, however, work for protecting the lover from being strapped with the bomb if used in the night phase in which a lover is meant to be strapped with it.
— Strapping someone with the bomb is considered a crime.
— If someone with the vest on is also set to be arrested for a crime, they would only end up arrested if the bomb was defused in time. Otherwise, the arrest would never take place and they would die as a result of the explosion instead. The police officer would not be suspended either way, and the action would be considered to have failed.
— The bomb explosion takes place before all other day actions, including any arrests, the lynching itself, and poisonings. The lynch vote of someone who dies as a result of the explosion will not count (much the same as if they were poisoned).
— The strapping of the bomb itself cannot be investigate the phase that it happens. It may be Special Investigated after the fact, however (if successful).
Last edited by Jd- on August 23rd, 2011, 11:46 pm, edited 1 time in total.

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