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JerryArr/Rules

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The following is the ruleset I use for modding. In addition, there are added notes that come from things that may arise.


General Game Rules

(Borrowed and modified from StangerCoug's ruleset)
Remember to have fun and play to win, remember Wheaton's Law (that is, don't be a dick), and remember that the site's rules, as well as this game's rules, apply in this game, its thread, and in lines of communication related to it.
The below rules also apply, unless contradicted by a role PM or ruling:

Voting

  1. Votes and unvotes must be in either bold tags or vote/unvote tags to count. Unvotes are not required before voting someone else, however, they are required to have your name moved to the "Not voting" line.
  2. The lynch threshold is equal to a majority of the number of living players. Once the threshold is reached, the Day immediately ends with the lynch of whoever is at or above the threshold.
  3. You may also vote No Lynch. The Day ends without a lynch if No Lynch beats all others to the threshold, or if no player reaches the threshold before the Day deadline is reached.

Phase Length

  1. Days last 14 real-life days (336 hours) unless ended via lynch or other Day-ending action, and Nights last at least 3 real-life days (72 hours) regardless of player action.
  2. Extensions are possible but only in circumstances where the Mod thinks extensions are necessary.

Prods

  • Prods go out after 72 hours of in-thread inactivity, with timers resetting at the start of a new Day phase. If you do not respond to a prod within 48 hours or the Mod has to prod you a third time, the Mod may replace you.

Colors

  • The Mod's colors are (this one) (#8040FF), found in row 3, column 10 when using the "Font colour" button, for official messages and editing, and (this one) (#FF4000), found in row 5, column 6, for vote counts. Please do not use them (or similar colors) to impersonate the Mod, and please do not use obnoxious colors.

Illegal Stuff

  • Breaking the rules, pretending to break the rules, or encouraging others to break the rules is illegal. Other illegal things include, but are not limited to:
    1. sharing private information (PM's, etc)
    2. claiming scum along with another player
    3. using text that's small, invisible, cryptographic in nature, or otherwise designed to go outside the spirit of the game.
  • If in doubt, ask privately.

Extra

  1. I am the Mod, so what I say goes. In exchange, if something needs my attention or if I screw up, PM me or bold the word "Mod" followed by what you want to tell me, and I'll do my best to either fix it, or get someone who can.
  2. If you are banned from non-Mafia forums by those in charge, that is grounds for the Mod force-replacing you, regardless of in-game conduct or activity.
  3. Abilities, speaking privileges to non-Dead Thread topics, and votes are lost on death.
  4. Upon 4 consecutive intentional phases with no deaths ("Happily Ever After"), Town wins, unless they are all dead, in which case all living factions win.
  5. One "bah!" post per dead player, regardless of death type (other than modkill, but don't do that).

Additional Notes

Setup Notes

  • Unless it's mentioned that such roles and/or mechanics are possible, there are no bastard elements in games I mod. The possibility of bastard elements, though, does not guarantee them. Such elements include...
    • Jesters
    • Cults
    • Forced Alignment Changes
    • Moderator Lies
    • Unknown Investigational Sanities (ie, "Insane" sanity means a vanilla townie would be investigated as a Mafia member)
      • Godfathers, Millers, Tailors, and Lawyers may be used in games I mod, even with sane cops.
  • Anything labeled as "mod-guaranteed" or "mod-confirmed" will be 100% accurate as far as the moderator knows. This applies, even if the moderator (usually me, if I'm modding, but can also apply to co-mods) is allowed to lie.
  • Unless otherwise stated (e.g., in a player's role PM)...
    • all Private Topics are Nighttalk only.
    • players may use a personal ability and a factional ability in the same phase.
    • players may not use abilities on themselves.
    • blocked investigative results will give "no result" or similar, which will be distinct from a negative result (e.g. a gunsmith that is blocked while investigating a vanilla townie will receive a result of "no result", while an unblocked gunsmith investigating a vanilla townie will receive a result of "this player does not possess a gun".).

Resolution

  • My games use Natural Action Resolution when necessary. When actions contradict or are otherwise unclear, such as A blocks B, B blocks C, C jailkeeps A, and D attempts to kill A (does A die?), the following steps are taken.
    1. If it's a game such as Greater Idea Mafia, the action whose card is numbered the lowest is the one that takes highest priority.
    2. If there are no numbers, or if the above does not apply, third party actions take precedence factional scum actions (as in Mafia or Werewolf's personal actions), which take precedence over town actions.
    3. If there is still a contradiction, permanent abilities take precedence over X-shot abilities, which take precedence over X-minus-1 shot abilities, etc., which take precedence over inventor-granted abilities, which take precedence over stolen abilities.
    4. If this STILL doesn't settle it, either I've really boned things up, or the RNG gods have made a mess of the setup. Until I think of a better solution, a random die roll in a Private Topic should settle things.