Act 0
Eleven people awoke at the same time to find themselves in a dimly lit room.
A round doughnut table with 11 chairs was in the center of the room. Each of them began recognizing familiar faces, some of them friendly. Some of them were dressed casual, some were in their pyjamas. Shock was on almost everyone’s face. Chatter errupted almost instantly in all areas. Everybody wanted an explanation for their presence there. A few fists were even exchanged before…
… a flash ….
A hooded person appeared in the center of the table.
“Gentlemen, if you please have a seat, I’m sure we can find a more civilized way of talking to each other and …”
“I demand an explanation!” said the President of the United States furiously while massaging his eye who had started to swell as he had just received a sneaky blow while trying to get to the British Prime Minister.
“You are in no position to make demands. Take a seat or be silenced permanently!” replied the hooded figure. Slowly, one by one, all the eleven took a seat at the table.
“Gentlemen, I have been watching your past actions and I think I saw enough. Each of you recklessly plays with forces beyond his control in an attempt to win a global game with no apparent rules. You are endagering your species and all the other species. This non-sense will stop now…”
“… Your games of diplomacy are now obsolete. I’m replacing those games with a simpler game with close similarities to some of your historical events. I think it was called Mafia. You will have plenty of time to study it and come up with an adequate winning strategy. Nothing exists outside this room unless I tell you to. So you’d better start thinking for yourselves since you will be playing for your lives. And for your nations as well.“
“Getting you all here was an example of my powers. And your nations are not aware that you they're missing their heads of state. Don’t break any of the rules, or I will be forced to make other similar displays. I can at any time replace you with the next in line in your nation’s hierarchy, so unless you think that person is much smarter than you, I suggest you behave.
Study the materials and learn how to play the game.This is your one and only attempt to win this. You will find confortable quarters along the hallway. We’ll adjourn in the morning!”
The hooded figure dissapeared.
They continued to discuss for a while, suspicious glances were thrown, yet no one dared to break the rules.
One by one they retreated through the hallway to their corresponding rooms. Studying was in order and after a while it became obvious that some of them have forgotten the notion long ago.
End of act 0
Secret Alliance
Have BTSC and a night invasion (kill).
China -- The size of the country allows for vote manipulation (x0, x1, or x2). Also, if China can successfully guess the Nation who is to receive a message from S. Korea, China may read the message OR replace it with a message of his own, but not both.
WINCON: Secretly wants revenge for the destruction of Nanking. Can only leave the game if Japan is dead.
North Korea -- Nuclear devices were just a cover for North Korea's top secret project: building a better Google Earth. They have satellites that cover the whole globe. Can spy 1 player per night, even if that player is dead. If they spy Russia, Russia learns their identity as well.
WINCON: Doesn't like their Southern brethren and will do anything to see them eliminated. Cannot leave the game until South Korea is eliminated.
Afghanistan -- Their dirty bomb threats and scuds keep a country occupied (blocked) for a night. If they target the US, their identity will be published that night.
WINCON: They hold a grudge against Russia for their past occupation. Can only leave the game if Russia is dead.
UN Alliance
USA -- Can survive through countless tragedies. Cannot die at night.
WINCON: As a firm supporter of democracy, the USA dislikes the idea of vote manipulation. Says one thing and does another--if they directly reveal their role, they are the next lynch victim regardless of votes. Has one RID guess per night. Must correctly RID China before leaving the game.
Russia -- Has hundreds of satellites floating in space. Can use one per night to spy a player's role and target. If either the spied player or his target that night is NorthKorea, then North Korea also learns Russia’s identity.
WINCON: Must spy one of the three baddies before leaving the game.
Japan -- Has trained many ninja assassins and is known for their stealth and technology. If spied by North Korea, Japan will appear to be South Korea. Once during the game, at night, Japan can target a player. If that player is in the baddie BTSC, he is assassinated -- removed from the BTSC and replaced by a back-up. Any information the original player had is not transferred. If the target is not a baddie, he is still replaced by the back-up and no previous information is transferred. (Any actions for that night are likewise not transferred).
WINCON: Must successfully assassinate one player before leaving the game.
South Korea -- Has a hard time dealing with their pesky northern neighbors. Silently monitors activities and can tell which player targeted which nation (instead of the other way around). S. Korea can also send a message (through the host) to one Nation. The message will be delivered the following day.
WINCON: Must successfully deliver two messages to friendly nations. The contents of the messages do not matter, as long as the messages were never intercepted by China. After the second message is delivered, S. Korea may leave the game.
England -- Has worldwide influence among its colonies. Has no action unless the USA, Australia, or Canada (AUSCANUS) is/are dead. When one of those countries dies, England takes over the actions or abilities of that nation. Every night, England must choose only one ability to use from the available list. (Note: While America's invulnerability ability is passive, England must choose in order to use it).
WINCON: Cannot leave the game until at least one of the AUSCANUS have left the game AND at least 2 of which are no longer playing UNLESS all three are dead. (For clarification, the only way for England to leave is if two AUSCANUS players have left the game OR if one has died and one has left the game OR if all three have died.)
Australia -- As a penal colony, Australia can imprison one player per night, but not the same player two nights in a row. Imprisoned players cannot act that night or vote the following day. They hire Canadian contractors to guard their prisons. WINCON: They try to prove that they are just as worthwhile as their allies. Cannot be the first of the AUS/CAN/UK/US to leave the game (they can leave, however, if at least one of the alliance is dead).
Canada -- Maintains that social healthcare is a benefit, even though they know it isn't. Saves a player on odd nights and kills on even nights. Learns the faction of players imprisoned by Australia.
WINCON: Before leaving the game, Canada must either successfully save a team mate or successfully kill one of the Secret Alliance members.
Indy
Sweden -- A rounded nation with nothing to contribute to war. Must choose two actions to replicate per night, but can only use the same set once per game and cannot repeat an action more than twice in a row. Message transmission or interception and assassination cannot be replicated.
WINCON: Survive as long as possible. May leave the game only after at least 5 players are dead.
Leaving the game:
All WINCONs are to leave the game. In order to do so, each nation has a goal that must be accomplished. To leave the game, the player must sacrifice his night ability and declare that he wishes to leave the game (PM host at night). After this declaration, he must survive that night and following day. He will be allowed to vote, but his vote will count x0 at the end of the day. If he survives both, he may leave. Blocks do not prevent a player from leaving, but an imprisonment does. An imprisoned player must be freed before attempting to leave.
If a player attempts to leave without completing his assigned goal, he will be informed that he cannot leave only AFTER the night and day cycle have completed. In this case, his vote would still count in the lynch.
Other clarifications:
- Day/Nights end at 11 PM EST (6 am in my timezone). Night can end earlier if I get all actions in red but the following day will be longer and end at 11 pm EST as usual.
- Order of actions: imprison > invulnerability > save > kill > block > spy/message intercept / message transmission.
- Night Kill is stopped if target is imprisoned or saved. NK is also stopped if all surviving / still in the game members of the Secret Alliance are blocked or imprisoned that night.
- When a single faction manages to eliminate all other players, there's no one stopping them to leave the game, except if their WinCon is no longer possible to achieve.
- D1 tie lynch=no lynch. Any other day tie = random lynch selected from the tied players.
Special rules because of the Holidays:
- If at least 4 players request via PM that the day/night is doubled, I will double it from 24 hours to 48 hours. Also if I don't get at least half of playing members votes during the day or half of the actions during the night, I will extend the day/night with another 24 hours and announce it in the thread and via PMs.
- Inactive players will be replaced after 48 hours (or one day/night cycle) of inactivity.
- I recommend putting in an early action during the day when you vote. If you make it during the night, you change it. If you don't make it during the night, it will still count as being active and help your team
Hooded Figure: Araver
1. Blahblah
2. DarthNoob
3. Hirkala
4. EDM
5. JS
6. Framm
7. Petrus
8. Segul
9. maurice
10.firno
11. golfjunkie
Special backup (replacement for assassinated player)
12. slick
Other backups.
1. Molly (After the new year)
2.
3.






