Salem 1692 forum mafia game
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ajsbus wrote:
Ominous clouds gather over Salem. Accusations of dark magic and devilry ripple through the community, and paranoia runs deep. A hidden Coven of Witches walks among you, conspiring under the veil of night to corrupt or destroy the town. Meanwhile, the God-fearing citizens of Salem must band together, play their cards wisely, and uncover the truth before the entire village falls to shadow. Someone you trust now might become a witch in the middle of the day. Act fast or soon you’ll be the only decent Puritan in a town overrun with evil!


PLAYER DIRECTORY

​@Goryh
​Active Tryal Cards: [ NOT A WITCH ] [ 2 ] [ NOT A WITCH ] [ 4 ] [ 5 ]
​Accusations: 0 / 7 Marks
​Status Effects: ASYLUM PIETY BLACK CAT

@Hoodlum
​Active Tryal Cards: [ NOT A WITCH ] [ NOT A WITCH ] [ NOT A WITCH ] [ NOT A WITCH ] [ NOT A WITCH ]
​Accusations: 0 / 7 Marks
​Status Effects:

HOODLUM WAS NEVER A WITCH

@Vicious
​Active Tryal Cards: [ NOT A WITCH ] [ NOT A WITCH ] [ NOT A WITCH ] [ NOT A WITCH ] [ NOT A WITCH ]
​Accusations: 0 / 7 Marks
​Status Effects

​VICIOUS WAS NEVER A WITCH

@Tennesseelogman
​Active Tryal Cards: [ NOT A WITCH ] [ 2 ] [ NOT A WITCH ] [ WITCH ] [ NOT A WITCH ]
​Accusations: 0 / 7 Marks
​Status Effects:

​TENNESSEELOGMAN WAS A WITCH

@Notoriouspat
​Active Tryal Cards: [ NOT A WITCH ] [ NOT A WITCH ] [ NOT A WITCH ] [ NOT A WITCH ] [ NOT A WITCH ]
​Accusations: 0 / 7 Marks
​Status Effects:

​NOTORIOUSPAT WAS NEVER A WITCH

@2ofclubs
​Active Tryal Cards: [ NOT A WITCH ] [ NOT A WITCH ] [ NOT A WITCH ] [ NOT A WITCH ] [ NOT A WITCH ]
​Accusations: 0 / 7 Marks
​Status Effects:

​2OFCLUBS WAS NEVER A WITCH

@Crywolf
​Active Tryal Cards: [ NOT A WITCH ] [ NOT A WITCH ] [ 3 ] [ 4 ] [ NOT A WITCH ]
​Accusations: 0 / 7 Marks
​Status Effects:

@Jacob24
​Active Tryal Cards: [ NOT A WITCH ] [ 2 ] [ 3 ] [ 4 ] [ NOT A WITCH ]
​Accusations: 0 / 7 Marks
​Status Effects:

​@Akkila
​Active Tryal Cards: [ NOT A WITCH ] [ 2 ] [ 3 ] [ NOT A WITCH ] [ NOT A WITCH ]
​Accusations: 0 / 7 Marks
​Status Effects: MATCHMAKER


QUICK-START REMINDERS
​Tryal Cards: 2 "Witch", 1 "Constable", 42 "Not A Witch
Accusation Threshold: 7 marks trigger a Tryal Card reveal.
​Daily Play Cards: Cards will be dealt at the start of the day and must be played before Night falls, or they are lost.
​Private Communication: Each player may open up to 2 private chats (max 3 live players per chat). The Moderator must be included in all chats.

PHASE CHANGE HYPERLINKS
Day 1
Night 1
Day 2 
Night 2
Day 3
Night 3
Day 4
Night 4
Day 5
Night 5
Day 6
Night 6
Gemini is AI and can DOES make mistakes
ajsbus is online.
ajsbus wrote:
SALEM 1692: FORUM MAFIA EDITION (9-PLAYER SETUP)

Welcome to Salem. In this game of deception, accusation, and paranoia, a hidden coven of Witches is attempting to convert or kill the entire town. Will the Town expose the hidden evil, or will the Coven consume Salem entirely?

Please read these rules carefully before the game begins.


SETUP & ALIGNMENTS

- The Player Count: 9 Players.
- The Starting Division: 2 Witches vs. 7 Town Members.
- Role Cards: (Not used for the first game) Each player receives a unique character role card.
- Tryal Cards: Five hidden Tryal cards are dealt to each player at the start of the game to determine your initial alignment (2 Witches, 1 Constable, and 42 "Not a Witch" cards total). These cards are the 5 "lives" you have in the game.


WIN CONDITIONS

- The Town wins the moment both Witch cards have been revealed, regardless of how many live players are left.
- The Witches win when every single player remaining alive in the game is a Witch (the Town has been entirely eliminated or corrupted).


COVEN INITIATION & ALIGNMENT RULES

- Initiation: If a player receives a Witch Tryal card (either dealt at the start of the game or handed to them secretly by the Moderator during a Conspiracy redistribution), they are instantly initiated into the Coven. They secretly change alignments and become a Witch.
- Coven Growth: When a new Witch is embraced by the coven, all old Witches stay Witches. The newly initiated Witch is added to the Night Chat by the Moderator.
- Once a Witch, Always a Witch: A player's alignment cannot change back to Town. Once a player has undergone initiation into the coven, they are locked into the Witches' win condition for the remainder of the game.


ACCUSATION THRESHOLD & FLIPPING MECHANICS

Every player has a running total of accusation marks. The moment a player accumulates 7 or more marks, the threshold is reached and one of their tryal cards is revealed. The player who places the 7th mark has the right to flip over one of that player's Tryal cards. The player who dealt the final blow must immediately declare in the public thread which specific hidden Tryal card of that player they want flipped (e.g., "Reveal PlayerX's 3rd card";). If not done in a timely manner the moderator will flip one randomly.

The reveal: The Moderator will publicly reveal that specific card.

- If the card is "Not a Witch" or the "Constable," the card remains face up, the player's accusation marks are reset to 0, and they continue playing. If it is the "Constable" card, the Constable role is lost for the game.
- If a "Witch" card is revealed, the player is instantly exposed as having been corrupted, and they are immediately executed and removed from the game.
- Total Elimination: If a player ever has all 5 of their hidden Tryal cards revealed, they are immediately eliminated from the game.


GAME CYCLES & PHASES

Dawn Phase (Day 1 Only)
- The Black Cat: The Witches collectively choose one player to receive the Black Cat before the game officially begins. The Witches may choose to play the Black Cat on one of the Witches.

Day Phase (24 Hours)
- Public Forum: All open discussion, arguments, and card plays take place publicly in the main thread.
- Daily Hand Mechanics: A new hand of cards is dealt to every player at the start of each Day. Cards must be played during the Day or they are lost when Night falls.
- Random Conspiracy Phase: The Moderator will trigger a surprise Conspiracy Phase at a random time during the Day.

Night Phase (24 Hours)
- Witch Action: Witches coordinate in secret to choose a town member to kill.
- Constable Action: The Constable chooses one player to protect from the night kill.
- Player Confession: Any player may choose to confess by the end of the night. They will be safe from the Witch killing for that night, but they must immediately reveal one of their own hidden Tryal cards. If the Constable chooses to save them, that player will not have to confess, but they will not know until the day phase that they were saved.
- Group Chats: Private group chats are initiated for that night.


PRIVATE COMMUNICATION RULES

To keep information flowing but controlled, private group chats operate under the Chat Initiation Limit:
- Creation Limit: Each player can open/create a maximum of 2 private chats.
- The MOD will be included in each chat as well.
- Participation Limit: There is no limit to how many chats a player can join (you can be invited to any number of chats opened by others).
- Player Cap per Chat: Each individual chat can contain a maximum of 3 live players total.
- Dead Players: Dead players may be included in chats, but they must not speak.
- Exceptions: The Moderator (@Mod) and any number of dead players do not count toward the 3-live-player limit in any chat.

The Witch Chat
- The Witches have a dedicated private chat that does not count toward their 2-chat creation limit or participation limits.
- This chat is only active during the 24-hour Night Phase. It goes dark during the Day.
- Dead Witches Stay: Dead Witches retain full access to this channel so they can continue to watch and participate in the coven's secret coordination until the game concludes.
- Unanimous Execution: The living Witches must agree unanimously on their target for the night kill. If the living coven fails to reach a 100% consensus before the Night Phase ends, no kill occurs.


CUSTOM CONSPIRACY MECHANICS

When the Moderator triggers the surprise Conspiracy Phase during the Day, the following actions occur immediately:
- Cat Scratch: The player currently holding the Black Cat card randomly reveals one of their hidden Tryal cards.
- The Shift: All live players select 1 Tryal card to take from the player sitting "before" them in the player order (if a player does not choose within a timely manner, the Mod will pick randomly).
- The Redistribution: The Moderator collects all of these claimed Tryal cards and redistributes them completely at random among the players.
- If you receive a Witch card, you are now a Witch. If you lose a Witch card, you are still a Witch.
- If you receive the "Constable" card, you are now the Constable. If you lose the "Constable" card, you ARE NO LONGER the Constable.


THE DAILY PLAY DECK (57 CARDS)

Red (Attack) Cards (41 Cards)
These cards add marks toward a player's tryal threshold of 7 marks. Once 7 marks are accumulated, the cards are sent to the discard pile and recycled through the deck as they are available.
- 35x Accusation: Places 1 mark toward a Tryal on a player. (Note: Quantity starts at 35 and scales down as players die—see the Mod Scaling Table below).
- 5x Evidence: Places 3 marks toward a Tryal on a player.
- 1x Witness: Places 7 marks toward a Tryal on a player.

Green (Action) Cards (11 Cards)
These cards are played for immediate effects, resolved publicly in the thread, and then sent to the discard pile. They are recycled through the deck every day.
- 3x Alibi: Discard up to three accusations that are currently in front of another player.
- 1x Arson: Discards half of that player's cards.
- 1x Curse: Discard one blue card that is currently in front of another player.
- 1x Robbery: Takes half of the cards from one player and gives them to another player.
- 2x Scapegoat: Take all blue, green and red cards in front of any other player and place them in front of another player.
- 3x Stocks: Freezes a player, preventing them from acting for 1/4 of the remaining time in the current Day phase.

Blue (Permanent) Cards (5 Cards)
These cards are played face up in front of a player and remain active as long-term status effects. They are never discarded upon use. Instead, they remain in play and can be moved from player to player via Scapegoat. They leave play only when discarded by a Curse or when the player holding them is killed. Once removed from a player by these means, they are sent back into the deck to be drawn and played again.
- 1x Black Cat: When the CONSPIRACY is triggered, the mod will randomly reveal one TRYAL card belonging to the player with the Black Cat.
- 1x Asylum: The player who is given Asylum can not be killed during the Night.
- 2x Matchmaker: When two players have Matchmaker in front of them, if one dies, the other dies as well.
- 1x Piety: Prevents all Red (Attack) cards from being played directly on the player holding it. However, existing Red cards on other players can still be moved onto the Piety holder via Scapegoat.

Equal Hand Adjustment: Before dealing, the Moderator will add or remove 1-Mark Accusation cards as needed so that all surviving players receive an equal number of cards.


MODERATOR DECK SCALING TABLE

To keep hand sizes manageable as the town thins out in a 9-player setup, the Moderator will pull standard Accusation cards from the deck pool at the start of a new day based on the number of surviving players:

Live Players: 9 to 7 | Accusation Cards in Deck: 35 cards | Action: Starting Deck Size
Live Players: 6 to 5 | Accusation Cards in Deck: 25 cards | Action: Remove 10 Accusations
Live Players: 4 or fewer | Accusation Cards in Deck: 15 cards | Action: Remove 20 Accusations total
Gemini is AI and can DOES make mistakes
ajsbus is online.
2ofclubs wrote:
I hear off in the distance a chanting. Who wants to go check it out with me?
WRKD4IT
ajsbus wrote:
THE 5 LAWS OF SALEM (FORUM EDITION)

- The Law of Self-Preservation: You may never play a card on yourself or affect yourself directly. You cannot remove your own marks with Alibi, grant yourself Piety or Asylum, force a player to give you cards via Robbery, or shift cards to yourself using Scapegoat. The Sole Exception: The Witches collectively may place the Black Cat on one of their own Coven members during the Dawn Phase.

- The Law of the Ink: Once a post containing a card play is submitted to the thread, it is locked. You cannot edit a post to change a card target, take a card back, or alter your action. Furthermore, if you forget to use your character's special ability during the phase it applies to... too bad! The Moderator will not retroactively apply missed abilities.

- The Law of the Clock: The 24-hour phase deadlines are absolute. If the phase clock runs out and you have not posted a card play, or used your ability, your turn for the day is forfeited and the game moves immediately to the next phase.

- The Law of the Shuffled Tryal: A player may secretly request the Moderator to re-arrange the order of their hidden Tryal cards at any time. However, the exact numbered slots of your remaining hidden cards (e.g., Card 1, Card 2, Card 3) must always be clearly listed by the Moderator in the public player directory.

- The Law of the Shunned Dead: When a player is eliminated by any means—whether by being killed by the Witches at night, running out of Tryal cards via accusations, or being executed upon the revelation of a Witch card showing they were initiated into the coven—they are permitted exactly three last words in a single public post, and then they must go completely silent in the main thread. Dead players who attempt to hint, react, or speak in the main game thread by word, emoji, or post-rating shall be strictly shunned. Furthermore, dead Town players may not talk in any group chats; only dead Witches are permitted to talk in their dedicated Witch Chat.
Gemini is AI and can DOES make mistakes
ajsbus is online.
ajsbus wrote:
This game will be run by myself using Gemini Ai as help. All random events will be done with Gemini. The random tryal card draws will be selected by me using a six sided die so gemini has no input of the 5 tryal cards.

I hope this game runs smooth with the rules that I have developed.  If any rules or gameplay needs to be addressed in game, I hope that everyone will understand that I will try my best to fairly do as needed.

I will try to keep up in the forum as best that I can but if anyone notices anything, please post that the game needs to be paused until I can resolve. The issues that I can see arising will be as follows:
1) 7 mark threshold being reached
2) the game changing cards being played that will limit players actions, take cards away from players, move accusations around, or alter the game in any other way that I have not yet thought about.
3) cards being played very late in the phase that I will have to sort out.

Please try to police yourself and check the posts that have been played since you last checked in, especially as the phase draws to an end.

Any player please feel free to do upkeep along the way until I can get caught up as I have seen in the other games.

I hope everyone has a great time with this and I hope we can play this more and more if it works out successfully.

Gemini is AI and can DOES make mistakes
ajsbus is online.
ajsbus wrote:
I can also forsee that some of the green and blue cards may need to be taken out of the deck as they player count dwindles down, especially around 2-4 players left. We will have to cross that bridge as we get to it as well.

Thanks everyone for being in the first run of this game.
Gemini is AI and can DOES make mistakes
ajsbus is online.
ajsbus wrote:
Also. Please

#BOLD ANYTHING THAT IS GAMEPLAY SPECIFIC
Gemini is AI and can DOES make mistakes
ajsbus is online.
ajsbus wrote:
DAY 1 OFFICIALLY BEGINS
​The dawn has come and the sun rises over Salem. The air is thick with suspicion, and the town must now converse, observe, and root out the dark forces among them.
​The Black Cat has made its first appearance! It has been seen roaming around @Notoriouspat, lurking in the shadows nearby...
​All players have been dealt their Day 1 starting hands via private message. Check your DMs for your available cards and exact card rules.
​Let the accusations begin!
Gemini is AI and can DOES make mistakes
ajsbus is online.
Vicious wrote:
That's a lot of reading!!
WTH
You can trust Vic
Untill you can't
Tennesseelogman wrote:
i'm ready to play something on npat but i don't know what. it says that witches can play the black cat on a witch phase 1 - so ??? how should i go about exposing him?
Live long and prosper
Tennesseelogman wrote:
so i ​play • Accusation (1 Mark) - Places 1 mark toward a Tryal on a player. on npat that's 1 of 7
just to get things going - let's get him up to 7 quickly so we can get a good look at what happens next - maybe even kill a witch
Live long and prosper
Crywolf wrote:
alright, i will read up on the changes later, good night
busy
Current Senator of Nevada class 2
definitely not joking
Tennesseelogman wrote:
at this point, i am not a witch
hood - i know how you dislike reading the guidelines - so here - just play all of your accusation cards on 1 player (not me) and i will complete the 7 on that player and we will see what happens
Live long and prosper
2ofclubs wrote:
at this point, i am not a witch
I will #PLAY 2 ACCUSASTION CARDS ON NOTRIUOSPAT
Trial npat = 3 points
WRKD4IT
Vicious wrote:
Ahh 2 big spender. I am not a witch
#PLAY 1 ACCUSASTION CARD @NOTRIUOSPAT
What's up wit that cat? (Creepy)
You can trust Vic
Untill you can't