Disaster! The honorable black pieces have been invaded by sneaky saboteurs from the white pieces! Again! A team of the dishonorable curs has infiltrated our ranks once more.
Tactics have advanced with the repetition, and all have trained hard and tried to think of ways to better themselves, so things are somewhat different this time, but the gist remains the same; the solution to the Four White Saboteurs is to be a council of the wisdom of the group! One piece, one vote, at least while the King retains his protective secrecy, and through cunning and wit will the knaves be caught! Each piece locked away in the capture box until the battle is decided one way or the other.
Yes, the Forthright Black Army will achieve victory today, so they swear, and with one win under their belt, they can't help but confident in a second!
Yet with defeat comes learning, and the army of White has been practicing hard for round two, so perhaps this time that confidence will be misplaced. Only time will tell who will win, and who will fall!
Talk about the game inside the game. While the game's running, don't talk about the game outside of GM-designated places. No exceptions.
Do not edit posts. No exceptions.
Post only clear text messages. Don't use hidden, illegible, or coded messages.
Paraphrase all content from QuickTopics and Host PMs. Don't directly quote from either.
Post only when posting is allowed. Keep posting in this thread to Day Phase, and only post if alive. Don't post during the Night Phase, or after elimination.
As a special exception, all players get one short Death Post of zero game value after elimination, made before the end of the next Phase.
Post at least five times during every Day Phase.
If extenuating circumstances apply, notify your Host so arrangements can be made.
Play the Game, not the Metagame. Judging a player's actions in the context of previous games is fine, but refrain from directly predicting or citing the GM's actions as evidence.
Play to win. This improves both your own experience and the experience of your peers.
Rules and Mechanics may be amended at any point in the game to fix game-breaking issues. Hosts will clearly announce any such changes, unless doing so would compromise the game.
-CHESS MAFIA Mechanic Rules-
Roles will be distributed in two phases; first, the King and Four White Saboteurs will be selected, receiving appropriate role cards, and then the scum will have 48 hours to discuss in quicktopic which piece to take each, whereupon the remaining piece roles will be distributed randomly between the other players. Other players will simply receive a PM marking them as a Forthright Black Army member, and will simply have to wait for their actual piece.
Complete role info in separate post below.
The game is separated into Day and Night Phases.
Day Phase lasts 72 hours, starting and ending at TBD
Night Phase lasts 48 hours, starting and ending at TBD
Daily elimination uses plurality voting.
At the end of the Day, the player with the most votes, regardless of majority, is eliminated.
In the event of a tie, players will be eliminated according to their rank (Pawns>Knights>Bishops>Rooks>Queen>King. Internally to pawns, the piece matching a lower ranked piece is eliminated first. In an absolute tie, town is eliminated first, and randomly if there is no tiebreaker factor left. If the tie is caused by the King's double vote, rank is ignored and whoever the King is voting for is eliminated.)
Vote Format: [X] Vote Player
Change Vote Format: [X] Unvote Player or [X] Null
[X] Vote Player
Unvote Format: [X] Unvote Player or [X] Null
Player List
@Shadell The Kingside Bishop, [Jousted off the Board] n2.
Below are all possible role PMs to be sent out, containing full details, and notes on miscellaneous details.
You are one of the four brave saboteurs of the white army.
As one of the Four White Saboteurs, you win when the resistance of the Forthright Black Army is completely crushed. Should the Forthright Black Army no longer have either King nor Queen, nor a numerical advantage over you, it will become plainly clear they have lost and the game will end in your team's favor. You do not have to survive to win, but obviously it is easier to achieve your goals the more of your team is alive.
A Planned Operation
The Forthright Black Army has been thrown into disarray by this carefully planned operation. You have 48 hours to discuss which pieces precisely to replace, and must each name one piece to replace. You cannot replace the King or the King's Pawn, but can specify the exact piece you want otherwise. Use your carefully maintained communications grid to achieve these plans.
Commando Operations
No matter what role is taken, all White Army Saboteurs may perform a kill at night by sending a message containing the words 'Factionkill [player]', with the default kill flavor of [Fallen Afoul of Sabotage]. This does not compete with any other action to be taken, but only one act of sabotage may be performed per night, and of course you may be witnessed in the act if tracked or the target watched.
Go Big Or Go Home
Alternatively to the standard faction kill, once per game you may employ ye medieval giant bomb! The team only brought one, but when you absolutely, positively must see someone dead, there's no better than than to blow them away with unreasonable firepower. By sending a message containing the words 'faction strongman [player]', they will have a bomb chucked at them and die with a flavor of [Exploded Into Pieces]. This kill cannot ever be stopped, but can still be redirected by the applicable powers.
You are an honorable member in good standing of the Black Army, but not the King. You can't quite remember who though! Don't worry, it'll all come back to you in just 48 hours!
As a member of the Forthright Black Army, you'll fight so long as hope remains, ceasing only in total defeat or when all four saboteurs have been rooted out successfully. Morale will hold so long as a King or Queen remains to lead, or more members of the Black Army than there are saboteurs, but should all these conditions no longer be met, despair will fall and the army will have no choice but to admit defeat. You do not have to personally survive to win, willing to spend your life in battle, but it obviously helps.
You are His Dark Majesty, the respected and honorable King of Black. What a cowardly attack! Again with these cowardly tactics! As soon as you've marshalled the troops, it should only take 48 hours, you'll rally a counter-offensive and show these saboteurs what for! Well, it may be prudent to lead a bit more from the back than usual, but whatever you do, do it knowing it's good to be the king.
As a member of the Forthright Black Army, you'll fight so long as hope remains, ceasing only in total defeat or when all four saboteurs have been rooted out successfully. Morale will hold so long as a King or Queen remains to lead, or more members of the Black Army than there are saboteurs, but should all these conditions no longer be met, despair will fall and the army will have no choice but to admit defeat. You do not have to personally survive to win, willing to spend your life in battle, but it obviously helps.
Kingly Stature
Though any piece would gladly give their life to protect you, it transpires this attack has rather infiltrated the backlines. Unfortunately, you're a bit rusty on that whole... self defense thing. You cannot be doctored, but can still be bodyguarded by a Rook
Royal Presence
Can any truly doubt the word of a King? No! Should need transpire, you may send a message at any time, day or night, to 'mayor reveal', which will immediately GM confirm you as the King in thread, and extend the current phase by 24 hours (if less than that many hours remain in the phase) to allow appropriate responses to this monumental revelation. Once you have done so, your vote counts for double, and should there be a tie even after that you'll get your way.
Knowledge of the Court
Can anyone truly be said to know the Forthright Black Army better than you? You think not! Each night, you may send a message to 'Cop [player]', whereupon you will stride into the dark to inspect them for recognition, determining if they're truly one of the Forthright Black Army or a foul member of the Four White Saboteurs. Only, you refuse to admit even to yourself, but you don't actually recall the faces of your pawns, so anyone who is or ever was a pawn will always read as one of the Forthright Black Army. (You are not informed of the identity of the piece you inspected, only the results of the binary alignment check)
You are a Pawn, the frontline of the Forthright Black Army, the fodder in the great chess wars. When needed, pawns receive battlefield promotions. You may not be equal on the battlefront, but all are equal in discussion!
Know Your Place
Every Pawn stands before a greater piece. On the battlefield each is promoted according to merit and need, but in these disorderly conditions, you'll just have to pick up after your superior. Only, you're not quite sure in the chaos who that was. Each Pawn has a specific piece determined as them being the matching Pawn, acting as a backup to that piece, but does not receive any knowledge of which player or role they stand to inherit from.
The Buddy System
After the last battle, new tactics were devised, one of which is the buddy system! Each pawn was paired off with another, and so you may communicate secretly with your specific buddy pawn, even should one of you be promoted!
Only, it may be prudent to be careful with how far you trust, as you cannot be sure your buddy is not being impersonated by the saboteurs!
One pawn is a backup to each Rook. One pawn is a backup to each Bishop. One pawn is a backup to each Knight. One pawn is a backup to the Queen, and one to the King. No pawn knows who they backup. Who a pawn was a backup for is not revealed with the pawn's death. Should a promoted pawn die, they will flip as 'Rank: Promoted Pawn'.
Scum is allowed to select which exact pawn to displace, but cannot ever displace the King's Pawn.
Additionally, each pawn is paired with a random other pawn in a neigborhood. There is no baseline rule as to which pawn roles match to which, it will be randomized as part of role distribution. White pawns are guaranteed to not be paired with white pawns, but no other guarantees exist.
You are a Pawn, the brave frontline of the Superior White Army, heroes of the great chess wars. Even the mightiest piece can fall before the least piece!
Blending In
Pawns are too insignificant for mighty Kings to remember personally; accordingly, the King will take you as a member of the weak Forthright Black Army if he investigates you, too embarrassed to admit he doesn't actually recognize you.
Taking Their Place
Just as you have stolen the position of one of the Black Pawns, you have identified who they matched to. Should the matching piece perish in the action, you will inherit their powers. You match to (piece), but you do not know which player that is.
The Buddy System
Just as you have taken their place, that means you have also taken their place in the Black Army's new buddy system. You may speak in secret with the hopefully unsuspecting Black Pawn who was matched to the one you are impersonating.
You are a Knight, the cavalry ready to ride to the rescue and cover the angles! You'll chivalrously stride into action, and see these fiends put to the sword and trampled underfoot.
Riding to the Rescue
Knights are masters of many clever stratagems! Each night, you may select from one of four abilities to employ. You may only employ each once. You will never be seen conducting these actions.
By sending a message containing the words 'kill [player]', you will stride into the dark and aim a lance to strike down whosever you decide is perfidiously evil. Of course, if you're wrong, you'll just have to live with the result. The kill flavor of a Knight is [Jousted off the Board].
By sending a message containing the words 'Track [player]', you will ride out and see who, if anyone, they visit. You will not know what they do in the time spent there.
By sending a message containing the words 'Heal [player]', you will charge to the rescue, scaring off any who might be trying to kill them with your strange, tricky attack angles. Modern anti king tactics mean this will fail if you attempt to guard his majesty!
By sending a message containing the words 'Deflect to [player]', you will sneakily hide behind some other player, merrily leading any coming to visit you to accidentally visit them instead. Deflecting cannot be deflected.
Pawns refresh charges when inheriting, excepting the vig kill- they will not get a charge of it if it was already used.
You are a Knight, the ultimate irregular forces, the perfect shock troop for this commando operation. You'll strike down these pathetic Black Army pieces and bring home glory to the King of White.
Ride To Ruin
White Knights are masters of every stratagem Black Knights are! Each night, you may select from one of four abilities to employ. You may only employ each once. You will never be seen conducting these actions, nor performing factional kills or strongman kills.
By sending a message containing the words 'kill [player]', you will set forth to strike them down their your mighty lance. The kill flavor of any Knight is [Jousted off the Board]. This can be used even alongside the factional nightkill, of course.
By sending a message containing the words 'Track [player]', you will ride through the darkness and follow them to whoever, if anyone, they visit. You will not know what they do in the time there.
By sending a message containing the words 'Heal [player]', you will head off to safeguard one other using the strange angles of attack Knights are famed for. The King remains just as immune to such protection as if you were one of his loyal knights.
By sending a message containing the words 'Deflect to [player]', you will cleverly lead any who come for you to instead arrive at the doorstep of another piece of your choice. Deflecting cannot be deflected.
You are his majesty's spiritual advisor, yes, you are the Kingside Bishop. You'll come at things from the angles and solve this discussion and send the sinners back where they came from, oh yes!
Kingside Bishop
You stand on the black tiles and never shall you meet the white, yes, for a Bishop only ever moves diagonally! This means you can only act every second night, starting from the second. You may use either, but not both, of the following powers on nights 2, 4, 6, etc.
By sending a message containing the words 'Heal [player]', you will zig and zag and make them positively unapproachable to those with murderous intent, foiling any attacks on them. Unfortunately, modern anti king tactics mean such a strategy cannot protect his majesty.
By sending a message containing the words 'Roleblock [player]', you will zig and zag in a much more aggressive manner, harrying the targeted piece and preventing them from acting.
Kingside Observations
New stratagems have been devised, and it was realized that even when one cannot directly act, one can still aid the battle!
On every second night, starting from the first (eg 1,3,5, etc), you may send a message containing the words 'Track [player]', and follow closely the motion of that piece through the dark, determining who, if anyone, they visit, though not what they do in the process.
You are her majesty's spiritual advisor, yes, you are the Queenside Bishop. You'll come at things from the angles and solve this discussion and send the sinners back where they came from, oh yes!
Queenside Bishop
You stand on the white tiles and never shall you meet the black, yes, for a Bishop only ever moves diagonally! This means you can only act every second night, starting from the first. You may use either, but not both, of the following powers on nights 1, 3, 5, etc.
By sending a message containing the words 'Heal [player]', you will zig and zag and make them positively unapproachable to those with murderous intent, foiling any attacks on them. Unfortunately, modern anti king tactics mean such a strategy cannot protect his majesty.
By sending a message containing the words 'Roleblock [player]', you will zig and zag in a much more aggressive manner, harrying the targeted piece and preventing them from acting.
Queenside Observations
New stratagems have been devised, and it was realized that even when one cannot directly act, one can still aid the battle!
On every second night, starting from the second (eg 2,4,6, etc), you may send a message containing the words 'Track [player]', and follow closely the motion of that piece through the dark, determining who, if anyone, they visit, though not what they do in the process.
The valiant king's vizier of the great white army, you are the Kingside Bishop! Your otherworldly angles of attack will facilitate this operation ending in success, so you pray.
Kingside Bishop
You stand on the black tiles and never shall you meet the white, yes, for a Bishop only ever moves diagonally! This means you can only act every second night, starting from the second. You may use either, but not both, of the following powers on nights 2, 4, 6, etc.
By sending a message containing the words 'Heal [player]', you will zig and zag and make them positively unapproachable to those with murderous intent, foiling any attacks on them. Unfortunately, modern anti king tactics mean such a strategy cannot protect any king, though you'd obviously rather not save the enemy!
By sending a message containing the words 'Roleblock [player]', you will zig and zag in a much more aggressive manner, harrying the targeted piece and preventing them from acting.
Kingside Observations
New stratagems have been devised, and it was realized that even when one cannot directly act, one can still aid the battle!
On every second night, starting from the first (eg 1,3,5, etc), you may send a message containing the words 'Track [player]', and follow closely the motion of that piece through the dark, determining who, if anyone, they visit, though not what they do in the process.
All Pawns Before The Divine
In preparations for this campaign, new methods were invented, enabling superior covert tactics to be employed! Thus, it is the case that if a Bishop of White performs an act of sabotage or employs the giant bomb, they will also use mysterious, possibly miraculous methods to conceal the victims identity!
Any who fall by your hand will appear to be a mere pawn, and only their loyalty will remain clear! This method is so effective that there will be no sign that it was even employed, looking identical to if an ordinary pawn fell. Regardless, your own army won't be fooled, of course, and the true identify of any you defeat in battle will be revealed in the Communications Grid instead.
The mighty queen's vizier of the great white army, you are the Queenside Bishop! Your otherworldly angles of attack will facilitate this operation ending in success, so you pray.
Queenside Bishop
You stand on the white tiles and never shall you meet the black, yes, for a Bishop only ever moves diagonally! This means you can only act every second night, starting from the second. You may use either, but not both, of the following powers on nights 1, 3, 5, etc.
By sending a message containing the words 'Heal [player]', you will zig and zag and make them positively unapproachable to those with murderous intent, foiling any attacks on them. Unfortunately, modern anti king tactics mean such a strategy cannot protect any king, though you'd obviously rather not save the enemy!
By sending a message containing the words 'Roleblock [player]', you will zig and zag in a much more aggressive manner, harrying the targeted piece and preventing them from acting.
Queenside Observations
New stratagems have been devised, and it was realized that even when one cannot directly act, one can still aid the battle!
On every second night, starting from the second (eg 2,4,6, etc), you may send a message containing the words 'Track [player]', and follow closely the motion of that piece through the dark, determining who, if anyone, they visit, though not what they do in the process.
All Pawns Before The Divine
In preparations for this campaign, new methods were invented, enabling superior covert tactics to be employed! Thus, it is the case that if a Bishop of White performs an act of sabotage or employs the giant bomb, they will also use mysterious, possibly miraculous methods to conceal the victims identity!
Any who fall by your hand will appear to be a mere pawn, and only their loyalty will remain clear! This method is so effective that there will be no sign that it was even employed, looking identical to if an ordinary pawn fell. Regardless, your own army won't be fooled, of course, and the true identify of any you defeat in battle will be revealed in the Communications Grid instead.
White bishops make any kills they personally perform flip as a Pawn or Pawn, with only alignment showing through, revealing the actual role in the scumchat. They can do this one any night, just by being the one performing the kill. There is no clarification at any point as to if a flip of 'pawn' is an actual pawn or the victim of a bishop.
A castle against the enemies of the black army, you are a stalwart Rook. You'll weather the storm, and crush the enemies of the king.
Towering Bastion
You are the bulwark against evil and treachery, and a cut above most pieces. Few things can easily topple a Rook. The first time you would perish to an attack, you simply do not, barring strongman kills. Additionally, you can act more actively. On any night, you may use one, but not both, of the following powers.
By sending a message containing the words 'Bodyguard [player]', you use the famed castling move to prevent any attack on their personage, physically intercepting it yourself. You will be unable to actually retaliate, and you are no more immune than usual, but will surely and valiantly protect your charge, even if it costs you your life. This is the only means by which His Majesty may be protected at night.
By sending a message containing the words 'Watch [player]', you'll advance to tower over them and see all who enter the area. You will not be informed of what they do, only who, if anyone, visits your charge.
Pawn refreshes the bulletproof when inheriting.
A forward siege tower for the rightful winners of the war, the glorious white army, you are a mighty Rook. You'll crush all of these black army soldiers and report back your success for sure.
Forward Tower
You stand mighty as any rook, arguably the ultimate warriors save the Queen. Few can easily topple a Rook, and so the first time you would perish to a non-strongman attack, you survive, battered but undefeated. Additionally, you may use either, but not both, of the following powers to advance your cause each night.
By sending a message containing the words 'Bodyguard [player]', you use the famed castling move to protect them from any attack by taking it yourself. You only redirect the hit, neither negating it not having the time to strike back. This move can even protect a King, though obviously your own king isn't around to protect.
By sending a message containing the words 'Watch [player]', you'll move forward and survey the battlefield around them, seeing who, if anyone, comes to visit, though not seeing what they do through the dark of night.
The Direct Path
Preparations for this operation were intense, and quite effective! You sought to train to defeat the feared castling, and success was complete! As a result of your intense training, if you personally perform the kill, the kill cannot be redirected, neither by a Rook's bodyguard, and nor by a Knight's deflection.
You are her royal majesty, the Queen of the Forthright Black Army. A veteran of the chess wars, and the mightiest piece on the board. You'll use this power to bury the enemies of the state, and resolve this crisis.
A Cut Above
The queen is the uncontested master of the battlefield. Even in this confusion, you can handily defeat any piece. Such mastery of offense and defense alike enables you to act unsupported, and strike down whosoever you believe to be an infiltrator. Once per night, you may send a message containing the words 'kill [player]', to head out and take them out personally, with a kill flavor of [Royally Beaten].
This kill is always a strongman kill, but may still be redirected.
This operation required the best, and you stepped forward. For who can possibly be better, than the Queen? You'll destroy this rabble for your husband, and then return home for some leisurely tea.
Royal Efforts
Your methods, though it pains you to admit this, are indistinguishable from your counterpart across the board. When performing the factionkill, you replace the normal kill flavor with the queen kill flavor of [Royally Beaten]. Furthermore, you may perform an independent nightkill once per game, with the same queenly kill flavor and alongside the factionkill as performed by another member of the group.
Just as is so for your Black counterpart, the queen kill is always a strongman, unable to be healed by either Knight or Bishop, nor survived by a Rook. It may still be redirected.
Or, in summary;
CHESS MAFIA 2
16 players exact.
8 pawns ('secret' backup- each pawn does not know which other piece they backup until it kicks in, flavor is identical. Due to open-ness, this is open info. Each pawn is also in a neighborhood with a random other pawn, but scum pawns will not be in a neighborhood with each other, always instead with town)
2 Rooks (Bodyguard 'castling' intercepting kill and dying normally, watcher, 1x bulletproof. Additional, scum Rooks have a non-redirectable kill, bypassing opposing bodyguards and deflections.)
2 Knights (Ninja jack of all trades: 1x tracker, doctor, vig, deflector)
2 Bishops (One is queenside, one is kingside. Each works on alternating nights, choosing between doctor and roleblocker. On off nights, tracks instead, and scum bishops who perform nightkills janitor the kill to show as a pawn regardless of the true role, concealing that information from town but not their own team)
1 Queen (Unlimited strongman vigilante. That's it. Scum gets 1x independent kill and can always kill with the queen to show the queen kill flavor instead of the scum kill flavor, and to benefit from the queen kill's strongman properties.)
1 King (Macho Cop Mayor, cannot be selected by scum. Matched pawn also cannot be selected by scum. Double votes once revealed, can mayoral reveal at any time, cannot be healed but can be bodyguarded. Can determine alignment of another player per night, pawns always read as town.)
All Role PMs are out, the White Saboteurs have 48 hours to discuss and pick roles, until
at which point at first opportunity the remaining roles will be randomized and sent out, and d1 will start proper.
If you have somehow not received a role PM, say so as soon as possible.
Note that the scum team is entitled to submit and resubmit choices as many times as they want, and I will not prematurely end this phase if submissions show early. If any White Saboteurs fail to pick, then their Piece will be randomly assigned.
Full power interaction notes, updated for game 2. If you have questions this and the existing threadmarks don't answer, feel free to ask/point them out. This shouldn't be necessary to read to be able to play, but just to have all the rulings I can think of dealt with in advance and publicly visible before they can actually come up;
King
Cop check returns town/scum based on alignment but scum that started as pawns are godfathers. Will be informed of roleblocking rather than provided a result if roleblocked. If deflected by Knight will be given the result of the target visited, not the Knight; this is the only possible way for a false guilty check.
King check is quiet; the target is not informed they are visited.
Queen
If scum Queen dies after using the extra kill chance and scum have the Queen's pawn, refreshes the one shot kill.
Queen kill is loud; the target is informed of being attacked, even if they somehow survive. Queen kill is still loud but because Strongman it can't be survived so irrelevant.
Rook
Rook bodyguarding always absorbs the kill, even if the kill is strongman, unless the Rook was roleblocked. Rook is injured in the process, using up bulletproof unless healed and dying if neither healed nor presently bulletproof.
If both Rooks are bodyguarding the same target, the Rook to take the hit will be determined randomly.
Deflected Watcher will see all who visit the new target, and not just those who were originally targeted at the targeted Knight.
Watcher is quiet; the target isn't informed of the Rook's visit to any extent.
Bodyguard is quiet for the target; the target is never informed of the Rook visiting. Any intercepted killers are informed they were intercepted by a Rook. The Rook is informed if they successfully intercept a killer.
If a Rook is killed in a single night by multiple kills, all flavors show.
If a Rook and a Heal target the same target, the Rook intercepts and the heal winds up wasted.
If a Rook bodyguards a target, they will continue to intercept kills even to the point of death and beyond; in the hypothetical world that the queen, both knights, and the scum bomb were all targeted at the Rook's bodyguard target, the rook would receive all of those kills.
Bishop
Bishop roleblock has higher priority than any other action, which is mostly to say it bypasses Knight deflector. There is no roleblock priority required due to only one Bishop being able to roleblock on each given night. The scum team strongman cannot be roleblocked, all other powers can be including queen strongman, save the aforementioned point that a roleblocker crossfire cannot occur due to the alternating nature of the Bishops.
Roleblock is loud; the target is informed of being roleblocked, even if they were not using a power or unable to use a power.
Doctor is quiet unless the target was attacked; a target that was not attacked is not informed of the visit. They will be informed they were attacked and saved if such comes up, but not the pieces or players involved. The attacker is informed of their attack being foiled by another piece, but not which piece type or who. The bishop is informed if they actually block an attack.
Tracking is quiet; the target tracked is not informed of being visited.
Knight
All Knight powers are ninja, and cannot be spotted by trackers or watchers.
Deflector is quiet; the target deflected to, and those deflected by the Knight's deflector, are not informed of anything unusual directly. The Knight does not know if they deflected anything successfully. While this seems unlikely to come up, to have a ruling in advance; deflected powers are undeflectable (just to close the awkward question of 'what happens if both Knights deflect to each other same night').
Tracker is quiet; the target tracked is not informed of being visited.
Doctor functions identically to Bishop doctor; the target is not informed unless attacked, in which case they learn they were attacked and saved but not the pieces or players involved. The attacker likewise is informed of their attack being foiled, and the Knight will learn successful at blocking a kill.
Vigilante is loud; the target will be informed of being attacked even in the event they survive, but not by who or what piece type.
If someone is simultaneously killed by two knights, the flavor will be displayed twice.
Saboteur Powers
The nightkill can be used independently of other powers. If the nightkill is performed by a Queen (original or promoted Queen's Pawn), it will have the queen kill flavor and be correctly Strongman. If it is performed by a Knight (original or promoted Knight's Pawn), it will be a ninja kill but retain the normal kill flavor. If it is performed by a Rook (original or promoted Rook's Pawn) it cannot be deflected by a Knight or redirected by a Rook's Bodyguard (including the White Rook's own). If it is performed by a Bishop (original or promoted Bishop's Pawn) then the kill will always flip as a Pawn of the appropriate color, regardless of the actual role, and with no indication the kill was tampered with compared to a normal pawn death.
The strongman can only be done once, and not at the same time as the normal nightkill. It will be ninja if performed by a knight, unredirectable if performed by a Rook, and janitor kills if performed by a Bishop, but will retain its distinctive kill flavor if done by a queen.
Just to be 100% clear, the scum will have access to their quicktopic to discuss strategy before piece picks are made, and thus will be able to coordinate choices.
All Things Pawn
Pawns that are killed before the role they are a backup to flip as Pawn (if town) or Pawn (if scum). There is no direct way to tell which role they were backing up.
Scum can select any specific pawn except the King's pawn. This includes that they can pick between the Kingside Bishop and the Queenside Bishop pawns. Scum can also choose between kingside and queenside for rook and knight, to the extent that if they take a Rook's Pawn and a Rook they are as a group entitled to choose whether they want the pawn that is a backup to their rook or the town rook and so forth.
As a direct consequence of picking which pawn, scum naturally do know which piece they backup for if a pawn. This will be recorded in their role PM.
Pawn backup functionality does apply cross alignment; if the Queen is scum but the Queen's Pawn is town, they will become a Queen when the Queen dies, assuming they are still alive. Likewise, a scum Queen's Pawn can become a Queen from the Queen dying. Players always retain their own alignment, pawn's inherit piece type but remain on the same team as they already were.
Which pawn maps to which piece/player is tracked behind the scenes, but town Pawns will not know what they match to unless they promote from that piece dying. Even in such a case, they still will not be informed of which player they were a backup to in the event that they were a Rook's Pawn and both Rooks died at the same time, or where they were a Knight's Pawn and both Knight's died at the same time.
Pawn promotion occurs immediately with phase changeovers; if the piece a Pawn is backing up is lynched, the Pawn is ready to go with their promoted powers that night (and likewise will show as a promoted pawn if killed that night). If the piece a pawn is backing up is nightkilled, the pawn will have the info of their promoted role the same day the nightkill is revealed (and equally to the inverse scenario, will show as promoted if then lynched). If a pawn and the piece they backup are killed simultaneously, in the same night, the pawn will not show as a promoted pawn, flipping as a generic pawn.
Promoted pawns will flip in the appropriate colors as 'Promoted Pawn [piece name]'.
Pawns are divided between four two pawn Neighborhoods at random; if there are multiple scum pawns, they will be placed in separate neighborhoods, but no other rules on neighborhood distribution among pawns exists.
Pawns are not required to use their SV name in their Neighborhood. Pawns do not automatically know the SV name of their neighbor.
Pawns are not informed if their neighbor dies or is promoted. The other pawn can of course choose to inform them if they promote, but this will not happen automatically. One can, of course, not inform the other pawn if you die, as you are no longer allowed posts with game value, and so it is possible for a pawn to fake their own death in this regard by not posting further. No clarification if one is screaming into the void or not will be forthcoming.
The chat remains even if a Pawn promotes, even if both in the same neighborhood promote.
When Kills Pile Up
If someone is targeted by multiple kills and dies, all applicable kill flavors display. This is true even if they were eg healed and some kill flavors were not strongman.
Yes, this means that if a Rook dies to a Scum Bishop and a Knight vig-kill, the Rook will flip as a Pawn. Likewise, if a Queen and a Scum Bishop target someone being healed, the sabotage kill will show and the death will flip as a Pawn regardless of true role. Further, if a Knight attacks someone being bombed and healed, that kill flavor will be recorded.
The Black Pieces and the secretive White Infiltrators all know they will need to be on top of their game to prevail here! Competition will be stiff, and though the war is no longer unprecedented, every piece counts and all must do their part if they want the best chance of success. And so it is that the accusations begin to fly... if a bit less seriously at the start than they will surely become later.
Three cheers arise for the defeat of a traitor, and all loyal breathe a sigh of relief they are still in the game.
Day 2 has begun. In order to avoid too much drift, day 2 ends in 70.5~ hours, at
. If any player needs more time, the day can still be unilaterally extended by twenty four hours.