Yes, I am aware that The Good, The Bad, and The Ugly is a different movie than Once Upon a Time in the West
Spoiler : Setup :
The small, dusty, backwater town of Flagstone was a hidden gem of the wild west to those that called it home. It all changed when the discovery of gold in Flagstone's foothills lead to a string of murders. Four of the townsfolk formed a makeshift gang of bandits - conspiring to kill off the rest of the town to take the golden fortunes for themselves.
Now will the people of Flagstone root out these murderous traitors in time? Or will the bandits seize the town's fortunes for themselves?
Only time will tell... until then. Stay vigilant, and watch your back.
Spoiler : Setup :
Overview
The setup follows the small-town rules, which are as follows:
- Each player will be randomly assigned both ONE character role and ONE faction role from the list below. Every one of the thirteen given character roles will appear EXACTLY once upon game startup
-Factions roles determine the players win condition, in addition to any other abilities they might get, such as bandit night kills. Faction roles are private.
-Character roles give each player additional abilities to assist them, such as being able to heal players as the doctor. Character roles have no effect on alignment. Character roles are public, which means at the beginning of day 1, the character role assigned to each player will be revealed to everyone. As such, everyone will know which player was given the doctor ability, but will not know whether the doctor is pro-town or pro-bandit.
Character Roles
Mayor
Doctor
Lookout
Veteran
Survivalist
Vigilante
Grave Digger
Jailor
Escort
Card Sharp
Coach Driver
Bodyguard
Sheriff
Faction Roles
Bandit
Bandit
Bandit
Bandit
Town
Town
Town
Town
Town
Town
Town
Town
Town
Spoiler : Specific Role Descriptions :
Character Role Descriptions
Mayor
Your vote counts as 2 votes for the purposes of lynching
You are NOT confirmed town
Doctor
Protect 1 person each night from death
Protects target against bandit and vigilante kills. Does not protect against jailor executions or veteran/bodyguard kills.
No feedback is given or received for a successful heal
Lookout
Watch over someone each night, seeing which people target that person
Sees all people who visit your target, regardless of where they appear on the OoO
Compulsive Veteran
Go on alert each night, killing anyone who targets you
You MUST go on alert and have unlimited charges
Kills through this ability bypass any protection/healing
You are immune to bandit and vigilante kills. You are not immune to bodyguard kills or jailor executions.
You do not kill anyone who targets you with a day action, and being jailed prevents you from going on alert.
Survivalist
Automatically protect yourself each night, giving yourself immunity.
If you are targeted by a bandit or vigilante kill, you do not die. Instead, your receive feedback that you were targeted by a kill, and have your role converted to citizen (losing all character abilities, but not faction abilities)
You are not immune to jailor executions or veteran/bodyguard kills.
Vigilante
May kill 1 target on any given night
If a town aligned member is successfully killed using this action, your role is converted to citizen (losing all character abilities, but not faction abilities).
Aside from this restriction, you have unlimited shots
Grave Digger
Once per day, you may target any character in the graveyard, gaining all of their CHARACTER abilities for the rest of that day and the following night.
Survivalists or vigilantes who died as citizens are treated as having no character ability.
Saving yourself as a survivalist or killing a town aligned character as a vigilante will permanently convert you to a citizen (losing all character abilities, but not faction abilities).
You may NOT target a dead mayor, all other roles are fair game.
Jailor
Once per day, you may target any character to be jailed
If, and only if, no lynch occurs on that day, target character will jailed by you during the following night.
You may communicate with jailed characters during the night, and jailed characters are role blocked and unable to join any other night chats.
Jailed characters are NOT protected against other attacks.
You may execute a jailed character at the end of the night, bypassing all healings and immunities.
You have unlimited executions
Escort
Each night, you may target 1 person to be role-blocked, preventing any night actions.
Can not prevent jailor executions, which are performed earlier in the OoO.
No feedback is given to the target from this ability.
Card Sharp
Each day, you may target up to 4 people (including yourself) to invite to a card game.
The following night, all people targeted will form a night chat.
You may target less then 4 people.
If you do not target yourself, you will not be included in the chat.
Jailed people will not be able to join the chat.
You may not setup a night chat if you are jailed or dead.
Coach Driver
Each night, target 2 people to be swapped.
All other actions targeting one of the swapped persons will instead target the other person.
Does not affect jailor executions or escort roleblocks, which occur earlier in the OoO.
No feedback is given to either of the swapped individuals.
Bodyguard
Target 1 person each night, protecting them.
If the protected individual is targeted by a bandit or vigilante attack, they do not die. Instead both you and the attacker die.
Both of these deaths cannot be prevented by any means.
Protection does not trigger on jailor executions or veteran kills.
No feedback will be given for a successful protection.
Sheriff
Target 1 person each night to investigate
If the target has a mafioso faction role, you will be informed they appear to be bandit aligned.
If the target has a town faction role, you will be informed they appear town aligned.
Faction Roles
Bandit
You are aligned with the bandits. You win when all town aligned members are dead and at least one bandit aligned member is still alive.
You know the identities of all other bandit-aligned players, and may chat with them each night.
Each night, one member of the bandits may kill a target player as a free action, in addition to any character actions.
Town
You are aligned with the town. You win when all bandit aligned members are dead and at least one town aligned member is still alive.
You have no additional abilities (aside from your character ability)
Setup Specific Rules:
Blackout: To give the bandits more freedom with who they target with their character abilities, no feedback will be given for the following roles which usually do give feedback: Escort, Coach Driver, Doctor and Bodyguard.
Free faction kills: For the same reason as blackout, the bandit member who carries out the faction kill may still use any character night actions.
Longer Day 1: Day 1 will be 72 hours. Future days will be 48 hours. Nights will be a constant 24 hours.
Veteran goes on alert, Survivalist protects himself
Lookout goes into position
Escort roleblocks
Coach driver switches targets
Bodyguard protects
Doctor protects
Kills/Investigation Feedback
Optional Reading:
Spoiler : Q&A :
Note: Questions that involve multiple roles are not duplicated. Ctrl+F a role to see all questions relevant to that role.
NO Self Targeting unless otherwise specified
NO Last Wills
NO Death Notes
YES Death Descriptions
Majority (51%) of available votes with hammer.
Factional Kill is Optional
High Noon Tiebreaker to be used in Stalemates
Protection Priority:
1) Bodyguard
2) Survivalist
3) Doctor
Any form of protection protects against an unlimited number of applicable attacks.
General Setup Questions
Does the game end if bandits control 50% of the vote?
No. Bandits win when all town aligned players are dead or there is nothing that can stop that from happening. (Example 2v2 scenario where the game continues: Town Jailor, Town Escort, Bandit Not-Veteran x2)
Mayor
Mayor and two other players are alive in final 3, how many votes to hammer?
51% of the votes in play. Therefore 3 votes.
Lookout
Does the Lookout die if they target the Veteran?
Yes.
Does the Jailor visit their target, or does their target visit the Jailor?
The Jailor visits their target.
The Lookout comes before the Escort in OoO, does that mean they cannot be roleblocked?
The Lookout's visitation cannot be roleblocked, but a roleblocked Lookout would receive no investigative feedback.
Does the Lookout see any interactions caused by the Card Sharp?
No.
Veteran
Who can roleblock the Veteran?
The Jailor can, the Escort cannot.
Survivalist
Who can roleblock the Survivalist?
The Jailor can, the Escort cannot.
The Survivalist gets attacked by the Bandits, and healed by the Doctor. What happens?
The Survivalist gets converted to Citizen.
The Survivalist is a Bandit and duels the Bodyguard. The Survivalist also gets attacked by the Vigilante, what happens?
The Survivalist protects against the Vigilante shot and gets converted to Citizen.
The Survivalist and the Bodyguard both die in the duel, the Survivalist appears as Citizen in the graveyard.
Vigilante
The Vigilante attacks a player that flips town but was also killed some other way. Do they lose their gun still?
Yes. If the Vigilante attack hits a player and that player flips town. They are converted to Citizen, regardless of how many other times that player was attacked.
The Vigilante kills themselves due to the Coach Driver. If the Vigilante is town, do they appear in the graveyard as a Citizen becuase they killed a town?
No - the Coach Driver is credited as the killer in this case and the Vigilante flips as Vigilante.
Grave Digger
Is the role the Grave Digger chose publicly announced?
No.
Does Jailing prevent the Grave Digger from assuming their role?
No.
If the Grave Digger targets the Jailor/Card Sharp, can they use their day actions on the same day?
Yes.
Escort
What investigative feedback does a roleblocked Sheriff/Lookout receive?
They receive no feedback.
Card Sharp
Do players invited to a card game know who else was invited to the game?
No. They will know who is able to attend the game, but only the Card Sharp will be told if a player cannot attend due to being jailed. The Card Sharp receives this information even if they did not invite themselves to the game.
Coach Driver
The Veteran is swapped with the Mayor by the Coach Driver. The Doctor, the Lookout, the Vigilante, the Escort, the Bodyguard, the Sheriff, and the Survivalist Bandit all target the Mayor. The Jailor jailed the Mayor during the day and chooses to execute. The Card Sharp invited the Mayor to a card game during the day. What happens?
The Card Sharp is notified that the Mayor cannot join the card game at the start of the night.
The Mayor is jailed by the Jailor at the start of the night.
The Coach Driver, the Doctor, the Vigilante, and the Sheriff all die to the Veteran.
The Survivalist and the Bodyguard die to both the Veteran and the Bodyguard duel.
The Lookout sees the Coach Driver, the Escort, and the Jailor visit the Mayor.
The Mayor is roleblocked by the Escort.
The Mayor is executed by the Jailor.
Can the Doctor self-heal / the Bodyguard self-guard with the Coach Driver's help?
Yes.
What happens if a Vigilante/Bandit is swapped with their kill target?
The Vigilante/Bandit dies - ran over by a coach.
Does the Survivalist's vest protect against being ran over by a coach?
Yes.
Optional Reading:
Spoiler : High Noon Tiebreaker :
If the game reaches any sort of stalemate scenario, then the High Noon tiebreaker can be invoked either by the host or by the bandits.
Host-Invoked Tiebreaker
If the game reaches a stalemate deemed by the host, then the host may invoke the high noon tiebreaker at their discretion.
Example: Town Card Sharp, Town Lookout, Town Doctor, Bandit Survivalist
There is no way to gain any information on who the bandit is as long as the bandit holds their night kill.
Town chooses to not eliminate since they prefer final 3 LYLO over final 4 MYLO.
The bandit chooses to not kill because they prefer final 4 MYLO over final 3 LYLO.
The host resolves this deadlock by invoking the High Noon Tiebreaker.
Invalid Example: Town Card Sharp, Town Lookout, Town Doctor, Bandit Sheriff
With a sheriff alive, there is a way to gain information on who the bandit is - even though the Sheriff is the bandit. Therefore High Noon tiebreaker will not be invoked.
Example: Town Veteran, Bandit Sheriff
The two have no way of killing each other. Therefore the tiebreaker will be invoked.
Bandit-Invoked Tiebreaker
Requirements:
- Bandits control exactly 50% of the vote
- Town does NOT have any ways to eliminate any bandits as long as the bandits hold their night kill
- Town does have ways of stopping the bandits from guaranteeing victory
Mandatory if:
- The requirements to invoke the tiebreaker have been met two nights in a row and the bandits chose to
hold the night kill the first night without invoking the tiebreaker. On the second night, the bandits must
either invoke the tiebreaker OR make a night kill.
Example: Town Doctor, Town Coach Driver, Bandit Sheriff, Bandit Card Sharp.
The Doctor heals the Coach Driver.
The Coach Driver randomly chooses one of the following options:
- Don't swap the doctor.
- Swap the Doctor with the Sheriff.
- Swap the Doctor with the Card Sharp.
The Bandits control 50% of the vote. Town has no way to kill the Bandits if they hold their night kill, but the Bandits have only a 1 in 3 chance of successfully killing the Doctor and a 2 in 3 chance of killing a teammate if they use their night kill - therefore victory cannot be guaranteed. Therefore the bandits have the option to invoke the High Noon Tie breaker rather than gambling on the night kill.
Tiebreaker
If the Tiebreaker has been invoked then it will be announced at SoD. The thread will remain locked but each player's vote is replaced with a 1-shot day pistol.
23 hours and 55 minutes after SoD, the thread will unlock. High Noon is half way through the game day - 24 hours after SoD.
If a player posts in the thread before High Noon, then they count as being distracted, too busy talking rather than staring dramatically during the wild west standoff. They won't be able to shoot until 1 minute after High Noon.
If a player shoots before High Noon, then their gun jams, and they must unjam it. They won't be able to shoot until 1 minute after High Noon.
If a player is shot before they take their shot - then their shot does not go off.
Shots kill guaranteed.
Success and order of shots is based on their timestamp and order as they appear on the forums.
Example:
Marshmallow Marshall and Auwt are town.
AIVION and PQRnHack are bandits.
SoD is at 4 PM on Saturday.
Saturday at 4 PM the High Noon Tiebreaker is announced, the thread remains locked.
Sunday at 3:55 PM the thread unlocks.
Marshmallow Marshall shoots AIVION at 3:59:59 PM
Auwt shoots PQRnHack at 4:00:00 PM
PQRnHack shoots Marshmallow Marshall at 4:00:01 PM
AIVION shoots Auwt at 4:00:02 PM
After the dust settles, MM's gun jammed because he shot too early. PQRnHack dies to Auwt, so his shot on MM does not go through. Auwt dies to AIVION. AIVION and MM are left. MM's gun unjams at 4:01 PM and MM shoots AIVION, MM is the lone survivor and town wins.
Note: This game is functionally identical to the Original Setup, the only changes were renaming Networker to Card Sharp and Bus Driver to Coach Driver to fit the Wild West theme.
In order to enhance immersion, all players are required to listen to the song of the day on loop while playing the game. This is not a joke. If you are found to be not listening to the song of the day on loop, you will be sent to sit in the corner of shame.
Re: S-FM 334 (Ladder): Once Upon a Town in the West (Small-Town Mafia) (13P)
Originally Posted by Gikkle
Town who?
town me
Originally Posted by Gikkle
is it worth coming up with some convoluted plan of actions since every role is public
I feel like we can cheat this setup
im not sure if anyone else wants this, but i would love if someone would help me with my action. i dont think ill be able to do it well by myself, idk what coochie driver can even do tbh
Re: S-FM 334 (Ladder): Once Upon a Town in the West (Small-Town Mafia) (13P)
Originally Posted by luona
town me
nice
Originally Posted by luona
im not sure if anyone else wants this, but i would love if someone would help me with my action. i dont think ill be able to do it well by myself, idk what coochie driver can even do tbh
honestly if you're town I think it'd be very difficult for scum to work against us if we planned out our actions. Like yours is the only role I can see in this setup that can really mess a planned night up, y'know?
Re: S-FM 334 (Ladder): Once Upon a Town in the West (Small-Town Mafia) (13P)
Originally Posted by Gikkle
[.VOTE]luona[/VOTE]
except remove the period
thank you!
i see you have a low "posts" thingy as well, do u mind if i ask you about ur experience in maf? r u gud?
Originally Posted by Loldebite
I'll be honest : i was planning on blocking you tonight. Felt like CD was the only role that only bandits would use n1
u can do it if u want
my og plan was either hold off or do what somebody i trust says.
Originally Posted by Gikkle
honestly if you're town I think it'd be very difficult for scum to work against us if we planned out our actions. Like yours is the only role I can see in this setup that can really mess a planned night up, y'know?
Re: S-FM 334 (Ladder): Once Upon a Town in the West (Small-Town Mafia) (13P)
Originally Posted by Gikkle
I play mafia mainly on other sites. That is why I do not have many posts on this site. Am I good? well... I wouldn't go that far lol
ahhh, dw ill prob be worse than you!
you didnt ask but i feel bad if i dont explain myself as well; i play on another site more frequently than here, but i mainly play irl maf or those lil chat games like among us / town of salem. im bad as both alignments, but my townplay is slightly better i think.
Originally Posted by Gikkle
Depends on if we do any sort of plan, and what sort of plan that is.
ahh im not good at plans, but i can try to give input once someone comes up with one.
Re: S-FM 334 (Ladder): Once Upon a Town in the West (Small-Town Mafia) (13P)
Originally Posted by luona
hmm, if we try to cheat the setup, will that give mafia enough info to just maneuver around us?
That awaits to be seen if we pursue the plan thing. Though if you're town, it certainly will be a lot harder for them to maneuver around it in the first place. Part of our roles are Jailor + the card guy, which would provide us a few ways of not giving mafia information.
You're going to be dissapointed : im just loldebite lol, been lurking around for quite some time, as the account age indicates, but have never played here before. I am quite active on the discord and on Voss's narrator, tho
Re: S-FM 334 (Ladder): Once Upon a Town in the West (Small-Town Mafia) (13P)
Originally Posted by Gikkle
That awaits to be seen if we pursue the plan thing. Though if you're town, it certainly will be a lot harder for them to maneuver around it in the first place. Part of our roles are Jailor + the card guy, which would provide us a few ways of not giving mafia information.
can you expand on this, especially the bolded part?
idk if im reading this wrong but to me it reads like ur saying jailor and card guy is town aligned, but how would u know that?