SALEM 1692: FORUM MAFIA EDITION
Welcome to Salem. In this 12-player 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: 12 Players.
The Starting Division: 3 Witches vs. 9 Town Members.
Role Cards: (we will not use the roles for the first game) Each player receives a unique character role card based on the Salem 1692 game.
Tryal Cards: Five hidden Tryal cards are dealt to each player at the start of the game to determine your initial alignment (Witch, Not a Witch, or Constable). These cards are the 5 "lives" you have in the game.
WIN CONDITIONS
The Town wins the moment all three 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
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.
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 earns 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 the card is a "Witch," the 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 victim.
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 and turn over one of their own hidden Tryal cards.
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.
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.
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 follow 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 Theft: All live players select 1 Tryal card 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 Mod collects all of these stolen Tryal cards and redistributes them completely at random among the players.
SALEM 1692: FORUM MAFIA EDITION
Welcome to Salem. In this 12-player 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: 12 Players.
The Starting Division: 3 Witches vs. 9 Town Members.
Role Cards: (we will not use the roles for the first game) Each player receives a unique character role card based on the Salem 1692 game.
Tryal Cards: Five hidden Tryal cards are dealt to each player at the start of the game to determine your initial alignment (Witch, Not a Witch, or Constable). These cards are the 5 "lives" you have in the game.
WIN CONDITIONS
The Town wins the moment all three 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
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.
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 earns 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 the card is a "Witch," the 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 victim.
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 and turn over one of their own hidden Tryal cards.
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.
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.
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 follow 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 Theft: All live players select 1 Tryal card 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 Mod collects all of these stolen Tryal cards and redistributes them completely at random among the players.
The witches are comming. The witches are comming