Mafia based off "Salem 1692" tabletop game.
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ajsbus wrote:
Hello everyone

I have been working on an adaptation of the tabletop game, Salem 1692 . This has long been one of my favorite social deduction game. I am wanting to share it with you all so I am looking for some brave souls to test it out.

This is meant to be a game that has players take turns playing and drawing cards to accuse and discover witches amongst the town people. I have changed the gameplay to fit in with our forum mafia that we play here on d12. The game will have a day phase for all to accuse each other of witchcraft and it will have a night phase where the witches gather to kill an innocent town member. I have also added small group meetings through the night for everyone to spread the gossip that is floating about the town. 

There is a mechanic in the game that I am most fond of...the witchcraft has a way of spreading throughout the village during the day. That fellow puritan townie that you are so sure is on your side just might end up turning on you in the end

I am looking for 12 players for this game. I will prefer the players to be active throught each phase. I think this will be a hard game to play if you are just trying to catch up in the last hour of the phase. If there is anyone that might be willing to help moderate, that might be helpful to me as well.  

As a warning...I have kinda tested this all out with the help of gemini.  I think it will work and I am looking forward to trying it. It may not work and we might have to adjust in the game if we find something that doesn't work as intended.  This would be a game with a lot of replayability if it works. 

Look forward to getting it going with you all



PLEASE SKIP POST 2&3. RULES START ON POST #4
The witches are comming. The witches are comming
ajsbus wrote:
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
ajsbus wrote:
THE DAILY PLAY DECK

The play deck includes double the standard amount of each card, with the exception of Blue (Permanent) cards, which are not doubled.

​Red (Attack) Cards

These cards add marks toward a player's tryal threshold of 7 marks.

​Accusation: Places 1 mark toward a Tryal on a player. (Note: The quantity of these cards starts at 70 and scales down as players die—see the Mod Scaling Table below).
Evidence: Places 3 marks toward a Tryal on a player. (10 cards)
​Witness: Places 7 marks toward a Tryal on a player. (2 cards)

​Green (Action) 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.

​Alibi: Removes 3 marks from a player. (6 cards)
​Arson: Discards half of the cards from a target player's hand. (2 cards)
Curse: Discards 1 Blue card from in front of target player. (2 cards)
Robbery: Steals half of the cards from one player's hand and gives them to another player. (2 cards)
Scapegoat: Removes all Red, Blue, and Green cards from one player and forces them onto another player. (4 cards)
​Stocks: Freezes a player, preventing them from posting or acting for 1/4 of the remaining time in the current Day phase. (6 cards)

​Blue (Permanent) 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.

​Black Cat: Forces the holder to reveal a Tryal card during a Conspiracy phase. (1 card)
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. (1 card)
Asylum: Prevents a Witch kill on the player holding it. (1 card
​Matchmaker: Links two players together; if one dies, the other dies as well. (2 cards)

​MODERATOR DECK SCALING TABLE

To keep hand sizes manageable as the town thins out, 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: 12 to 11 | Accusation Cards in Deck: 70 cards | Action: Starting Deck Size

Live Players: 10 to 9 | Accusation Cards in Deck: 55 cards | Action: Remove 15 Accusations

Live Players: 8 to 7 | Accusation Cards in Deck: 40 cards | Action: Remove 30 Accusations total

Live Players: 6 to 5 | Accusation Cards in Deck: 30 cards | Action: Remove 40 Accusations total

Live Players: 4 or fewer | Accusation Cards in Deck: 20 cards | Action: Remove 50 Accusations total

​(All specialized Action, Defense, and Disruption cards remain in the deck at all times.)

​THE 5 LAWS OF SALEM (FORUM EDITION)

​1. 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. ​

2. 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. ​

3. The Law of the Clock The 24-hour phase deadlines are absolute. There are no physical hourglasses to flip; if the phase clock runs out and you have not posted a card play, your turn for the day is forfeited, you draw no cards, and the game moves immediately to the next phase. ​

4. 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. ​

5. 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. Note: Dead Witches may still talk freely inside the private Witch Chat.
The witches are comming. The witches are comming
ajsbus wrote:
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 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 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.
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 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 Moderator collects all of these stolen Tryal cards and redistributes them completely at random among the players.

If you recieve a Witch card, you are now a witch. If you loose a Witch card, you are still a witch.
If you recieve the "Constable" card, you are now the Constable.  If you loose the "Constable" card, you ARE NO LONGER the Constable.

The witches are comming. The witches are comming
ajsbus wrote:
THE DAILY PLAY DECK

The play deck includes double the standard amount of each card, with the exception of Blue (Permanent) cards, which are not doubled.

​Red (Attack) Cards

These cards add marks toward a player's tryal threshold of 7 marks.

​Accusation: Places 1 mark toward a Tryal on a player. (Note: The quantity of these cards starts at 70 and scales down as players die—see the Mod Scaling Table below).
Evidence: Places 3 marks toward a Tryal on a player. (10 cards)
​Witness: Places 7 marks toward a Tryal on a player. (2 cards)

​Green (Action) 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.

​Alibi: Removes 3 marks from a player. (6 cards)
​Arson: Discards half of the cards from a target player's hand. (2 cards)
Curse: Discards 1 Blue card from in front of target player. (2 cards)
Robbery: Steals half of the cards from one player's hand and gives them to another player. (2 cards)
Scapegoat: Removes all Red, Blue, and Green cards from one player and forces them onto another player. (4 cards)
​Stocks: Freezes a player, preventing them from posting or acting for 1/4 of the remaining time in the current Day phase. (6 cards)

​Blue (Permanent) 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.

​Black Cat: Forces the holder to reveal a Tryal card during a Conspiracy phase. (1 card)
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. (1 card)
Asylum: Prevents a Witch kill on the player holding it. (1 card
​Matchmaker: Links two players together; if one dies, the other dies as well. (2 cards)

​MODERATOR DECK SCALING TABLE

To keep hand sizes manageable as the town thins out, 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: 12 to 11 | Accusation Cards in Deck: 70 cards | Action: Starting Deck Size
Live Players: 10 to 9 | Accusation Cards in Deck: 55 cards | Action: Remove 15 Accusations
Live Players: 8 to 7 | Accusation Cards in Deck: 40 cards | Action: Remove 30 Accusations total
Live Players: 6 to 5 | Accusation Cards in Deck: 30 cards | Action: Remove 40 Accusations total
Live Players: 4 or fewer | Accusation Cards in Deck: 20 cards | Action: Remove 50 Accusations total

The witches are comming. The witches are comming
ajsbus wrote:
THE 5 LAWS OF SALEM (FORUM EDITION)

​1. 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. ​

2. 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. ​

3. The Law of the Clock The 24-hour phase deadlines are absolute. There are no physical hourglasses to flip; if the phase clock runs out and you have not posted a card play, your turn for the day is forfeited, you draw no cards, and the game moves immediately to the next phase. ​

4. 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. ​

5. 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. Note: Dead Witches may still talk freely inside the private Witch Chat.
The witches are comming. The witches are comming
Akkila wrote:
I have a couple of questions.
1. How many witch cards does a witch have
2. From the wording I asdume that the cards rffects take place immediatly that creates a big probkem because of time zones and player activity because you can wait that a players defender is offline and then just attack them and them and they can not do anyghing. And the scapegoat does it retrigger all cards. This game sounds fun but I am not sure will this eotk on this platform.
ajsbus wrote:
If there are 12 players and every player starts with 5 tryal cards, there are 60 tryal cards total. Of those 60, 3 are witch cards, 1 is Constable card, and 56 are not a witch card. These are the 5 "lives" that you have in the game.

These tryal cards are entirely different from the daily play cards. I think you gather that though.

During the day phase is when the playing cards are used. These cards effects do take place immediately, but the player that the card was played on does not exactly have to respond. That player can not do anything about the card that was played on them. 

If I suspect akkila of being a witch and I play any combination of 1 mark accusation, 3 mark evidence, or 7 mark witness cards to get akkila to 7 total marks then I choose a tryal card that is to be revealed.  Akkila can not do anything to stop it. Other players can if the mark total is not 7, but in the tabletop game the turns are all in conservative order anyway.

Anything that will have to happen in a timely manner to keep the game moving really does not have to be done.by players themselves and the mod can take care of it with randomized actions that will be in place of what the player could have chosen. That will not affect the game at all.

@akkila. Please let me know if this clears that up or I can help explain it deeper
The witches are comming. The witches are comming
Akkila wrote:
I understood but i think that the timezones might screw it up a bit
ajsbus wrote:
Tbh. I think this will work but it may not. The tabletop game.is so much fun, but it is played as a live turn taking game. I think that what I jave changed to make it adapted to the fourm style will work, however it will require more than a check in at the end of the phase to keep up. 

Again, anything that might hold up the game due to people's schedules I have taken care of by the Moderator carrying out those actiins with random generated solutions. 

I will be using "Gemini" to help run and automate the game. 
The witches are comming. The witches are comming