Men-at-Arms RulesThe teamsThree of you will take on the role of
the Assassins' Guild (and associates) (mafia) plotting to use the Gonne to reverse social progress by re-establishing a King in Ankh-Morpork instead of the Patrician.
Eight of you are
the City's Night Watch (and associates) (town) and are seeking to expose and thwart this wicked plot.
This is therefore an eleven player game at
8:3Victory ConditionsCity's Night Watch & associates (Town) win when all the Assassins' Guild (and associates) are dead.
The Assassins' Guild (and associates) (Mafia) win if they are equal or superior in numbers to the town at
any point in the game
There are no other kinds of victory conditions in play
Always play to your victory conditions. If I suspect you are not then I will investigate and reserve the right to remove you from the game.
Statement about the rulesUnless directly specified otherwise as a unique ability of your role all of the following applies to all players
The game will be played in two phases – day and night.
DayAfter a brief actionless night zero where the mafia team will have a chance to chat, the game begins in earnest in a day phase.
Each game day will last at least 72 hours in RL. During this time players will discuss and vote on who they wish to see thrown into the scorpion pit (or otherwise executed) at the Patrician's Palace (lynched) at the end of that game day as a suspected Assassin (mafia). I will generally stick closely to this deadline, but as a matter of policy I will
not make the exact deadline 100% predictable. Players are allowed to keep posting and voting until I post the GM’s end of day message
NightAll players with night orders are encouraged to submit their orders promptly and where possible/desired in advance of the end of day. I will then do my best to operate speed deadlines. Otherwise, night will last approximately 24 hours in RL subject to GM availability.
Lynch VotingVoting is public,
in large, red letters. I will naturally use commonsense around misspellings and acronyms etc., but votes not in this format will not be recognised by the GM
The player with the most votes at the end of game day will be lynched.
In the event of a tied vote between two or more lynch candidates then the player who reached their current lynch vote total first will be lynched. For example, if Player A reached 4 votes and then Player B reached 4 votes - Player A would be lynched. Also note that if Player A reached 4 votes and then Player B reached 4 votes and subsequently Player A blipped down to 3 before returning to 4 votes then Player B would be lynched not Player A. This is because in that context Player B has the longest continuity of being on 4 (or more) votes - they are considered to have therefore been at their current vote count total (at least) longer.
Self-votes
will be counted
No Lynch is
not a valid available voting option.
Running Vote CountsAs GM I will
not provide regular vote counts though I will provide a final vote count at end of day. Tracking the current vote count will be a player responsibility. I believe this encourages player attentiveness to the thread. It also leaves scope for player shenanigans...and I’m lazy. Plus C4 has a nice 'machine' to help you.
CommunicationThe Assassins (mafia) will have the ability to communicate via PM during the day and night.
The GM must be copied in on all PMs.Any players with a PM ability may – if they wish – use their own webboard instead of or additional to PM as long as the GM has access to it.
All other forms of communication (RL, IRC etc) are prohibited. The honour system is in force
Except where specified all communication between players outside the game thread about the game is prohibited. The honour system is in force
GM MessagesNo copying and pasting of any correspondence with the GM or GM messages in thread or in PMs is allowed. No exceptions upon pain of ModKill!Posting in ThreadEditing posts is strictly forbidden. No exceptions! No, not even spelling or grammar, not even if it is 10 seconds later, not even if it is to properly format a vote. Just post again! Simple
Posting is only allowed during the day phase. There is to be no posting at night until the GM’s dawn message signalling the start of a new day phase
No ghost posting - sorry - not even "curses" or something you imagine to be amusing

- save it for the AAR - when you're dead - no more posting and no communication with anyone about the game because they may be needed to sub in at a later date
DecorumYou can be 'robust' in your communications as long as it is 100% about playing to your victory conditions and obtaining in-game advantage for your team. If it is about emotional leakage and/or just being abusive because you are pissed off or whatever...you are being a dick. Don't be a dick. I reserve the right to make an intervention up to and including Modkill if you are being a dick. Don't be a dick.
Racist, homophobic or other group-targeted hate comments will not be tolerated. They will result in an instant Modkill.
Night OrdersSome players will have night orders. They will be executed (
if in game) in this sequence:
1. Special Actions Phase
2. Gonne Passing Phase
3. Character-Ability Blocking Phase
4. Thieving Phase
5. Kill/Protect/Block Phase
6. Investigative/Track/Watch Phase
I have found in previous games that players do not always appreciate the difference between character-ability and faction-ability actions. Please take note and...you know...ask questions if you are unsure.
And/or they do not always appreciate the significance of the sequencing above. For example, the above sequencing implies that character abilities operational in the special actions phase (phase 1) cannot be blocked in phase 3 since phase 1 has already happened! Please take note and...you know...ask questions if you are unsure.
I will do my best to prompt night orders, but you will have approximately 24 hours RL from the GM’s end of day message. Prompt or even early (submitted during the game day) orders are much appreciated.
I will try to avoid NMRs so I will not be dick about orders a few minutes late – the
first time it happens! Everyone gets one strike. Second strike and it will be tough luck. That said, this grace only applies if I have yet to process the night orders, send out dawn messages or post the GM’s dawn message. If any of those have happened then obviously it is too late.
As long as they are received within the deadline
I will accept changed orders – the first set are not necessarily final. That said, keep in mind that I might be trying to run speed deadlines so if I have received all orders you may miss your chance to change your orders even if the 24 hours have not expired.
Inactivity/NMRsI hope to have reserves/subs in place and if becomes necessary to replace an inactive I will do my best to recruit a replacement. With NMRs (no post for 36 hours or missed night orders) – again everyone gets one strike. However, second strike (i.e. total, not sequential) and you are out. I will seek a replacement
DeathDeath is very good at his job.
There are
only two ways to die: day lynch; and night kill by the Gonne. The Assassins do
not possess a night kill ability independent of possessing the Gonne
In all cases
only the faction of any dead player will be revealed upon death, but not any character ID or role abilities.Death reveal for day lynches will be posted 'immediately' - i.e. as part of the GM post for the start of the following night phase
I will generally make it a habit to have a brief delay between the final lynch count and posting death reveal. This will allow for players to spot any GM errors in the lynch vote count and warn me...
At dawn any night deaths from the Gonne will be reported and death reveals will be done for them.
Role Allocation & other random eventsAll random events/allocations will be handled using random.org
Characters specific to this SetupAll of the 11 characters involved in the game are known at game start. They will be:
Mr Downey, Deputy Master of the Assassins' Guild
Gaspode, a talking dog
Captain Samuel Vimes, Commander of the Night Watch
Sergeant Fred Colon, longest serving member of the Night Watch
Corporal 'Nobby' Nobbs, Night Watch - human (probably)
Corporal Carrot Ironfoundersson, Night Watch and a 6'6" adopted dwarf (human)
Lance-Constable Cuddy, new recruit to the Night Watch, dwarf (recruited under the new diversity policy)
Lance-Constable Delphie Angua von Uberwald (Angua), new recruit to the Night Watch, werewolf (see diversity policy)
Lady Sybil Ramkin, noblewoman and keeper of swamp dragons, fiancée of Captain Vimes
Lord Havelock Vetinari, Assassin and the Patrician of Ankh-Morpork
Lance-Constable Detritus, Night Watch - a Troll (see diversity policy)
All of these will have at least one 'Character-ability' - for now most of these are unknown at game start.
Contrary to the story-line of the book, the 3 Assassins (mafia) will be randomly allocated from this cast list. For example, Sam Vimes could be mafia in this game. This will be done without regard to game-balance. Each faction gets the character-abilities that it gets. It is up to each team to use them creatively to their faction's best advantage.
Note also that two of the characters listed above are assassins (lower case) by training (Downey and the Patrician). That does not necessarily make them members of the mafia faction. They could be either town or mafia. Again, the 3 Assassins (upper case) will be randomly allocated from the cast list.
In addition, to their character-abilities the Assassins' Guild (mafia) may gain faction-abilities from faction roles layered underneath their character roles. Again which Assassin gets which faction role will be randomly allocated within that team. The mafia's faction roles are:
Lord Edward d'Eath
Blenkin, loyal servant to the d'Eath family
Dr Cruces, Master of the Assassin's Guild
For now, what - if any - faction abilities these faction roles might involve is unknown at game start.
The GonneThere is also at least one special item known to be in the game at game start. This is:
The GonneInvented by Leonard of Quirm - a great engineer, inventor, tinkerer and dreamer who currently resides (perfectly contentedly) in the Patrician's dungeon for the safety of himself and everyone else in the city.
Ordinarily, the possessor of the Gonne
must (regardless of faction) attempt to kill another player of their choice at night by firing the Gonne. In short, attempt a nightkill on a specified target player.
Note that firing the Gonne is treated as if it were a faction-ability of the player trying to fire the Gonne that night and for that night only.
At game start, the Gonne has been stolen from the Assassins' Guild Museum and is known to be in the possession of Edward d'Eath.
Each night, in the Gonne Passing phase the Gonne
must be passed by its possessor at night-start to another player in the game. There are
no restrictions on passing based on faction. Assassins can pass to a mafia or a town-player and a city watch can pass to a fellow town-player or a mafia.
However, the Gonne
cannot be passed back to a player that passed it to you the previous night though you will not - ordinarily - know for sure who passed you the Gonne. If such a prohibited pass is attempted the Gonne will instead be passed to an alternative randomly selected player.
Note that the act of passing the Gonne involves visiting the player to whom you are passing it.
AnguaOne (but not necessarily all) of the character-abilities of one character within the game are known at game start. This is Angua.
Captain Vimes has been ordered by the Patrician to diversify the Night Watch's workforce and that includes hiring 'undead' and other supernatural beings. Angua is therefore an 'affirmative action' hire. Not everyone in the watch knows that she is a werewolf. Carrot, for example, assumes she has been hired as the Watch's first female officer.
Werewolf (Special Action, passive): As a werewolf you can only be killed by a silver weapon. If you are lynched, the mob will be careful to use a silver weapon and you will truly be dead and permanently removed from the game. However, the Gonne does not come with silver bullets. Therefore, if you are shot at night with the Gonne you will appear dead and have to 'sit out' the next day phase, but will be revived at the rising of the moon at the start (Special Action phase) of the next night phase. You can then anticipate playing a full part in the subsequent day phase. In theory, there is no limit to the number of times you can be 'killed' with the Gonne only to be revived.
Note that for the purposes of calculating whether any faction's victory conditions have been met, you will
not count as alive from phase 5 of the night you are shot until phase 1 of the subsequent night as you rest in the morgue awaiting a moonrise.
Please note that Angua can be a member of either faction.
Death and the GonneWhat happens to the Gonne if its possessor is lynched?
The Gonne goes to Doctor Cruces, as the Master of the Assassins' Guild.
If Dr Cruces is dead then the Gonne goes to Mr Downey as the Deputy Master
If Mr Downey is also dead then the Gonne goes to the Patrician
If all three are dead, then the Gonne is distributed randomly to one of the surviving players...
Any questions or comments please post or PM particularly if you spot oversights, contradictions, ambiguities etc.