12 Contestants (Town) vs. 4 Stagehands (Scum)
"Secrets" contains hidden info known only to scum. Scum also has the ability to sabotage the game twice, activating some extra effect or bending the rules.
Players are not flipped until an entire event ends. So if someone is killed mid-way, their flip is delayed.
There are no daytimes or nighttimes, instead there are simply "Events". Events are group decisions, or perhaps decisions made by few in private. Events will almost always involve all players, and if they don't, the deadline will be like that of a night-phase's.
All contestants vote to place a player in a scary-looking chair covered in restraints, and most noticeably, has mechanical parts capable of killing whoever sits in it. It is heavily alluded to that this person will be forced to partake in a trial of some kind and it seems as if they will be executed.
The player who was nominated in the first game becomes the “Executioner”. All other players become "Nobles".
The executioner must choose a player to lose their head in the guillotine. Only the executioner talks during this period. The noble losing their head is killed.
Afterwards, the living players vote on whether or not the executioner should also lose their head in the guillotine. All living nobles and the executioner can talk during this period.
The Executioner can execute *any* player. *All* players vote on whether or not the executioner dies afterwards. If you spare a town executioner, there is an undisclosed benefit for town in the following game.
The contestants nominate two players to partake in a game of Russian roulette. There is a special feature to this nomination: whoever currently has the second-most votes when the first player is hammered (or when deadline ends) will be the second nominee. Additionally, in order for a player to be hammered, there must be A.) a majority on their wagon and B.) at least three players on the second biggest wagon.
Both players are placed in chairs facing each other. The second-place nominee gets the gun first. Scum chooses where the bullet starts within the chamber of six (so they decide which trigger pull the gun fires on).
Once the game begins, only the two players can speak. They take turns with the following choices:
- Fire the gun at self
- Fire the gun at opponent, and then at self
- Spin the barrel
Spinning the barrel randomly resets the bullet’s placement in the six-bullet chamber of the gun. Each player can only spin the barrel once.
The game ends after at least one person dies.
If a town executioner was spared in the previous game, the cage placed around the dueling players is made bulletproof. The secret scum ability cannot be used to fire at anyone except for the dueling opponent. Additionally, scum is not allowed to sabotage the game.
Only scum knows that the game was secretly modified, I.E. it is not publicly confirmed whether or not the executioner was town.
The contestants from the first-place wagon during Russian Roulette become members of “Team Pink”. The contestants from the second-place wagon and all other wagons and nonvoters become “Team Blue”. If there is an imbalance, players at the end of the first-place wagon will be added to Blue until team numbers are equal or Blue has one less. If Pink has too few, then the most recent non-voters will be added to Pink until the teams are equal or Pink has one less.
Both teams privately go into secret rooms to discuss and vote for a player on the other team to put up for elimination. This is all they are told.
Afterwards, the chosen players become “Suspect Pink”, and “Suspect Blue”, respectively.
The groups are combined and discussion resumes for all participants of this game. Players are informed of how the upcoming ballot works (with emphasis that defectors' votes carry greater weight, so you should try to convince the opposing team). After discussion ends (or enough players vote to end the discussion), a secret ballot is held. Every player is given the following cards:
- Hold
- Shift
- Pass
If Hold is selected, the player will cast one vote for the player they nominated with their team.
If Shift is selected, the player will cast two votes for the player the opposite team nominated.
If Pass is selected, the player will not cast any votes.
After the vote, the player with the most votes is killed. The total number of votes, and who voted where is not revealed publicly. No voting info is revealed other than the winner.
If there is a tie, the nominee with the most Shift votes is eliminated, followed by the one with the most players Passing them.
If there is still a tie, scum chooses which nominee is eliminated.
Everyone votes to nominate players to cross the gap. Whenever a player is nominated, the player who is currently crossing (if there is one) reaches the other side, unless scum activated their ability outlined below.
Once at any time, scum may cause a player who is about to cross over to fall to their death. Scum may also queue up this ability on players in advance.
If three successive town players reach the other side before scum make a kill, all scum die. This number is increased by 1 for every dead scum coming into this game.
The game ends when four players have yet to cross. Players who cross (or are crossing when four players are still uncrossed) are safe from the perils of the next game. Those who do not cross are unlikely to survive the next game.
The lights are turned off. No one may speak during this time.
All Sharpshots receive guns. Each must privately choose another player to train their gun on.
There is a countdown before all guns are fired at once, killing their targets.
It is not revealed who fired at who.
If there are an odd amount of players, start with a heaven vote. If there are an even amount, start will a hell vote. Alternate these votes and send the last person to heaven automatically.
All players vote on a player to ascend to Heaven. Then, all players vote on a player to send to Hell This process repeats until all players reach a destination. Players only get access to the private heaven/hell chat after this phase ends.
In total, there will be (number) players in Heaven and (number) in Hell.
There will be 3-6 players in Heaven and 2-5 players in Hell.
Two games will simultaneously take place in private.
Those who are currently in heaven will vote on a “Ruler”. They will perform an important function in the next game.
Those who are currently in hell take turns with the following choice: You may sacrifice your life to save another player from hell. Play starts with the first player to be sent to Hell and continues in that order. Players who are saved are skipped from the order.
If no player opts to save another player, scum gets to rescue a player of their choice UNLESS there is only one townie in hell.
If there are only two players in Hell, they must both come to a mutual agreement on a decision. If a decision cannot be made, then default decision is that no one in the pit gets saved.
OR
The heaven game is changed. A mysterious power disqualifies one player in Heaven from becoming Ruler. If there are five or more players in Heaven, then two players can be disqualified.
As this is an open event, all contestants take part.
Before discussion begins, the ruler privately nominates half of the players, rounded down, to become eligible for elimination. The ruler includes an ordered list of their nominees.
Afterwards, all players vote YES or NO to eliminating the player at the top of the ruler's list. A majority of YES kills a player. After a vote is complete, a new vote is called on the next nominee. The next nomination is not publicly revealed until the vote begins.
At least one player must die. If all players are voted "NO", then the player that had the most "YES" will automatically be eliminated.
Flips do not happen until all decisions have been made. All players are allowed to vote up until the end of the phase, even if they are eliminated.
This is an open event, so all contestants take part. This is guaranteed to be the final game.
All players publicly vote between three options:
IF WE ARE ON ODDS, WE START WITH "STOP THE CLOCK". IF WE ARE ON EVENS, WE START WITH "TICK AWAY".
- Ring the Bell
- Stop the Clock / Tick Away
- Crash the Party
When ringing the bell, you designate a team of players that you are voting for to ring it. If, when deadline is reached, and a majority of players are voting for the same team to "Ring the Bell", that selection is locked in. If all players ringing the bell are town-aligned, town wins. If there is scum included, scum wins.
If, when deadline is reached and "Ring the Bell" hasn't activated, and a majority are voting "Stop the Clock" -- OR if a total majority is ever voting "Stop the Clock" -- then a forty-eight hour deadline elimination begins. This elimination does not reveal alignment. After the elimination, this option is changed to "Tick Away" and the town player requirement for "Ring the Bell" is temporarily reduced by 1.
If, when deadline is reached and "Ring the Bell" hasn't activated, and a majority are voting "Tick Away" -- OR if a total majority is ever voting "Tick Away" -- then the last dead player's alignment is revealed. Additionally, scum has 48 hours to kill a town-aligned player during this phase (revealing their alignment). After the reveals, this option is changed to "Stop the Clock".
If half of the players are ever voting "Crash the Party", scum wins.