Destruction in Dvorak deck
Destruction in Dvorak | |
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Designer | Anyone! |
Date | 10/4 and onwards |
Players | 5+ |
Although this is an unfinished deck, it is still playable. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
Print this deck | |
This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more. |
Overview
This is my attempt to create (The Framework for) a Mafia-esque game
Adding Cards
As this is a game meant for everyone to play, I want everyone to have a chance to create cards! These are the rules:
1: Don't add more than 3 roles at a time, unless 24 hours has passed.
2: Don't make too over powerful roles. (Ex: A Good Guy that instawins the game for Good Guys if it dies or is revealed)
3: Don't make too under powerful roles. (Ex: A Bad Guy who commits suicide at the beginning of the first night)
4: Only change other's roles to fix grammar.
5: Roles shouldn't refer to other roles, as they might not be present in all games.
5.1: If a role has good reason to refer to another role (Ex: "This role can only exist in games with The Vampire"), then it is allowed to refer to it.
6: Use the talk page to suggest edits for this page (excluding roles)
7: Create a Subsection for each new faction within an overall heading. (Ex: The faction "Blue Dragon" would be a subsection of "Uninformed Minority")
7.1: Neutrals can be ignored for the sake of this
Special Rules
Disregard all rules that apply to Dvorak. (Terminology might still apply)
One person is the "Moderator". They are the Engine of the game, who takes into account and processes all effects that happen at night. The Moderator hands out one role card to each other player at the beginning of the game. The Moderator is not a Player and does not receive a role.
All regular players have 3 cards: their role card, and two Decision cards, Lynch and Pardon.
Players may always look at their own role card, but they may not reveal it to any other players unless allowed or required by a game effect.
Mechanics
Each round is divided into day and night.
During the Morning (Day), players are allowed to say anything that they want to.
During the Afternoon (Day), players vote on who to accuse of conspiracy against the town. Anyone voted for by more than half of living players becomes accused, beginning a trial..
During a Trial, the accused player gets a brief time to testify. No one else may speak during this time.
During the Decision, all players aside from the accused may vote to Lynch or Pardon the accused by giving the corresponding card to the Moderator, face-down. Votes are only revealed at the end of the Decision period. Anyone who does not give a card to the moderator before time is up abstains from the vote. If more than half of the votes are Lynch, the accused is killed and the day ends.
During the Night, everyone closes their eyes. The moderator will tell roles to wake up to do their night actions, if they have any, then to fall back asleep. If there are any roles that wake up with other roles (such as most Informed Minority roles), the Moderator will tell the group to wake up instead.
If a player dies, they give the moderator their voting cards to signify that they are dead. They also reveal their role, unless an effect keeps it from being revealed. If a dead player is revived, their role stays revealed if it was revealed. Dead players are unaffected by all game effects that do not specifically affect dead players (Notably, Post-Death abilities can't be redirected).
If a player whose role is revealed becomes a different role, their new role will not be revealed.
Players may only use their role's Day Abilities if their role is revealed.
Some abilities may only be used a limited number of times. Some abilities instead have a limited number of Successful uses, which are not spent if the ability's effect is not achieved for some reason.
A role with multiple Night abilities may only use one of those abilities per night, if not otherwise specified.
Factions
There can be any number of factions present in a game. Each role card has a single faction.
There are four categories of factions: Uninformed Majority, Informed Minority, Psycho Neutral, and True Neutral.
Any non-neutral role's goal is to kill off all players of other factions except for True Neutrals.
Psycho Neutral roles have the goal of killing off all players of other roles except for True Neutrals.
True Neutral roles each have their own unique goal, and some may win alongside other factions.
The game ends when any non-neutral faction or Psycho Neutral role achieves its goal. Some True Neutrals may delay the game's end.
Types
Each role has one of 6 different role types, which describes the overall function of the role.
Killer - Roles whose main mechanics kill other players.
Offensive - Roles that disrupt other players and keep them from using their abilities as intended.
Social - Roles that affect the game's social dynamics, either positively or negatively.
Support - Roles that help other players, whether it be healing or strongmanning their actions.
Investigative - Roles that can gain mechanical information from the game itself.
Special - Roles that don't fit into any of the above categories.
Game Alterations
If you want to alter your game, you are free to do so. Here are a few suggestions from me (JakeTheWolfie)
Faction Grouping - Some factions can win without eliminating each other. (Ex: The Mafia are able to win with the Unseen, despite being differing factions). This could also apply to only specific roles (Ex:The Mastermind, The Coven Leader, The Cult Leader, and The Godfather are able to win with each other, if alive. This also applies of one or more of them aren't alive. All other members of their factions would lose)
Different Trials - Players vote on who to lynch during the trial phase. Whoever has the most votes is lynched.
Faction Separating - Roles within a faction cannot win with each other (Ex: The Vigilante can only win if the Veteran is killed, and vice versa. If both are alive/dead at the end of the game, they both lose.)
Autopsy Reports - When the Moderator announces a player's death, they also announce what role killed them. If it was an Informed Minority role, they announce the killer's faction instead of their role. --ChippyYYZ
Legion of Doom - Informed Minority factions treat each other as a single faction and wake up together. Ignore each Informed Minority faction's required starting roles. Effects of Informed Minority special rules or roles that would involuntarily change an Informed Minority player's role are suspended until each faction's effect has its conditions met, at which point one such effect at random is applied (If a Consigliere, Vigilante, Shadowstalker, and Combatant are alive, the Consigliere does not become a Mafioso, the Shadowstalker does not become The Kinslayer, and the Combatant does not become a Mithrite Leader until the Vigilante dies, at which point only one of the three remaining players at random will become a new role). The Mafioso may still become a Godfather if an existing one dies. --ChippyYYZ
Terminology
Investigate - Learn whether a player is Suspicious (Informed Minority or Psycho Neutral) or Not Suspicious (Uninformed Majority or True Neutral). Some abilities may gain additional information from Investigating.
Frame - Investigative checks on a Framed player return Suspicious.
Tailor - Investigative checks on a Tailored player return Not Suspicious.
Heal - Prevent a player from dying tonight.
Kill - Kill target player. This can also be paired with other modifications.
Strongman - This ability cannot be stopped unless another strongman ability stops it.
Death Immune - You cannot be killed at night. You can still be lynched.
Unique - Up to one of this role can be assigned at the beginning of the game. If multiple living players have the same unique role, the one who most recently became that role (except via this rule) becomes their previous role.
Distract - A Distracted player's Night abilities have no effect. They still visit the target of their ability unless specified otherwise. Limited use abilities still spend a use (but not a Successful use).
Redirect - Change the target of a player's ability (if any).
Visit - A living player using a Night ability on a target Visits that player, unless specified otherwise. Some abilities can detect visits or affect players who visit certain players.
Convert - Transform a player's faction from one side to another. If no role is specified to be what a role converts into, the role's convert is considered to be that original role, just with the faction changed.
Unconvertable - The role is unaffected when a conversion attempt is made.
(X uses, shared) - If another player becomes that role, they will keep the same amount of uses.
Poison - The target will be notified upon being poisoned. If they are not healed, they will die in 2 nights.
Revive - Target player will be brought back from the dead.
X-shot - Similar to (X uses), this will only activate X number of times
(Add more as you come up with cards with these terms)
Role Cards
Uninformed Majority
Moderners
(Night) - Heal yourself. (1 use)
Investigative/Special - Investigate target player, determining faction.
Social - Target player cannot be voted tomorrow.
Support - Heal Target Player.
Offensive - Distract Target player.
Killer - Kill target player.
NEIGHBORHOOD WATCH
PROGRAM IN FORCE
(Night) - Target player is Distracted tonight.
"You busy tonight?"
(Day) - Your votes count as 3 votes, and you break ties if two players receive enough votes to be accused.
"It's high time we cleaned up this city."
Alone with a pot of coffee, a loaded gun, and his memories.
"Get in, and don't ask."
"Okay, and what would you say is the most important skill you bring to the table?"
High Elves
You know which players are Elfguards.
(Night) - Investigate target player and learn whether they're a Killer role. If they are an Informed Minority or Neutral Psycho, they will learn your name and role.
"State your business, citizen."
"Halt, who goes there?"
"My aim, like my heart, is unerring."
"Draw steel, knave! Is this not why you've come?"
(Night) - Heal all Uninformed Majority and True Neutral roles that visit you tonight (2 uses).
"Darkness is only a passing thing. Rest here until morning."
After every even-numbered night, you learn what Neutral roles are alive and how many of each, but not who they are.
You are Death Immune, but only to the first attack against you by a Neutral player.
"Those who disturb balance will never know it themselves."
"To the earth you have gone, and from the earth you return. Oh, and you'll need to water yourself twice a day now."
(Night) - Target player is Distracted tonight. If they are Distracted this way, they can't vote to lynch or accuse players the next day (4 uses).
"Listen awhile, and let peace fill your heart."
(Post-Death, Night) - If you were killed at night, target a player. If they killed you, this will be announced tomorrow (1 use).
"Not a page shall fade from memory, nor a word be stricken."
(Day) - Any player who becomes accused today is lynched instead of going on trial. There can be 3 lynchings today. Lynched players' roles are not revealed until the end of the day (1 use).
"Your lives belong to me. Relinquish them."
(Night) - Prepare a suit of armor.
Starfarers
Charged - At the start of a game with any Starfarer roles, a random player becomes Charged. At the start of each day, after the night's deaths are made known, the living player who most recently became Charged chooses an uncharged living player to become Charged. If no living player is Charged, a random player becomes Charged instead. Starfarers' abilities are enhanced by being Charged.
(Night) - If you're charged, Strongman Investigate target player. You may not use this ability tomorrow night.
(Night) - If you're charged, Investigate target player's role (1 use).
(Night) - Kill target player (1 use). Gain another use when you become Charged.
(Day) - There may be an additional lynching today.
(Night) - If you're Charged, target player becomes Charged.
Red Dragon
If there is a Lunarmancer, the game will have Moon phases, starting on a New moon to a Half moon to a Full moon to a Half moon, in a cycle. Every night, the moon cycle goes to the next phase.
(Night) - Investigate target player. If they are suspicious, kill them. You will kill yourself if they were Red Dragon
New moon - Nothing
Half moon - 3 players and 1 role type, which one of them is.
Full moon - The name of a suspicious player.
(Night) - Kill target player. Their role will be unrevealed. You will be Death Immune if successful. (3 uses)
Informed Minority
The Mafia
The Mafia always start with a Godfather and a Mafioso. If neither a Godfather nor a Mafioso is alive at the end of a day, a random surviving Mafia role becomes a Mafioso.
(Night) - The Mafioso uses their Night ability targeting a player of your choosing (without you visiting anyone). If they are unable, you visit and kill the targeted player instead.
"I have no intention of placing my fate in the hands of men whose only qualification is that they managed to con a bloc of people to vote for them."
If the Godfather dies or is converted, you become the Godfather.
"I got a message for ya from the boss."
A spotless record is messy work.
(Night) - Target player is Distracted tonight.
If neither a Godfather nor a Mafioso is alive at the end of a day, you become a Mafioso instead of any other player.
"You busy tonight?"
More valuable than gold is information. Heavier, too.
"I don't fabricate evidence. I just hide it on someone else."
Low Justices
(Night) - No Low Justices can be lynched the following day. (2 uses)
We see truth through a lens, refracted.
(Night) - Kill Target player.
It's time to take justice into my own hands.
Perhaps him dying is his body sabotaging our town, hm?
You see, we actually stole all of this money from the taxes.
(Night) - Kill target player. You will not die from killing them, if you would. (3 uses)
I'm the ultimate authority. No one could possibly match my authority.
It's high time the real justice of this town showed itself!
Children of Mithrite
If there is no "Mithrite Leader", the Eldest Mithrite will become the Leader of their choice. The Eldest is whoever has been a member the longest. There can only be 4 total members at a time. The Possible leaders are: Mithrite Leader and Preacher.
(Night) - Kill a player.
(Night) - Investigate a player's exact role. (3 uses)
(Night) - Heal all Mithrites tonight. (2 uses)
If you are revealed, your vote counts as 2.
(Night) - No Mithrites can be lynched tommorow (1 use)
The eldest Combatant performs all killing abilities for Mithrites alongside their own ability.
(Night) - Kill a player. (2 uses)
(Night) - Distract a player, or redirect them to anyone, including themselves. (5 uses)
(Night) - Learn how many people visit the Mithrites tonight. If it is less than 3 people visit, you will kill them. If more than 3 visit, distract all visitors to you. (2 uses)
(Night) - Tailor yourself and a Mithrite of your choice until you use this ability again. (3 uses, shared)
Dark Elves
The Dark Elves always start with The Kinslayer and a Dark Avenger. If there is no Kinslayer at the end of a day and a Kinslayer hasn't died since the end of the last day, a random Dark Elf becomes the Kinslayer.
(Night) - Kill target player.
The first time you kill a player, their role is revealed only to you. When you die, at the end of the day, a Dark Elf of your choice becomes The Kinslayer
Kiss of death
Blood revenge
Moment of betrayal
"My surgery leaves no scars, my treatment leaves no symptoms, and your passing will leave no trace."
"Lead, follow, or get out of the way? Why not all three?"
"You could have been one of us. I see the potential in you. And so will they."
"Sometimes they stop and look around to see if they're being followed. It never helps."
"Your third mistake was forgetting who we are. Your second was forgetting your first. Know that we never will."
(Night) - Strongman kill target player. You are no longer Tailored. The Moderator announces in the morning that the Fell Blade has struck. (1 use)
In a single moment, one life is ended, and another is completed.
Neutrals
True Neutral
Goal: Get yourself Lynched
(Night) - Redirect a player to yourself.
Goal: Have at least 1/3 of the people visit you.
Goal: Prevent 3 people from dying.
Goal: Live to see 2 marked targets get lynched.
(Night) - Target a player and choose another player. If your target's first Night ability targets a player, they must use that ability tonight and are Redirected to the chosen player. You learn your target's role.
Goal: Outlive all Uninformed Majorities.
"No good deed goes unpunished."
When you become the Nemesis, the Moderator picks a random player with a non-Unique Uninformed Majority role.
Goal: Live to see that player Lynched. If they die at night, you become a Fool.
No reason. No mercy.
Goal: Survive, or win as your new role.
"Something about this seems... familiar."
Goal: Kill 4 Uninformed, or prevent 2 people from dying.
Goal: Complete 3 rituals
(Day) - Immediately put someone on trial, or decide the accused's fate.
Goal: If you were elected, complete your previous goal. If impossible, survive until the end of the game.
(Night) - Investigate target player's role.
Goal: Outlive all Uninformed Majorities.
"This place'll be under new leadership soon. At least that's the word on the street. I should know, I put it there."
(Night) - Kill The King (2 uses).
If you become The King, you are Death Immune the first time you're attacked.
Goal: Become the King and survive to the end of the game.
"The throne is rightfully mine, by which I mean that I want it and nothing will stand in my way."
Only the best players don't fake this role
(Night) - Investigate target player. If they're suspicious and an Informed Minority, Mark them, and their faction learns that you are a Recruit.
When a Marked player dies, you are converted to a random non-Unique non-Killer role of their faction.
When you are killed by an Informed Minority while you're either their ally or a Recruit, their faction can't kill players the next night.
Goal: Win as your new role.
When you die, your faction's members can't be lynched the following day.
Goal: Outlive all Informed Minorities. This goal overrides your role's goal.
(Night) - Determine if a player is a heretic. If they are, learn their role.
(Night) - Kill a found Heretic. (1 use)
Goal: See all heretics die before you do.
(Yin/Yang must spawn together)
(Night) - Distract target player.
Goal: See Yang killed before yourself.
(Night) - Strongman target player's night ability.
Goal: See Yin killed before yourself.
Psycho Neutral
(Night) - Kill target player, and gain a 1 use version of their night ability. You can store infinitely many abilities.
(Night) - Kill target player. Their body will be burned up, leaving their role unknown to everyone.
(Night) - Douse target player. They won't know that they have been Doused. Doused players appear to be an Arsonist when Investigated.
(Night) - Strongman kill all Doused players without visiting them.
(Night) - Un-Douse yourself.
Some people just want to watch the world burn.
Players visiting or visited by you or an Infected player become Infected in the morning. Players do not know that they are infected. You know which players are infected. When all other players are Infected, you become Pestilence.
(Night) - Infect target player.
"I am the cure."
This role cannot be assigned at the beginning of the game. The Moderator announces when a player becomes Pestilence.
(Night) - Strongman Kill target player and all other players who visit them tonight.
Behold, a pale horse.
(Night) - Kill a player, gaining 1 soul. This bypasses Healing. Optionally spend 1 soul each for strongman kill and/or killing all players visiting them.
(Night) - Target two players. You will visit one targetted player of your choice, and they visit and kill the other player.
(Night) - Target a player. If they are not currently Death Immune, trade roles with the and unavoidably die. This counts as a kill against them. You win if the Possessor wins. (2 uses)
(Night) - Kill a player. If they are Death Immune, or you would die from killing them, you will be notified and not kill.
(Night) Kill target player, or anyone visiting them.
(Night) Choose a player to become your puppet. You will always visit them. Can Self-Target.
(Night) Kill a player, your puppet visiting them.
Tailored on odd-numbered nights.
(Even-Numbered Night) - Kill target player and each player visiting them, bypassing Death Immunity. If you target yourself, or if you would become Distracted, instead kill each player visiting you, bypassing Death Immunity.
Beware not the howls of many wolves. Beware the howl that no wolf answers.
(Night) - Mark target player and Investigate their role type. If all players except you are marked, kill that player instead.
When you vote to Lynch or Pardon a player, all Marked players' votes are not counted, and your vote counts as one extra vote for each Marked player able to vote.
(Night) - Choose a dead player. If you haven't targetted them before, gain 1-shot Death Immunity. You will appear as their role, until attacked or another target is chosen.
(Night) - Kill target player