These roles are public.
Each noble and power broker can travel once per phase and each start with a second-in-command NPC, who can perform actions on their behalf. Court officials carry out their own one action per phase. Players don't flip on death. Everyone starts in the capital city. Armies start in their respective Noble's castle. Scum start with an undetectable PT and a secret unblockable untargetable collective Spy Network NPC operative who always resolves actions fast. Actions cannot be withdrawn or changed once submitted, and will resolve during a brief lockdown period between phases. Power Brokers start in their own PT (doesn't count as secret alliance).
-Capital City
-5 Castles, one for each Noble
Players and their second-in-commands in the capital city are revealed at the start of each phase. Players outside the city are hidden from public view. NPC/Player second(and third)-in-commands always follow their Noble or Power Broker unless arrested (upon release, they re-join the Noble's party). A Noble is alerted if a player is staying in their castle.
Each phase, the player and their second-in-command may take one action.
-Travel without household guard escort (move to specified location) (fast)
-Travel with household guard escort (move to specified location) (slow)
If a noble is separated from their household guard, the guards are automatically disbanded. Court Officials can't travel.
Castles belonging to a dead Noble can't be visited.
-Investigate death (look at a dead player's flip) (fast) (hidden)
-Investigate plots (find out how many active kidnapping and assassination plots there are) (fast) (hidden)
-Investigate escape routes (will reveal if target player has any planned, and destination) (fast) (hidden)
-Disband household guard (type:
-Arrest second-in-command (type:
-Release second-in-command (type:
-Kill hostage / violate guest right (kill a player residing in your castle or a conquered castle by typing
-Release hostage (release a player taken hostage to their castle back to the capital city) (fast) (public)
-Recruit new household guard (can only use if lost household guard, must stay in home or conquered castle until resolution) (slow) (hidden)
-Call the banners (prepare your army) (fast) (publicly revealed next phase after use)
-Move the army (move a prepared army to a capital city or a designated castle) (slow) (publicly revealed next phase after use)
-Lay siege to castle (can only use once per game, conquer designated castle, targeted player can no longer prepare or move their army) (fast) (public)
When there are at least 2 armies moved to the capital, a vote can be taken by the army leaders to stage a coup, by typing
Court Officials who lose their abilities and Power Brokers who have all their followers killed gain the ability to become a 2nd or 3rd-in-command for a Noble or Power Broker by publicly typing
-House arrest (Must have household guard. Roleblock a player without a household guard (or if they are busy arresting) from using Player Actions (fast) (public)
-Plan assassination (kill a player's second-in-command if there is one accompanying him, if none, then kill player. Must designate location of player at time of resolution or action fails) (slow) (hidden)
-Infiltrate intelligence network (Has a chance to unlock after the first Secret Alliance is made. Pick 2 players you suspect of having a secret alliance and become a hidden observer in their PT) (fast) (hidden)
-Take hostage (must target a player without a household guard (or busy arresting) to a designated castle and jailkeep them, must designate target player's location at resolution) (slow) (hidden)
-Distract Court Official (this ability is rotated between Power Brokers every phase) (burst) (public)
-Recruit ally (gain an NPC third-in-command that will give you an additional action per phase, can only be used once per game) (slow) (hidden)
-Secret alliance (neighborizer, 1-shot) (burst) (hidden)
-Escape route (1-shot evade assassination or hostage execution) (triggers upon threat) (hidden)
A player cannot have a fourth-in-command (player or NPC). If a 2nd-in-command dies or is arrested, the 3rd-in-command becomes the 2nd-in-command (but cannot resume actions started by 2nd; they are interrupted).