(1) The Setup is the following:
–
2 Mafia Goons
–
1 Cop
–
1 Doctor
–
1 Jailkeeper
–
1 RoleCop
(Reveals the target's role, including the way how it works – see below! –, but doesn't reveal the target's alignment)
–
3 Vanilla Townies
Most precisely, it would be
great
for the town if this were the Setup!
If only
the Mafia didn't ruin everything for them!
(2) But, in the pre-game phase, the Mafia corrupts almost everything for the town. They pick
one
Power Role for each of these modifiers:
–
One
Power Role will NOT be in the game at all. (No player gets neither the Power Role, nor a PM for the role)
–
One
Power Role gets totally corrupted (see below!)
–
One
Power Role gets partly corrupted (see below!)
–
One
Power Role will be working as normal.
The players who has the Power Role (determined randomly, as in every other games) will
still
receive the normal PM, as if everything were okay... (In other words: apart from the Mafia no players get informed whether the Power Roles are working normally or not.)
(3) The corrupted roles work as detailed here:
– A
Corrupted Cop
gets a
Guilty
result on everyone, but gets an
Innocent
result if they target self
– A
Partly Corrupted Cop
gets the
Macho
modifier
– A
Corrupted Doctor
is
Quack
(their protection will not work at all)
– A
Partly Corrupted Doctor
is a
Weak Doctor
– A
Corrupted Jailkeeper
Jails the
same player each Night and this player is selected by the Mafia pre-game
. Getting jailed in this way must be a delighted thing for this player because the action of the Corrupted Jailkeeper prevents all actions performed on and by the jailed player
except for
getting Nightkilled. (If the player chosen for getting jailed every Night dies, the Jailkeeper is simply a Quack; their actions are getting ignored.)
– A
Partly Corrupted Jailkeeper
acts like a
Roleblocker
; they prevent every action performed
by
the player but don't prevent any actions performed
on
the player.
– A
Corrupted RoleCop
gets a
Vanilla
result on everyone. In addition, the Mod reveals the
real
result of their investigation in the Mafia Quicktopic. By targetting self, they get a
Normal RoleCop
result.
– A
Partly Corrupted RoleCop
reveals the role sent to the target via their role PM, but doesn't reveal whether the role itself is corrupted or not. By targetting self, they get a
Normal RoleCop
result.
– For making everything clear: a
Normal RoleCop
reveals both the role and the Corruption Level (eg. Playerxxxx is a Weak Doctor, Playerzzzz is a Corrupted Jailkeeper)
(4) At the flip, both the Power Roles and their Corruption level will be revealed. This means the following messages, respectively:
– Corrupted Cop ; Macho Cop ; Cop
– Quack Doctor ; Weak Doctor ; Doctor
– Corrupted Jailkeeper ; Roleblocker ; Jailkeeper
– Corrupted RoleCop ; Role PM Cop ; RoleCop
(5) Natural Action Resolution Applies
(6) If A Corrupted Cop or a Corrupted RoleCop targets a jailed or roleblocked player, they still get the corrupted result (Guilty or Vanilla, respectively, in the latter case the investigation result doesn't appear in the Mafia QuickTopic; they get an "Investigation failed" message). Anyone else gets a "No Result" on a jailed or roleblocked player, except for the Doctors, who don't get a message at all whether their protection worked or not. If a Weak Doctor targets a jailed or roleblocked Mafia, they won't die.
The same happens if a jailed/roleblocked player sends the investigation: a Corrupted Cop / RoleCop gets the Guilty and the Vanilla result, everyone else get a "No Result" PM; Doctors get no information about their protection. (Jailed Weak Doctors don't die if they target a Mafia.)
(7) Here's an example for a possible Setup:
– 2 Mafia Goons
– 1 Doctor
– 1 Partly Corrupted Jailkeeper (in practice, a RoleBlocker; the player gets a normal Jailkeeper PM)
– 1 Corrupted RoleCop (the player gets a normal RoleCop PM)
– 4 Vanilla Townies
(As we can see, in this Setup there's no Cop but only the Mafia knows this...)
(8)
Good Luck, Townies! ^_^