
Standard Jack Rules
Special rules
1) This is a draft game. One player will randomly be selected to be the mafia don. That player will then hand pick his mafia from the player list and pm it to me. They gain immediate BTSC. After the mafia is determined, I will provide a list of power roles based on Fire Emblem character classes and name a random player to start the draft. The starting player will assign a power role to a second player by posting his decision to the thread like "Epi, you are a knight." Then, the second player will assign a role to a third player and so on until all players have roles. Then, we will have Day 1. The draft period is considered Day 0 and will last until 48 hours have passed and all roles have been selected. Trying to extend Day 0 by not picking will result in penalties to your faction.
2) In addition to their publicly listed class power(s), all players will start with a secret backstory and related power, generally a one shot or passive ability. Two players with the same class will never share the same backstory. The mafia has their own backstories that replace the townie ones but they will be told what their townie backstory would have been as a safeclaim.
3) All players start at level 1 unless otherwise specified. All players that are voting at the end of the day gain a level. All players who submit their night action in the first 12 hours of the night gain a level. At level 10, you will promote to a new class, gaining new powers.
4) All townies will be randomly assigned to the nations of Goodguyia, Allyia, Nomadia or Badguyia if their backstory does not specify one. Scum are all from Badguyia. This is mostly flavor but some powers are affected by what country you are from.
5) At night, all flying players will resolve their actions first. Then, all horse riding characters will resolve their actions. Then, all infantry will resolve their actions. Roleblocking a player who has already resolved their action will have no effect, etc.
6) All players have one or more weapons. If you have multiple weapons, you must choose one each night. Swords > axes > lances > swords. Anima magic > light magic > dark magic > anima magic. If you use a weapon to target a player with a weapon yours beats, you have a 25% chance to self guide (be unblockable and unmisdirectable). If you use a weapon to target a player with a weapon that beats yours, you have a 25% chance to fail. If you miss your night action and have multiple weapons, you will use the same weapons you used last night. IIf you miss your night one action, your weapon choice will be randomized.
7) Bows are not weak or strong against other weapons but have a 100% chance to self guide against fliers. Bows allow players to retroactively effect actions of fliers that have already resolved. Example:
Originally made for 21 players but can accommodate more.