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- 100. General rules
- 110. Startup
- 111. Every player will pick a name, which will be their single means of protection against the kiras
- (if they know your name, they can kill you). The name must be between 2 and 40 characters in length,
- unique across all players, JV appropriate, possible to type with a normal keyboard, and not contain the
- JV username of any player in the game. Also, the name "Aristotle" is banned in this game, since several
- players would attempt to pick it if it wasn't.
- 112. Once the game has gathered enough players and nobody else wishes to join, the game will start. At that
- time, classes will be picked at random, and they will be sent out. Every player will also be sent the
- name of some other player, as an insurance name, unless stated otherwise in their class description.
- 113. The game will start at 3am UTC on some day, to be announced on the thread.
- 120. Mechanics
- 121. Days/turns will start and end at 3am UTC every day since the game starts. (Not at midnight!)
- 122. During each day, every alive person will be allowed to vote. If a person dies throughout the day, any
- vote that was cast before their time of death will still be valid.
- 123. All end-of-day actions are considered to occur at the end of the day (2:59:59am UTC), regardless of
- when their results are actually posted. This means that, for instance, players who die by voting are
- killed at that time, even if their death hasn't been posted yet.
- 124. For actions that refer to weeks, the weeks are considered to start on the same day of the week that the
- game itself starts (and they obviously last seven days).
- 130. Death
- 131. Death may be caused by multiple events. In any case, once a player dies, they are out of the game,
- unless the game allows revivals and they are revived.
- 132. Dead players may not share any information that has any relevance to the game and isn't known to the
- general public, be it by posting, PMing, or any other method. Breaking this rule may result in a game
- ban of between one and four games, to be agreed with future hosts.
- 133. To the extent of what we can control, people who aren't players are subject to the same limitations of
- rule 132. Despite we cannot moderate the posts ourselves, we kindly ask external influences to not do
- this. A player asking someone external to break this rule will be considered a major offense, and be
- kicked out of the game irrevocably, as well as face a multi-game ban upon agreement with future hosts.
- 134. When a player dies, their name and class will be revealed in the corresponding post.
- 135. If a player is revived, he/she rejoins the game, no longer bound by the limitations of rule 132. Also,
- they must choose a new name, and they get a new class (which may be the same as before).
- 136. If, due to any extraordinary circumstance, a dead player was to die again, this "second death" will
- have no effect whatsoever.
- 140. Messages
- 141. For the purpose of these rules, "official messages" are those messages that a player can send privately
- to the hosts, which have (or have the potential to have, as seen by the sender) an effect in the game.
- This explicitly excludes questions about the game or the rules -- however, all PM actions are included.
- 142. Any official message must be sent to both hosts, in one single JV PM. Any message that doesn't meet
- these requirements will be disregarded as far as its in-game effects go, and the sender may be notified
- of this.
- 143. For all official messages resulting in actions that require timestamping, the timestamp to be used will
- be the timestamp of the received PM. Under no circumstance will the sender be allowed to pick a
- different timestamp for the action.
- 144. All timestamps, posted in the thread or otherwise, will be in UTC. (If you don't know your time
- difference to UTC, contact us and we will help you determine it.)
- 150. Scoring
- 151. The game will have two teams, referred as the kira team and the L team. The goal of both teams is to
- score a predetermined number of points (to be announced when the game begins) before the other team
- does the same.
- 152. The kira team will score when an L dies, and the L team will score with a kira dies. In both cases, the
- amount scored will be one point for the kill, no matter what caused that kill.
- 153. As soon as one team reaches the target score, the game ends, and that team is declared the winner. This
- occurs immediately, as the last point is scored.
- 154. It may also occur that, despite no team has reached the target score, there's no Ls or no kiras left,
- and nobody is eligible to be promoted into that class. In that case, the other team is considered the
- winner by default. (An example of this is if the kiras manage to kill everyone but them, in which case
- they win regardless of score because nobody can be made an L.)
- 155. Deaths other than Ls' or kiras' will have no bearing towards the score.
- 156. Special classes will not be made in excess of the amount needed to kill for the other team to win. (For
- instance, this means that, if the L team is one point away from winning, no more than one kira will be
- alive.)
- 200. Voting rules
- 210. Validity
- 211. All alive players, and nobody else, are allowed to vote on any given day. Permission to vote is
- immediately revoked upon death.
- 212. All votes will be counted singly, without any special priviledges. This means, that all players get
- exactly 1 vote each.
- 213. A vote will be considered invalid if any of the following occurs: the post has an edit message ("Edited
- by ____ at ____"), the voted player isn't alive at the time of the vote, the poster isn't allowed to
- vote as per rule 211, the vote post is clearly marked as a joke vote, or the target of the vote is not
- actually a player.
- 214. A player may vote more than once per day. In such a case, only the last of those votes (that is valid)
- will be considered, and all prior votes will be voided.
- 215. A player may also make a post revoking their outstanding vote, should they have one. In that case, all
- prior votes are voided, but the player can still make a new vote.
- 216. If a vote post is edited by a staff member, then such edit will not be considered for the invalidation
- causes stated in rule 213. In order to determine if the post was edited only by the staff or not, in
- that case, a copy of the edit history will be requested from the staff. (In order to avoid this, we
- ask players to make a new vote post if this happens, so as to avoid having to wait for the reply from
- the staff about the edit.)
- 220. Tallying
- 221. At the end of the day, all valid outstanding votes will be tallied.
- 222. If all players have two or fewer votes against them, the voting results in no action. However, if at
- least one player has three or more votes against him/her, one of those players will be killed by the
- voting.
- 223. The person to be killed by the vote (when rule 222 requires a kill) will be the person with more votes.
- In case of tie, the tie will be broken by picking, out of the tied players, whichever one of them got
- their last vote (that is still standing at the time of tallying) the earliest. (This rule is equivalent
- to the "whoever reached the vote count the earliest" rule, unless the tie is caused by a vote revoke,
- change or invalidation.) If the tie cannot be broken this way, it will be broken at random.
- 224. If a player dies throughout the day, and he/she already had votes against, those votes will stand. No
- new votes can be cast against a dead player; however, the votes that had already been cast while the
- player was alive will still be counted normally. Shall a dead player be picked for killing by voting
- (by rule 223), nothing will happen, since killing a dead player has no effect.
- 225. If a player, having cast a vote (that is still standing), dies throughout the day, their vote stands.
- However, that vote can no longer be changed or revoked (unless the player is revived in the same day).
- 226. Under no circumstance will a voting round result in more than one kill.
- 300. Classes
- 310. Detective
- 311. This will be the class by default of the game. Most players will be made of this class, and it has no
- special properties.
- 312. As a general rule, this class is expected to play for the L team; despite kira helpers do exist in
- each and every game, they should not be the majority.
- 313. Only members of this class may be promoted into other classes.
- 314. This is the only class that has the power to accept to become an accomplice, if they are asked to
- become one by a kira (as per rule 333). (Any other class must reject such a request.) In order to
- accept, they must send a PM to the hosts stating so; this will not be made public, but the acceptance
- will be communicated (and timestamped) to the relevant kira. A detective may only be accomplice for one
- kira at a time.
- 320. L
- 321. This class is the head of the detectives, and has the main task of finding and killing kiras. No more
- than three will be active at any given time.
- 322. Members of this class will be identified by a letter and a number. The first three members will be
- called L 1, M 1 and N 1. Replacements of any of them will keep the same letter as the one they are
- replacing, but with a number one higher (so the replacement of L 1 will be L 2). Regardless of the
- naming scheme, any reference in the rules to "an L" refers indistinctly to Ls, Ms and Ns.
- 323. Whenever someone of this class dies, the kira team scores one point. At the same time, provided the
- amount of Ls alive is strictly lower than the points the kira team needs to win, a new L will be
- made, promoting a detective that hasn't been made into an accomplice (as per rule 333) and that has
- never been kira in this game. If no eligible detective is alive, nobody will be promoted; in this
- case, if a detective comes to life through a revival, such a detective may be promoted at any time.
- 324. An L has two powers: reviving a player and revealing someone's class. However, an L may only choose to
- do one of these things per week. Whichever one they choose, it must be sent via PM to the hosts; the
- result of this action (the revival or the class of the person) will be publicised and timestamped.
- 325. An L may also send messages to the thread, up to 1 per hour (this is just so they don't spam us). This
- will also be timestamped.
- 330. Kira
- 331. This class has as a goal killing the Ls, and everyone else if possible. No more than two will be active
- at any given time.
- 332. The two initial members of this class will be identified as kira 1 and kira -1. Their replacements will
- be assigned consecutive numbers, positive or negative according to who they replace (so the replacement
- of kira -2 will be kira -3, and the replacement of kira 1 will be kira 2).
- 333. A kira may make one accomplice. A request to become accomplice must be sent to both the hosts and the
- target user in a single PM (put all three recipients in one PM). The request may be revoked in the same
- way. A kira may not make such a request if they have a pending request (that hasn't been revoked or
- rejected by the other player), or if they already have an accomplice. An accomplice has no special
- powers beyond what is stated in rule 334, and for all intents and purposes is still considered to be a
- detective. The PMs that this rule specifies will not be made public nor timestamped.
- 334. Whenever a kira dies, the L team scores one point. At the same time, provided the amount of kiras alive
- is strictly lower than the points the L team needs to win, a new kira will be made. If the deceased
- kira had an accomplice, that person will be promoted to kira; otherwise, a detective that has never
- been an L or namekeeper in the past will be promoted. If no such player is available, then nobody will
- be promoted; in this case, a detective coming to life via a revival may be promoted.
- 335. Kiras have the power to kill, that is, to attempt to make kills. In order to succeed, the kira must
- specify correctly both the in-game name (as per rule 111) and the matching JV name. If they do this
- successfully, the targetted player dies; this is made public in the thread and timestamped. Failed
- attempts are not publicised or timestamped.
- 336. A kira may make as many kill attempts as he/she wants to, as long as the attempts are successful. When
- a kira fails on a kill attempt, if the in-game name and the JV name were both valid (but unmatched),
- the kira may not make any further attempts in 24 hours.
- 337. Every week, kiras get one "eye", which gives them the power to request an in-game name given a JV name.
- They may, also, once per week, request a JV name, given an in-game name. These actions will not be
- publicised nor timestamped.
- 338. Kiras may also make public announcements to the thread, in the same way as Ls (as per rule 325).
- 339. Unlike the Ls, the kiras don't need to choose between their two powers -- they may perform one of each
- per week. However, they cannot use the same power twice during the week.
- 340. Namekeeper
- 341. This class will have the knowledge of many more in-game names than the normal player. This is an
- exception to rule 112, in the part that regards names.
- 342. Members of this class will be picked when the game begins, one per fifteen players (rounded to the
- nearest whole number). No replacements will be picked for them.
- 343. If there are 22 or fewer players in the game, the lone namekeeper will just be referred to as "the
- namekeeper". If there are 23 or more players, the words "first", "second" and so on will be added to
- tell namekeepers apart.
- 344. The names of namekeepers will not be used as insurance names for other players.
- 345. When the game starts, namekeepers will receive a list of no less than fifteen names, including their
- own. Those names will be in-game names of different players. There may be repeated names amongst the
- namekeepers; however, every in-game name will be sent to at least one of them.
- 346. Namekeepers have no special powers, and they may not acquire any. If a namekeeper dies and is revived,
- it will revive as a namekeeper.
- 350. Rules common to several classes
- 351. When a certain class can perform an action a limited number of times (as per rules 324, 325, 336, 337
- or 338), the actions performed are carried over replaced class members. That means that, if a certain
- player performs a certain action they can only do once a week, and they die, their replacement won't
- be able to. However, if they hadn't performed that action, the replacement would have had it available.
- 352. All time-limited actions (as per rules 324, 325, 336, 337 and 338) do not stack.
- 353. Any player may contact one or more of the special classes, via PM to the hosts, by specifying the
- recipient of such message (such as "kira 1" or "the first namekeeper"). In the same way, special classes
- may contact any player (or any other special class) via PM to the hosts. Such PMs will be timestamped.
- 354. Any class, other than detectives, must reject all accompliceship requests (as per rule 314).
- 355. Any class, other than detectives, will at all times be able to know all other members of their class.
- 400. Special cases
- 410. Rule changes
- 411. Any rule changes that are announced via the thread will be considered rules, as if they were written
- in the ruleset.
- 412. Any other messages sent by the hosts regarding the rules should be considered mere clarifications, and
- not rule changes. If they conflict with the rules written here, then the written rules will prevail.
- Players who detect such conflicts are encouraged and expected to report them to the hosts.
- 413. In case that an action against these rules occurs, accidentally or not, in a way that affects the game
- negatively, the hosts may take actions not planned by these rules in order to attempt to minimize the
- damage. Such actions will be made public via the thread, and are considered contingent countermeasures
- that do not change the rules unless explicitly stated otherwise.
- 420. Suicide
- 421. Any player is allowed to suicide. Such a suicide will occur at the end of the day.
- 422. Any action resulting in a suicide will be delayed until the end of the day, despite the timestamp of
- the action will not be altered.
- 423. If an action, as per rule 422, is delayed, but that action requires to be announced (for instance, a
- kira killing him/herself), the announcement will be made as if the action was not delayed. Only the
- effects will be delayed, and the delay will be announced in that case as well.
- 430. Special death causes
- 431. Invisible mode is strictly disallowed. Any player caught using it will be killed immediately.
- 432. Inactive players (that being players who don't check the thread in five days) will be killed as well.
- 433. A player may request to leave the game, suiciding as well as per rule 421. In that case, that player
- can not be revived, and is considered out of the game for all purposes. This departure occurs at the
- end of the day.
- 434. If a player, during the game, got banned for any reason, that player will be killed at the end of the
- day. This will not apply if the player is already unbanned by the time the day ends.
- 435. A player who requests a ban may agree with the hosts to not be killed as per rule 434. This agreement
- must be reached before the requested ban is enforced. The hosts may agree to this or not at their own
- discretion; and, in case an agreement is reached, that will be announced no later than the end of the
- day in which the requested ban comes into effect.
- 440. Priviledged information
- 441. For these rules, "priviledged information" is any information that would not be made available to the
- person in question, should they play the game normally, and follow every rule.
- 442. It will also be considered priviledged information all information acquired by methods these rules do
- not sanction -- for instance, information received from dead players.
- 443. If a player was to acquire priviledged information unintentionally, they must report it to the hosts
- immediately and in full detail, including the information in question and how it was acquired. The hosts
- may choose to reveal this information to the general public, as long as the reporter's position is not
- compromised.
- 444. Any intentional attempt to obtain and/or abuse priviledged information will be considered an explicit
- rule breach, and may be punished accordingly -- these punishments may include kicking out of the game,
- or future game bans upon agreement with future hosts.
- 450. Interference
- 451. It will be considered interference when any of these situations occur: priviledged information affects
- the game, intentional rule breaches affect the game, or external people influence the game's status.
- 452. In all cases in which interference occurs, the hosts may take whichever actions are needed to reduce the
- damage caused by the interference.
- 453. If the interference was intentional and caused by a player or players, they may be punished accordingly.
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