Allies and Adversaries
- 10-16 players
- Night start
- Colour cardflips. Roles are not revealed on death. Humans flip green and wolves flip red unless otherwise specified.
- Insta: On
- Phantoms: Off
In this game, most power roles do not pick targets directly. Instead, every player (including vanillas and wolves) submits an allegiance PM at the start of the game and every night after, choosing a player as their closest Ally, and another player as their loathsome Adversary. Whoever a PR targets will use their target's allegiances to determine who their power gets used on. If a PM is not sent, the previous Ally/Adversary pair will be used.
This format is semi-closed. You will know what roles may exist in the game, but not precisely which ones.
Potential Roles:
Human PRs:
1x Seer - On first night, starts with a random vanilla human check. Each following night, checks the alignment of their target's Adversary. Cardflips grey.
1x Adept Guardian - Protects the Ally of the player they target. If they skip a night of using their power, their next power usage will protect both target's Ally and target's Ally's Ally. Cardflips grey.
1x Vigi - Kills the Adversary of the player they target. Appears as Mafia-aligned to the Cop. Cardflips red.
1x Jailkeeper - May jail either the Ally or the Adversary of their target, negating their allegiance PM, preventing death, and roleblocking them. Bulletproof to Vigi.
1x Pink Ranger - Marks the target's Adversary with a pink paintball at night. That player will cardflip pink instead of their usual cardflip colour. After successfully tagging three targets, is notified by the host how many pink players are wolves, and may no longer tag. Cardflips pink.
1x Greenmaster - Has 3 shots. Each night, may target a player. If that player's Ally flips green, this Ally is informed of the Greenmaster's identity. If one of the greens visited by the Greenmaster stops flipping green, the Greenmaster is notified by the host and loses all remaining shots.
Wolf PRs:
1x Doublecross Wolf - Guesses the current allegiances of the target. If both are correct, the target's Ally dies in addition to the nightkill. Cannot Doublecross a Sabotaged target.
1x Freeze Wolf - Negates the target's allegiance PM that night, and roleblocks the target's Ally.
1x Chaos Wolf - Paints a target's Adversary a colour of their choice. Until next power usage, that player will cardflip that colour. Cardflips grey.
1x Sabotage Wolf - Replaces the Ally/Adversary of their target to players of their choosing and negates the target's next allegiance PM.
1x Master Wolf - Appears town to Seer as long as he has at least one partner alive. Bulletproof to Vigi. Cardflips green.
Format-Specific Wolf Rules:
1a. Mafia kills are not on their target, but on their target's Ally.
1b. Wolf kill power increases with each wolf death. After one wolf is dead, wolves may target either Ally or Adversary of their target. The last wolf standing may target nightkills directly.
2. Wolves may only use one PR per night. A wolf using a PR may not also make a kill, unless they are the last wolf standing.
3. Wolf PRs have a one night cooldown. You may not use the same power two nights in a row.
4. Wolves must target humans.
Vanilla Human PM: