There is going to be a boatload of information here. I honestly recommend you to read through it at the very least once.
Not reading the rules before the game is going to fuck you over royally as the key to creating the optimal role lies in making the right choices - and the only right choice is an informed choice.
Let's start with:
0. The Role PM.

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NINJA EDIT: We will not reveal Ability and Item texts for each role - that's for the role PM. You'll have to settle with Role Name, Description, Knack, Dice Distribution and the number of Items and Abilities. Hence the blackened text fields.
As you can see, the Role PM (in this case, the Deputy's) looks more like a D&D sheet than a mafia role. It kicks off with a few lines of information about the role (background flavour, and some strengths and weaknesses).
Below them is a Knack. Knacks are abilities that do not cost dice, can be used when guarded, and in general affect the game consistently or act as enhancements of abilities.
Then there is a black-rimmed table with 15 parameters, each with a value. These are pips that you, the player, will convert into dice between getting your role and the game's start.
Below the Dice table is a table in your faction's colours that lists your abilities. Abilities are effects that you can turn on and off, that generally target other players and that usually require mod-intervention or at the least mod-confirmation.
The table is sorted in the following order:
a: dice - the minimum cost to activate the ability
b: name - the name of the ability
c: effect - what it actually does, and when it does it.
Below the ability table is the Item section: a blue table, this time. Items are usually passive and in general modify your own role PM, not that of others.
The order is sorted as follows:
a: name
b: dice
c: effect
With that short introduction, it is time to move on.
1. Dice
For each player, only a number of pips is shown. It is up to the player to design their own dice and check their own abilities.
All players have in total 75 pips for their role, divided in 3 sets (high, medium, low). The height of each set is determined per faction, but the assignment of a number of pips within each set to a given type of stat (physical, magical, mental) is set per role type. Expect the values of the high, medium and low sets to vary wildly between factions: some dedicate nearly half of the available pips into one set while having very low numbers for the remaining sets (35, 24, 16), while others go for a near average (26, 25, 24).
With one set of pips tied to each one out of 3 stat-types as determined as a role, each stat-type is further divided into 5 Parameters, as seen below. We will explain each Parameter in detail after quickly going through the remaining Mechanics.
Each Parameter has a pre-determined number of pips in it.
As a player, you have the task to divide these pips into dice (1 to 6 pips per dice).
This allows you to pick your own strategies. Do you want to be capable of a huge punch, or do you prefer to deliver the death of a thousand cuts? Do you want to be capable of a few impressive magical stunts, or are you going to rely on repeating a small set of trinkets over and over again? The choice is yours.
Throughout the text, you will find Italics in purple. In that text, we give you some strategies to consider.
Whatever your choices: in general, the higher the amount of pips in a parameter, the better you are at it.
The use of an ability or the creation of an Item always requires you to use a die of a certain Parameter with a minimum value. You must have a die of at the least that size or bigger, and you are not allowed to combine several smaller dice into a single bigger one by adding the pips together.
A high die always trumps a die with a lower value, but because a die is used after a single action uses it, a single die is thus only good for one action, whereas having multiple dice allows you multiple actions.
2. Role Modification
a. Experience Points
Ghoul Gulch works with role advancement through an Experience system, with which you can increase your amount of pips (marginally), thus getting a more focused or better rounded role.
Experience is only gained through player actions.
The first way to gain Experience, is to be Elected (as Mayor, as Judge, or as Lynchee - yes, getting lynched nets you experience).
The second way is to kill an alt (by dealing damage to an alt in a phase in which it is removed from the game).
Each time you do one of the above, you gain 1 XP. At the start of any Day Phase, you can spend XP.
For each XP that you spend, you may:
* raise 1 die by 2 pips (to a maximum of 6);
* create a new die of 2 pips;
* raise 2 dice by 1 pip each;
* OR you pay the XP to your faction’s Hero Pool (see below).
b. Heroes
Heroes are special roles that are significant upgrades over regular roles: not only do they have a whole lot more pips than any starting role, they also bend the game rules in unexpected, powerful ways.
The only way a Hero enters the game, is through the efforts of its faction: if enough Experience is spent on the Hero Pool, one of the surviving players is upgraded to a Hero. This means all saved XP is lost, and the player receives completely new mechanics, abilities and dice.
Unlike a normal role, the dice are set for each role – the player does not get to modify pips into dice, but they can use any XP they gain as the Hero – and the Hero keeps the modified dice for the future.
3. Wagers
As you can see, the magical Die Set has four Parameters that are named after card suits. This is partly done for flavor, but also because Poker will be a part of this game – dice poker.
Most locations have a Wager attached, which is an ability that any player at that location can activate (for a cost of 1 Bullet) as a Day Action: you force another player into playing a game of Poker, with the winner usually gaining something, but in some cases it is the loser who suffers some effect.
To play Poker, each player nominates 5 of his unused (of the Magical set, so Clubs, Diamonds, Hearts, Spades Parameters) dice as his ‘cards’ and strives to build a combination with it. The mods compare the combinations and determine the winner.
Cheat dice can affect Poker as well by acting as a die of Clubs, Diamonds, Hearts or Spades.
Important to note: including the same number of pips of the same suit numerous times in one combination is illegal. So Spades [1] & Hearts [1] are a pair, but Spades [1], [1] isn't. Nor can one create a Flush by using, for example, Spades [1],[1],[2],[3],[6], nor by using Spades [1], [2],[3],[6] and Cheat [1] (treating the Cheat as Spades), because in that case, there'd be 2x a Spades [1] die.
After participating in a Wager, both players must select two dice that become used, and at the least one of these dice must have been used in the combination (so if you had a Pair, one die must be from the Pair).
Poker scores from high to low:
Hand Example
Straight Flush 1 2 3 4 5 (all must be of the same suit)
Four of a kind 1 1 1 1 4 (1s must be of different suits)
Full house 4 4 4 2 2 (all 4s and 2s must be of different suits)
Flush 1 2 3 5 6 (all dice must be of the same suit)
Straight 1 2 3 4 5 (all must be of different suits)
Three of a kind 3 3 3 1 5 (3s must be of different suits)
Two pair 4 4 6 6 2 (4s and 6s must be of different suits)
One pair 1 1 3 4 6 (1s must be of different suits)
Bust 1 2 4 5 6 (they can't be the same suit)
4. Locations
Each game features Locations. Locations are important buildings in and around Ghoul Gulch, and are sites frequented by its inhabitants.
Locations affect targeting, have an ability, and influence the game in other ways. Locations also present a way to win the game.
a. Targeting Rules
You can only target players at your own location (unless the Location or ability tells you differently) – every action against a player who is not on your location will automatically fail and you will NOT get your spent dice back.
Locations are thus highly influential on the action segment of the game.
b. Benefits and abilities
Not only are Locations having an impact on the game through restrictions, they usually also have certain benefits: some give you extra pips, others add abilities or ability options or discounts. Usually, each Location has a Wager as well – although Church locations are exceptions.
c. Ownership of Locations
Locations can be claimed by players for their faction, which sometimes gives benefits (controlling a Goldmine for example will give you some gold dust, likely). On top of that, there is also a less immediate reason for claiming locations: victory can be achieved by claiming enough Locations.
d. Claiming an Unclaimed Location
A location is controlled by the first faction to spend (this is called Investing from here on):
* 5 pips of Spades;
* 5 pips of Diamonds;
* 5 pips of Hearts and;
* 5 pips of Clubs on a location.
Cheat dice can be used to increase a die of any suit, but cannot take the place of a die (so you can raise a Spades [1] die to a Spades [5] by using a Cheat [4] die, but you cannot treat your Cheat [4] die as if it was a Spades [4] die).
Pips can be Invested by multiple players of the same faction and the amount can be provided for by adding several smaller dice. The mods will keep an Investment Table for each Location in the OP and will update these tables at the end of the night phase.
e. Taking Over An Already Claimed Location
A faction can take a claimed Location from its owner by two means:
I. Buyout
A Buyout means Investing more pips of each suit on the location than the current owner has invested in it. So on a location of which the owner has invested 5 pips of each, it means investing at the least 6 of each suit. Then, if they want to get it back, they have to upgrade from 5 pips to 7 of each, and so on. Consistently investing more pips into a Location you already own is thus a good way to defend your claim.
II. Hostile Takeover
This means: killing a player of the owning faction on the Location.
If that player is the only member of his faction on that location, the location becomes unclaimed and all investments in it are voided – factions once again have to invest 5 pips of each suit to claim it.
f. Types of Locations
In the game, Locations, as said, represent sites in and around Ghoul Gulch. These Locations often represent buildings, but some are different: mines, creeks, graveyards, deeds, the Main Street, et cetera.
Essentially, there are several types of Locations, separated by their degree of civilization.
They mostly have an effect on player statuses.
I. Public Locations
A Public Location connects to multiple other Locations and has the tag “Public”. In addition to its other effects, Public Locations are monitored by the lawmen and killing someone in public is frowned upon. Everyone who kills another alt in a Public Location becomes Wanted.
II. Private Locations
A Private Location is the property of one of the citizens of Ghoul Gulch, and “anything” goes there: the owner is expected to enforce his private rules.
III. Wilderness
Locations marked as Wilderness do not have any law enforcement except for the lawmen who travel there. Everyone is equal there. While at a Wilderness Location, Wanted players do not have to update their Location on thread, they just list “Wilderness”.
5. Player Statuses
a. Mayor
Each day, players elect a Mayor. The only task of the Mayor is to nominate a Judge, but since the Judge determines who is lynched, the Mayor is quite important. The rules for Mayor are as follows:
1) at the latest, you must nominate your Judge during your first log-on after the mods call for the end of Wagers (This will be done by posting Rien ne va Plus on thread).
2) If you fail to do this, the player with the next most votes will become Mayor.
3) You may not elect yourself as Judge.
4) Nothing prevents you from publishing your choice for Judge on thread; nothing prevents you from lying about your nomination, either.
5) Other player’s abilities can affect your choice.
b. Judge
Each day, the Mayor elects a Judge. The only task of the Judge is to decide which player will be lynched, so the Judge is quite important. The rules for the Judge are as follows:
1) at the latest, you must select your selected lynch target during your first log-on after the mods call for the end of Wagers (this will be done by posting Rien ne va Plus on thread).
2) If you fail to do this, there will be no lynch and the Judge on the next day gets to lynch 2 players.
3) Nothing prevents you from publishing your choice for the lynch on thread; nothing prevents you from lying about your choice, either.
4) Other player’s abilities can affect your choice.
c. Wanted
Ghoul Gulch is in the Wild West. Killing people is hardly uncommon, but killing people in public is totally Not Done and a criminal act.
If an alt/ alts kill an unWanted alt that was present in a Public Location, the killer(s) become(s) Wanted.
Wanted alts are named on thread by the mods, and until they lose the Wanted status, they must update their Location on-thread in their every post.
Killing a Wanted alt grants benefits: its killers gain +5 Golddust or +2 Pixie Powder (their choice), and if a Wanted alt was killed in a Public Location, then its killers do NOT become Wanted.
6. What the Fuck do Dice Do?
a. The Physical Dice
I. The Bullets Parameter
Bullets are primarily used for 2 things. First and foremost:
- everytime you vote, remove vote or use an ability from your Role PM or an ability on a Location: you cross out one pip (a Bullet) on a Bullet die.
You must show one of your dice on thread, so other players can keep track of how often you vote, and how many more times you can vote.
Once a die on thread has no more pips remaining, you either cannot vote anymore, or you have to show a new die with unused pips on it.
You may use Bullets of unpublished dice for your abilities, but that is not mandatory: sometimes, you may want to show you're using abilities.
Secondly
Bullets also determine how well you Attack at night.
To make an Attack, you must have unused Bullets: this time, instead of using only 1 pip, you first use 1 pip (to pay for the action), and then any remaining Bullets in the entire die are added up, and used.
So, if you have 4 pips remaining on a die, and you Attack with it, you use 1, then the remaining three, and your Attack is now 3.
It is important to note that, when using Bullet dice for attacks, you must use Bullet dice in descending order, and assign Speed in descending order as well. Your highest Bullet die will thus always be coupled to the highest Speed die.
Strategic explanation:
A big die will often trump a player's Dodge. Most roles have more Bullets than Dodge and therefore, you stand a good chance to hit - unless you lower that big die when you use different actions, as these also cost Bullets!
A big bullet die will work well if your Speed is low.
On the other hand, you can also create multiple smaller dice (the smallest effective dice would be of 2 pips each).
Sure, a lot of your attacks will miss, but you count on exhausting his big defensive Dodge and Luck dice before you run out of attack dice.
If you go for a small die strategy, make sure you also have a lot of Speed pips, or you may not be able to reuse these Bullet dice!
Your opponent can counter by creating multiple small Dodge and/or Luck dice.
II. The Aim Parameter
Aim is the amount of damage you will do if and when your Bullets find their mark.
Basically, to each successful attack you make, one die of Aim is assigned.
The mods automatically apply your unused Aim dice on your successful attacks for you, starting with your highest unused die and continuiing with smaller ones on subsequent attacks.
Some abilities also use Aim, usually to show great marksmanship.
Strategic explanation:
When creating Aim dice, keep in mind how you use your Bullets. If you have a chance of doing 5 attacks, it makes little sense to have 1 big Aim die: sure, it may hit, but any subsequent attacks that hit do no damage.
III. The Dodge Parameter
When another player makes an Attack on you, you instinctively seek cover. This is Dodge.
The Attack (Bullet die -1 of the guy attacking you) is compared to your Dodge. If your Dodge is equal to his Attack or higher, the Attack stops and no damage is done. The Attacker lost his bullets (but not his Aim die) and you use your Dodge die. The mods automatically apply your unused Dodge dice against attacks for you, starting with your highest unused die and continuiing with smaller ones on subsequent attacks.
Some abilities also use Dodge, usually to show great agility.
Strategic explanation:
Since every Bullet die subtracts 1 to make an attack, it might be a bit of a folly to create Dodge dice that are 6 pips: after all, the biggest attack is (6-1) and you only need to match that.
Secondly, consider what you are most afraid of.
If you work with a lot of small Health dice, you are probably more afraid of eating a lot of small hits than getting 1 big one against you (as a standard attack can affect 1 health die). So, take small Dodge dice; if they attack from a 2-pip die, you only need 1 pip to defend, which is economically very sound.
If you have a big Health die, for example, because you can heal yourself reliably, you're not afraid of those small hits, but you are afraid of a big hit.
IV. The Luck Parameter
When an Attack trumps your Dodge (or when you run out of Dodge dice to use against attacks), you're hit. Fortunately, most guys can't aim for shit, as we're talking smoothbore weaponry here.
So, your Luck plays a healthy role. Basically, we take the Attackers Aim, subtract your Luck, and the difference (if his Aim is better than your Luck) is the amount of lead you eat.
V. The Health Parameter
Your Health is how much lead (or magic, or knives, or whatever else that hurts is out there) you can eat, basically.
Health is divided in dice as well. A single attack usually (this is modified by abilities and items) damages only 1 die.
Thus, if you have a health of 7 and spread it over dice of 1 pip each, and you are damaged for 5 damage, you still lose only 1 pip.
But:
Once you have lost a Health die, there is no way to gain it back.
Thus, if you can heal yourself or expect to be healed, creating bigger health dice might be smart.
b. The Magical Dice
The Card Suits consist of 5 Parameters of dice: Clubs, Diamonds, Hearts, Spades and Cheat.
I. The Clubs, Diamonds, Hearts, Spades Parameters
All of these are measured in dice and pips as well. There are four things to keep in mind here:
1) a lot of abilities require a die of (at the least) a specific number of pips of a specific suit;
2) each ability must be paid for by no more and no less than 1 die;
3) the card suits are also used for Poker, so make sure you have some easy scoring combinations available.
4) at the start of each day, you can only reset a combined number of Clubs, Diamonds, Hearts and/or Spades dice equal to your Attunement pips. Thus, keep an eye on how many dice you create. If your Attunement is four, creating 20 dice seems excessive.
Each die suit is equal to all the others, but each has a theme.
Clubs represent force and natural force, as well as challenge. Most Wagers in Role PMs require a Clubs die to start it, and roles that centre around combat magic (throwing fireballs, electricity or gravity around) centre on Clubs.
Diamonds represent metal, money and resistance and are therefore often used for Items, protective abilities and money making abilities.
Hearts represent biological growth as well as courage: both scientists brewing gene mutations in laboratories as well as healers of mind and spirit work with Hearts.
Finally, Spades stand for death, and both necromancers and murderers have an affinity with this suit.
In addition to Role PM abilities, players also have access to the Cantrips: a set of 12 abilities, 3 per suit, that are activated on thread and in public. Of these, 8 are so cheap that almost every player can have access to them, the remaining 4 are very costly and only a handful of roles will be able to activate them all.

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II. The Cheat Parameter.
Cheat is a special die category. In essence, it acts like a Joker. Like Health, once a die is used, it cannot be reset.
One can use Cheat in two ways:
1. add the number of pips on the Cheat Die to any die you use(d) for an ability or Attack, this includes pre-emptively boosting Luck or Dodge.
2. Allows you to create a dice of a card suit of your choice with the same number of pips as the Cheat die when playing a Wager. Essentially, you have to mention as which suit you want your Cheat Die to count.
b. The Mental Dice
I. The Sanity Parameter
The most important one is listed first, and for a reason.
Sanity measures how much you are affected by all the crazy demonic shit going on around you. You lose 1 Sanity everytime a HEX or SUMMONS ability is used on your Location. Each of these can be produced by role abilities, items and Locations.
In all cases, Hexes and Summons are marked in a sickly green bold font in Role PMs.
At the end of each phase (morning movement, day phase, night movement, night) the mods will update each player's Sanity for them, in their role PM.
Strategic information:
Reducing another player's Sanity to zero is a tactic that will work for several factions, most notably the LaRua faction, but the University is also pretty good at it.
So what is so bad about losing Sanity? Well, when your Sanity reaches 0, you go crazy and become a hazard to everyone.
Essentially, this means four things:
1) you lose your faction alignment and play solely for yourself now;
2) you do an automatic 1 damage to everyone at your location at dawn, including yourself. You continue doing this until you’re dead, or until everyone else is dead;
3) If you are elected as either Mayor or Judge, you will elect yourself for lynch (or for Judge, then for lynch);
4) If you somehow manage to win the game, you get so many bragging rights it is not even funny.
II. The Pixie Powder Parameter
The statistic Pixie Powder signifies nothing more and nothing less than your private stash of this magical material that everyone wants. Itt is required for the very best items and for the most spectacular effects. Gjostdust is automatically kept on dice that grow and diminish in pips when your stash of it is increased or lowered: so 7 Ghostdust is always noted as [6], [1] - if you then spend two, it becomes [5].
III. The Golddust Parameter
The statistic Golddust signifies nothing more and nothing less than your private stash of this desireable yellowish material that everyone wants. Like Pixie Powder, it is automatically kept on dice that grow and diminish in pips when your stash of it is increased or lowered: so 7 Golddust is always noted as [6], [1] - if you then spend two, it becomes [5].
IV. The Speed Parameter
Speed is an odd bird of a statistic.
First and foremost, at the start of each day, before the Movement phase, you may reset a combined number of used Bullet, Aim, Dodge and Luck dice equal to the number of Speed pips you possess. So, a high Speed allows you to reuse your Physical dice a lot faster than other players do.
Speed dice reset themselves automatically, so there is no reason not to spend them all!
Secondly, when you make an Attack against another player, you must assign a Speed die to it. This will determine when your Attack is being resolved.
Strategic information:
Assigning Speed dice is an important part of your Strategy. High Speed dice allow you the first attack, however, the first attack is likely to face an opponent's best defenses. Attacking late thus increases the chance that you'll do damage - however, if a player dies before you can attack him, you won't gain XP for a kill.
V. The Attunement Parameter
First and foremost, at the start of each day, before the Movement phase, you may reset a combined number of used Clubs, Diamonds, Hearts and Spades dice equal to the number of Attunement pips you possess. So, a high Attunement allows you to reuse your Magical dice a lot faster than other players do, and makes sure you can compete in Wagers and use all your abilities each cycle.
Attunement dice reset themselves automatically, so there is no reason not to spend them all!
7. Temporary Alts
Each day, the mods add a number of alts equal to (current player number / 3, all fractions rounded up), to the game.
These alts cannot post or vote and are considered to be present on all Locations at the same time. These alts can be targeted with all abilities, except for being Elected. They have a Health of [1].
Killing them will not give XP. The message X (altname) was killed. He was an innocent bystander will be given as CF.
Whenever a player casts a Summon ability or creates an item that occupies a Temporary Alt, one of these alts will be given to them.
This alt then gets the Location of its creator and it gains statistics listed in its creator's role PM.
Killing this alt will result in a gain of 1 XP and full CF, including faction alignment.
8. HEXES and SUMMONS
A HEX is an ability that does two things:
1) if used successfully, everyone on the Location, including the user, loses 1 Sanity. If the HEX is illegal, the user still loses Sanity.
2) it creates a new die for the user, which is lost after the current day/night cycle ends, unless it says "create a permanent [#] die", in which case, the die is permanent.
A Summons is an ability that does two things:
1) if used successfully, everyone on the Location, uncluding the user, loses 1 Sanity. If the SUMMONS is illegal, the user still loses Sanity.
2) it adds a role PM to a Temporary alt under control of the player doing the Summoning, with the text as specified per the ability and Temporary alt Role PM (as found in the summoners role PM).
Summons and Hexes are very powerful abilities and their costs are higher than regular abilities.
9. Items
Items are (usually) passive modifiers. Some of them can be destroyed to produce an effect, however.
With Items, you must take the following into account:
1) you can have only 1 of each type at the same time;
2) creating an Item costs 1 bullet and can be done both as a Day Action, a Night action and in the Move Phases.
3) using an Item for its effects does not cost a Bullet - likewise, if an Item creates an attack, no bullets are subtracted from it.
10. Phases
We work with a 48 hour day phase, and an 8 hour night phase.
A. The day phase
The Day Phase starts with all players resetting a total number of dice equal to their Speed pips in Bullets, Aim, Dodge and Luck, and resetting a total number of dice equal to their Attunement pips in Clubs, Diamonds, Hearts and Spades, except for day 1, when all dice are automatically reset.
During the day phase, each player post must be ended with the text: Bullets [#] where [#] is the number of unused pips on the Bullet die they use this phase for voting/removing vote/ paying for Cantrips.
Midway through the Day Phase, Rien Ne Va Plus will be posted. This means:
1) no more Wagers may be initiated;
2) any abilities that must be submitted before Wagers are processed must be in;
3) everyone must have selected their Judge in case they are selected as Mayor;
4) the mods will process all submitted Wagers.
Move Phase 1
After the Day Phase (at the end of which the lynch happens), a Move Phase is started. Players may move freely from one Location to an adjacent Location at no cost. Orders for the Move phase must be submitted before the end of the Day phase.
Night Phase
The Night phase is an administration phase for the Mods, as usual. Orders for the Night phase must be submitted before the end of the Day phase.
Move Phase 2
After the Night phase, another Move phase happens. Players may move freely from one Location to an adjacent Location at no cost. Orders for the Move phase must be submitted before the end of the Day phase.
This post has been edited by Path-Shaper: 21 August 2013 - 07:03 AM