Here's the setup: The Red team was going about their business one day, when suddenly everyone looks like the Soldier. Looks like the Blue team is doing something sneaky with Spy's tech... which is followed up by gunshots the next night. Problem is, the next morning there are still nine Soldiers in the room... and an extra one, making ten. This was enough to convince everyone that some people among them are in fact BLUE SPYS!!! And thus the great blame game begins...
- This game has a maximum of ten players.
- Classes and colors are chosen randomly.
- Each class will be represented only once (with the exception of the Gray player), and each one has a Red (town) or Blue (mafia) variant.
- The tenth player is one of Gray Mann's robots who got mixed up in this somehow; he also has two variants, neither of which are aligned to Red or Blue. They have their own win condition separate from the others.
- The game starts with an initial night phase. Each night, the Blue team (exact number unknown) may debate among themselves and then decide on who to kill. They then send one of their number to do the deed. The player sent to do the kill will be unable to use their ability that night, unless their ability triggers as part of the kill.
- Every day, every player (Red, Blue or Gray) get one vote on who to lynch that day, or to not lynch anyone. These votes are public. If someone is lynched, they die and their allegiance is made public. Day phases last roughly a week, or until there's a majority lynch vote, whichever happens first. If time runs out, the highest number of votes carries it; in the case of a tie, no lynch takes place.
- Dead players cannot interact with the game any further.
- Upon death, the spy tech fails and reveals both their colour and their role.
- The Red team wins when everyone who wants them dead is dead. This means the Blue team and the Gray Sniper, if he's in play.
- The Blue team wins when their numbers are sufficient to freeze the day vote (i.e. they equal half the total remaining number of players). If the Gray Sniper is in play, he must also die before Blue can claim a victory.
Players:
- Victin
- Qara
- Krika
- Narra - Red Pyro (dead)
- Tohr
- Endless
- Eli
- Dryu
- Sophira - Red Soldier (dead)
- Jack - Blue Heavy (dead)
History
- Day 1: No lynch
- Night 1: Narra, Soph and Jack died.
The roles are:
- RED SCOUT can drink a can of BONK! to become immune to death for one night. He can do this multiple times, but not two nights in a row.
- BLUE SCOUT is the Godfather (who would ever suspect the Scout?). He is immune to investiagtion, although he will still turn blue upon death.
- RED SOLDIER is a bodyguard. Every night, he may choose someone to guard; if that target would be killed, he dies instead. Only the person he was guarding is told that he had a bullet taken for him.
- BLUE SOLDIER, if chosen to do the nightkill, will rocketjump into the target's house. He accidentally kills himself in the process, but the target will be so impressed by the sheer audacity that he will convert to the Blue team.
- RED PYRO is a cop. He may spycheck someone every night, learning their team color.
- BLUE PYRO may, once per game, when sent to do the nightkill, burn the body beyond all recognition. That target's role and color will not be revealed.
- RED HEAVY, due to his large reserves of health, is immune to a nightkill. This only works once.
- BLUE HEAVY can distract someone every night with his Sandvich; that person will have their night action cancelled.
- RED DEMOMAN has a killswitch; if he is nightkilled, the Blue who killed him will also die. If he's lynched, then the one who cast the deciding vote will also die.
- BLUE DEMOMAN has a detonator. At any time, even during the day, he may kill someone along with himself.
- RED ENGINEER has all sorts of one-shot gadgets lying around, that he can use himself or give to another (if he does he'll leave it in their room; they'll find it the next morning, or he'll get it back if they die). This includes a scanner (reveals the target's team color), a health dispenser (protects someone from a nightkill) and a turret (kills someone at night). These all only work once. He could use all three in the same night if he wanted to.
- BLUE ENGINEER can set up teleporters to swap two rooms around. Anything that would be done to one of the targets that night is instead done to the other.
- RED SNIPER has gone all vigilante. He may kill someone every night.
- BLUE SNIPER is an interceptor. He may keep watch on someone's room every night and kill one person who visits them (which one is decided at random). Any other visitors will see his laser pointer and learn his identity.
- RED MEDIC is, of course, a doctor. Every night he may Ubercharge someone other than himself, rendering them immune to death for that night.
- BLUE MEDIC is a poisoner. Only once during the game, he may poison someone at any time. That person will die the next night.
- RED SPY may stalk someone every night, learning who they visited that night.
- BLUE SPY is a traitor. He knows who's on the Blue team, but the Blue team kinda lost track of which of them was the actual Spy. He starts out aligned with the Red team (and a Red Pyro will see him as Red); however if the Blue team target him for a nightkill he will reveal himself to them claiming that he was actually really deep cover, and be accepted back into their ranks; he will be Blue aligned after that (and a Red Pyro will see him as Blue after that).
- GRAY SPY has been sent to passively observe the two teams and gather intel. Regardless of which team wins, he also wins if he is still alive at the end to report back.
- GRAY SNIPER has been sent to kill everyone on both teams. He will kill someone every night, and neither team can win while he is still at large. He wins if he is the last man standing.





