Night phases will last 4 hours and will end at 21:00 (9:00 PM) EDT [1:00 (1:00 AM) GMT].
Many wars have been waged over the Kingdom of Boswell. Each has left the region trampled by legions of knights, polluted by wizards slinging spells across the landscape, looted by opportunistic merchants, littered with assassinated corpses and polluted by the blood magic of so-called 'healers'. Now, the fragmented factions left behind clash once more, to decide what what the future has in store for this ravaged land -- if, indeed, there is any future at all left to be had.
Introduction and Mechanics
The Remnants of Boswell is a multifaction game - there is no village, but rather, each player is assigned to a faction (called Realms). Each Realm has a set of unique abilities that allows it to exert control over the game. Each of the 4 players in the Realm is assigned one of 5 roles. Each realm has one role that is missing, and one that is upgraded to a more powerful version.
At the beginning of the game, players do not know who their teammates are. Some roles have the "Identify" ability, allowing them to check each turn to see if another player is part of their realm. If that player is part of their realm, those two players become "connected" and will share pms from the host. In addition to using Identify, a Realm's wizard can also check a player's Realm each turn. If they are an allied player, a connection is formed.
Each realm additionally has a passive ability (that automatically applies to all its member from the beginning of the game), a Minor Special (available to use when two or more players of that realm have been connected), a Major Special (available and announced publicly when 3 or more members of that realm become connected), and a Disparity (a powerful ability that automatically is revealed and available when there is only one living player remaining in a realm.).
Players of a realm will know their own Major Special and Disparity when the game starts.
To help with finding teams, on Round 0 each player will be given the name of a random player who is not a member of their realm.
Each Realm's Win condition is to to eliminate the other Realms and become the only Realm with one or more living players in the game.
This game will see the return of the successful Influence mechanic from previous Boswell games. Each player begins the game with 1 influence and, starting on Round 0, each player must give a gift of 1 bonus Influence to another player in the game each round (if no target is selected, a random target will be chosen). Additionally, when a connection is formed, both the peeker and the target receive one Influence. In this way, Influence is constantly being added to the game.
A player's Influence is how much their vote counts (a player with 8 Influence will have their vote be 8 times as powerful as someone with only 1 Influence). Vote tallies will not show individuals' current Influence levels, therefore the popular choice may not be lynched; however, the total amount of Influence placed on each person will be public knowledge following the lynch. This also demonstrates that one would not want to be a lone voter, unless they don't mind their Influence being public knowledge.
Additionally, the roundly nightkill is performed by the Realm with the least total Influence. In the event of a tie, the tied Realm with the lowest individual Influence wins the tie. If that too is a tie, the Realm with the lowest number of players wins the tie. If all of these are a tie, all tied Realms will perform a separate nightkill.
Killing a player via any method transfers the dead player's Influence to their killer. In the case of nightkill or any other factional killing power, the killer is the player with the least Influence in the Realm. In the case of lynch, the killer is the voter with the least Influence on the wagon.
At the dawn of every morning there will be a listing of all of the Influence in the game by Realm. There will be a list of Realms, by number, and the total Influence held by all members of the Realm. The recap will look like this:
Realm One – 8
Realm Two – 7
Realm Three – 7
Realm Four – 5
Roleblocks are slightly more powerful in this game than they are in a standard mafia game. A roleblock will effectively suspend a player's role for that round, preventing not only active abilities (like Insight) but also passive ones (like Armored). Roleblocks do not block nightkill, lynch, identify, or Realm powers such as the realm Passive, Minor Special, Major Special, or Disparity. In addition, some abilities may be immune to roleblocking, such as the Assassin's Veil of Night.
Poison is a special status effect that can be applied in this game. Poison will roleblock and kill on the round following its application. Targets will always know that they have been Poisoned. Poison kills can be protected against via the Physician's power.
The Remnants (Realms) of Boswell
-Players are always required to place a vote each round. If a player has not voted at the end of the round, they will automatically vote for themselves.
Order of Actions
Day: Prelock -> Influence Locked -> Influence Gifts -> Lynch
Night: Roleblocks -> Protection -> Kills -> Manipulation -> Peeks -> Realm Power Activations -> Influence Unlocked
Influence locks mean that no changes to Influence will be realized until unlocked.
Rounds will be a 44 hour day/4 hour night hybrid-phase game. Think of it as Speedplay, but with a little extra "grace period" to react to the lynch results.
Modkills and Activity:
There will be strict activity expectations for players in this game. Players will be expected to make at least 5 game-related posts per day phase.
Modkills will be given out for the following:
-Failing to meet the posting requirements after being warned once.
-Deliberately throwing the game (Players are expected to try their best to win)
-Directly quoting or sharing screenshots private correspondence from the host(s) without permission.
-Using codes or encrypted information of any kind