M A F I A: VICTORIAN ERA

No cryptic clues, no write ups full of red herrings, just the facts, the accusations, the finger pointing, public lynchings and general chaos.

LONDON 1896

Set in the year 1896. London is the capital of the largest empire the world has ever known — and it is infamously filthy. It has choking, sooty fogs; the Thames River is thick with human sewage; and the streets are covered with mud and horse manure. Along with the cesspools that will define the Victorian era, small time criminals and subsequent organized crime run rampant.

The devoted Officers from Scotland Yard serve Queen Victoria and the British Law with great pride. However, prostitution is rife, the serial killings of Jack the Ripper fresh in the minds of Londoners and with the public hanging of the infamous Amelia Dyer is due tomorrow, the streets need a good sanitising in preparation for the dawn of a new century!

The “Bobbies” have been advised to keep their identities secret for their own protection as the scourge of British mobsters are deliberately plotting against Londoners.

PLAYERS

Maximum of 20 players

Before the game begins, each player will receive a message with their role details and their true identities. You will also be advised of whose side you are on British Mobster or Londoner.

For your own protection keep this role and knowledge to yourself.

ROLES

MOBSTERS x 3

  • Can communicate with each other.
  • Chooses one person to kill every night.
  • Wins when Mobsters outnumber Londoners by more than 50%.

GASLIGHTER

  • Is a member of the mobsters.
  • Can choose to peek in one persons window while lighting gas lanterns every night.
  • Learns if that person is a member of the London Police or Scotland Yard. 
  • Wins when Mobsters outnumber Londoners by more than 50%.

APPRENTICE CRIMINAL

  • Visits one person per night.
  • Learns if that player is a Mobster or not 
  • If they visit all living mobsters during the game, they are added to Mobster meeting and become a fully-fledged member. 
  • Wins if Mobsters win.

LONDONERS x 14

All civilians will be known as Londoners.

Proud citizens of the burgeoning metropolis. Londoners win when all Mobsters are removed from London via public lynching, hanging or other means. 

SHERLOCK

  • Visits one person per night.
  • Learns that player’s role. 
  • Wins when all Mobsters are removed from London via public lynching, hanging or other means .

SCOTLAND YARD DETECTIVE

  • Visits one person per night.
  • Learns that player’s alignment (Mobster or Londoner). 
  • Wins when all Mobsters are removed from London via public lynching, hanging or other means .

FRIENDLY LONDON BOBBY

  • Visits one person per night.
  • Learns that player’s alignment (Mobster or Londoner). 
  • Stays for a cuppa tea, role blocking that player for the night.
  • Wins when all Mobsters are removed from London via public lynching, hanging or other means .

DOCTOR OF MEDICINE

  • Visits one person per night.
  • Saves that person if something untoward happens during the night. 
  • Wins when all Mobsters are removed from London via public lynching, hanging or other means.

COURT JUDGE

  • The judge’s vote is counted as two votes during the day.
  • Wins when all Mobsters are removed from London via public lynching, hanging or other means.

CAT LADY

  • Chooses to send a kitten to a player before the night phase starts. That player can decide to accept the kitten into their house for the night
  • If the kitten is let in – that player is blocked for all of their actions for that night. 
  • If the kitten is not permitted entry into the house, it returns to the cat lady and is informed of the players role in the game. 
  • Wins when all Mobsters are removed from London via public lynching, hanging or other means.

CHOLERA PATIENT

  • If visited by a member of the Mob, they shall all be quarantined for 24 hrs, thus rendering the mobsters unable to kill on the following night. 
  • Wins when all Mobsters are removed from London via public lynching, hanging or other means.

START OF THE GAME

The game shall start in the morning phase when the fabled Eliot Ness will address the citizens of London.

This will take place in the London Town Hall chat set up by the host. This is where all announcements will be made by the Mayor and where the voting shall take place. There is no other correspondence to take place in London Town Hall. 24 hrs in the city watch house will be a deterrent, that may impact the game.

Another chat will be created called London Public Forum, this is where citizens meet to discuss business, share ideas and question others.

The mobsters will also have a chat called Mobster Chat, where only they can conspire.

VOTING

Players must vote either a player or a vote for no lynching. Votes must be submitted in the Town Hall Chat. Votes must be formatted as such **Vote: James votes for @Wendy** or **Vote: Wendy votes for NO LYNCHING**

You may retract and recast a vote twice in the game. This shall be formatted as such: **Vote: James retracts my vote for @Wendy for @Steve**

Players are asked to keep a tally of votes in the TOWN HALL chat as they add their own, ensuring count is correct and the order in which people have been voted for is maintained. ie: JEFF (1) Michael, PETER (3) Amy, Bill, Ben

ACTIONS

Some roles require actions during the night phase or prior to. Such as the Detective enquires about other players, the Cat Lady sends her kitten to visits a player at night and the Doctor makes night calls. These actions must be messaged directly to the Host. If you miss the deadline for actions, these privileges will be forfeited.

NOTES

TOWN HALL hours of operation may vary. Please ensure you meet the deadlines or your vote/action won’t count.

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