This game takes place in two separate threads – the Phobos and Deimos threads (the two moons of Mars) – with about half of the players in each thread at any given time. Players may only communicate with other players in the same thread, but may act on and vote for any player in the game regardless of which moon they’re on.
When players die or get lynched, they’re exiled from the moons and forced to the surface of Mars. Players on Mars can still act on anyone and be acted on. They may also vote for any player on a moon, and whoever gets the most votes from the surface of Mars will have a vote added to the total number of votes against them from the two moons. Players on Mars can see both of the moon threads in addition to the Mars thread.
During the night, players who are still on a moon will PM me their choice of which moon to be on for the next day. I’ll shuffle the list of players and grant wishes until a moon has half of the moon-dwelling players, then the rest of the moon dwellers will go to the other moon. The masons are an exception – before assigning any other players to moons, I’ll take the first moon-dwelling mason on the shuffled list and grant his wish, then put the second mason on the opposite moon (unless he’s on Mars). At the end of the night, the lunar threads will be locked and moved to ghosties or something where they're no longer visible. The nightpost for each moon (and Mars) will show actions that targeted players that were on that moon during the night and will only be visible to players that end up on that moon on the following day. The lynch will reveal faction but not role to everyone regardless of location. A list of which players are moon-dwelling and which are on Mars will be known to everyone at the beginning of each phase.
Wincon: Convince the host you're guaranteed to get all of the goodies to Mars
Group NK. BTSC regardless of location.
The game will start with three baddies and four abilities to choose from. The baddies are anonymous and may use any action, but only one action per night/day cycle and the team may only use each action once per night/day cycle.
RID mind control. Must be used by a moon-dwelling baddie who will be publicly revealed as baddie to his moon if the RID is incorrect, and may only be used on a moon-dwelling goodie (not necessarily on the same moon). You control the target's action for the night (except ODTG yes/no). If you RID a mason then you get to see the mason thread and the masons lose access to it for the next day and night. After a successful mind control, the target is sent to Mars.
Block. If you target a mason then the mason thread is locked for the next day and night.
Bulletproof. You survive any night kills or a lynch the following day, and this ability is lost after it prevents a death. This is blockable.
Vote x0-x2. Self only. Fails if you were blocked on the previous night.
Wincon: Send all baddies to Mars
Follow spy. Sees masons as acting on each other, bulletproofs as acting on self (unless the bulletproof was already consumed).
Bulletproof. Same rules as the baddie version.
ODTG host yes/no question. Blockable but the ODTG will not be wasted if blocked.
Appears in NP:
- Successful kills including whether it's from a baddie NK, goodie kill, or RID mind control
- Needed saves, appears as "[Player] was saved"
- Needed bulletproof use, appears as "[Player] was saved" indistinguishable from a regular save
- Blocks including faction of blocker
If a player is successfully saved, the kill attempt won't appear in the NP
Saves and bulletproofs won't stop RID mind control death
Tie lynch rules: D1 no lynch, D2+ all are sent to Mars
OOA: RID mind control >> blocks. If the two blocks block each other then both blocks will appear in the NP. Kills are not blocking.
Direct copy/pasting stuff from a previous cycle into a new cycle after people swap moons is considered PM-repping and illegal. Paraphrasing and summarizing is ok.