Wild, Wild Paranoia

In this Main Match, Murderers aim to wound the Villagers, while Villagers aim to wound the Murderers while trying not to switch sides.

Designer(s): ItzShaun, MarcerMercer, RedsToad Match Type: MM (for 13 players)
Featured in: The Genius: PnP


MM2: Wild, Wild Paranoia


⚠️ This is a Limited Communication match! You will only be able to talk to the players who you unlocked pair chats with in MM1.


📣 At the end of round 2, you may request for a pair chat to be opened with someone of your choice.


Background:


In the quaint village of PanPia, nothing really happens… until a few days ago, when a round of sickening murders swept the entire town. Now, a mass of paranoia swarms the village — who did it? A witch hunt begins, and people start to take matters into their own hands. But soon, it'll be impossible to tell who's a murderer, and who's not…


Summary:


In this social deduction Main Match, 5 players will be Murderers and 8 players will be Villagers. Murderers will aim to viciously wound the Villagers, while the Villagers will aim to brutally wound the Murderers; however, act too carelessly, and you'll find yourself on the other team!


📖 Rules:


This game lasts for 4 rounds.


At the start of Round 1, players will each be assigned a role as either a Murderer or Villager. However, no player will know their own role. Instead, players will receive information regarding another player and their role instead at the beginning of the Main Match.


Each round, players may choose to shoot up to 4 players. Shooting consumes the corresponding amount of ammo and you cannot shoot if you do not have the ammo for it.

:garnet: You may pay 1 garnet to shoot an additional time in a round.


Players all begin the game with a variable amount of ammo, determined by the bonuses from MM1.

:garnet: 1 garnet may be exchanged for 1 ammo at any time, as many times as you want.


At the end of each round, all players' shots are processed at once.


If a player shoots at another player, the player who is shot at becomes wounded.


However, if two players shoot at each other, the panic of mutual danger will cause both bullets to miss. Neither player will become wounded, but ammo will still be consumed.


At the end of each round, you are only told how many of your shots were successful.


In addition, at the end of each round, some players will change alignment.


All Villagers who wounded another Villager become their worst enemy — now just another killing machine, they become Murderers.


All Murderers who wounded no Villagers will realize that they prefer a life of peace and solitude — attempting to reintegrate into society, they become Villagers.


You will be told if you ever change alignment, but not which alignment you changed to.


Game End:


After the final alignment changes are processed, the following is calculated:


:Token: The Villager(s) who wounded the most Murderers while being a Villager wins the ToL. If there are more than two players who tie for this condition, nobody wins the ToLs.

:Token: The Murderer(s) who wounded the most Villagers while being a Murderer wins the ToL. If there are more than two players who tie for this condition, nobody wins the ToLs.


:EC: The 2 Villagers who were wounded the most become EC. Ties are broken by times being shot, then RNG.

:EC: The 2 Murderers who wounded the most other Murderers become EC. Ties are broken by times shooting the most other Murderers, then RNG.

:EC: If there are less than 2 Villagers without a ToL, the next Murderer(s) who wounded the most other Murderers also become EC until there are 4 ECs. If there are less than 2 Murderers without a ToL, the next Villager(s) who were wounded the most become EC until there are 4 ECs.


The alignments of the winners and ECs are announced at game end.


:Token: All players who win a Token of Life get 7 garnets.

:garnet: All players able to dodge the DM get 5 garnets.

:DMO: All players who win the DM get 3 garnets.


📌 Amendment: Villager ECs are always ranked higher than Murderer ECs, when ranking ECs.


Tags


Battling    (The game involves players attacking each other.)


Limited communication    (The game cuts or restricts communications in some way between players.)


Social deduction    (The game involves players trying to deduce other players' hidden roles.)


Teams    (The game involves the players being split into teams.)