You continue to follow the tunnel. At one point, you hear voices speaking in German directly overhead.
“Are we there?” asks Augustus Sebald, nervously.
Lt. Trout shakes her head. “I’m not sure where we are. Hold on.”
The group of you boost her up to the ceiling, which she digs into with a folding shovel. A shaft of light opens up.
“Is it Germany?” asks Jonathan Hamsworth.
“Shh,” says Lt. Trout.
You’re almost directly underneath the stalled Austrian tank. Men in gray uniforms and black helmets are rushing around it. Above you, the muzzles of machine guns and rifles protrude from its decks.
“This is bad,” says Lt. Trout. Suddenly, the light from the hole winks out, as an Austrian steps over the top of it – then falls in.
He lands on Lt. Trout, who topples down onto the rest of you. The Austrian staggers upright, helmet falling away.
“ALA-” he yells, but goes silent as Lt. Trout’s shovel connects with the side of his head. There’s a breathless moment of silence. Then, light from the hole dims again as another Austrian peeks in.
“Hast du etwas gesagt?” he asks.
Lt. Trout grabs the Austrian helmet from the floor and puts it on. “Nein?” she says, hopefully. The man at the top of the hole looks a moment longer, shrugs, and leaves.
“We need to get out of here,” hisses Lt. Trout. “I can only fight one Germany at a time.”
The Austrian on the ground groans and sits up. Lt. Trout shoves his helmet backwards onto his head and dashes off, waving for you to follow.
The next hundred meters or so are uneventful, but then you come upon a man. He wears no uniform, and is simply standing there, as if awaiting your arrival.
“Welcome, travelers” he says. His accent is thick, and hard to place. “You must answer my riddle before you can pass.”
“Look, friend,” says Lt. Trout. “I have just done my good deed for the day by not killing an Austrian back there. Please do not test my patience.”
The man holds out his hands. “What is bright at night, dark in the sun, and lightest when full?”
Sidequest: Answer the strange man’s riddle in the Riddle Thread so Lt. Trout can get by without having to kill him. This won’t affect the gameplay, but might make you feel smart if you figure it out.
“God damn it,” says Lt. Trout.
At the back of the crowd, Bertha “Rilla” Marilla Blythe, of Prince Edward Island, is surreptitiously strangled with German bootlaces.
Rilla (Mayelbridwen) has died. She was INFANTRY (Town).
“You Get What You Give”
- The Battle of Mount Everest is believed to be over, as everyone has died of altitude sickness or exposure.
- The lost legions of Emperor Tiberius have been found alive in Teutoburg Forest, and the Italians are showing them how to use guns.
- The center cannot hold.
Today’s Trading Cards
Exempt from paper rationing!
“Fragments from France”
By Bruce Bairnsfather
- A Winged Potato – Lord Flashheart
- Annanomally – Reposted InnDEEEEED Comments
- April LKD – King Elroy Bertrand Poopypants of East Hampshire
- Grumproro – D.H. Lawrence
- Jon Hamm’s John Ham – Jonathan Hamsworth
- Mr. I’m My Own Grandfather – Rear Brigadier Zapp Brannigan
- Owen1120 – Augustus Sebald
- Pulprobot – John Harrison – Replaced on Day 2 by AWP
- BannerThief – Corporal BannerThief Vakarian – GERMAN SPY. Died Day 5 in a duel against Jake.
- Boris – GERMAN SPY. Killed Night 4 by NCO #1.
- BrittaBot – Svvëdish Chef – Infantry. Died Day 2 in a duel against Josephus.
- Clodia – Clothilde Renou – GERMAN SPY. Stabbed to death by the rest of you at the end of Day 6.
- D. Goat – Gort v3.0 – Infantry. Killed Night 7 by the German spies.
- Donalbain – HUNGARIAN SPY. Killed Night 3 by NCO #2.
- Dr. Nick – The Internet – MEDIC. Killed Night 1 by the Hungarian Spy.
- DW – Merchant from Resident Evil 4 – Infantry. Killed Night 2 by the Hungarian Spy.
- E-Dog – GERMAN OFFICER (Wolf roleblocker). Sent over the top at the end of Day 5.
- Flubba Gunto – Officer Krazy Kat – Infantry. Killed Night 3 by stray shrapnel.
- Hegel Exercises – GERMAN SPY. Killed in the tunnel by the rest of you at the end of Day 9.
- Hohopossum – Australian wombat-ready possum – Infantry. Killed Night 4 by stray shrapnel.
- Jake – The Luggage – Infantry. Killed Night 6 by the German spies.
- Josephus Brown – Portugal. The Man – Infantry. Sent over the top at the end of Day 4.
- Lamb Dance – John Laurens – Infantry. Died Day 6 in a duel against AWP.
- Lindsay – Lena von Meow – Infantry. Died Day 1 in a duel against Mike.
- Louie Blue – Cheikh Khoulé – Infantry. Forced to sacrifice himself at the end of Day 5 to aid the jailbreak from Stalag 69.
- Lord Stoneheart – Bidoof – Infantry. Died Day 1 in a duel against Jake.
- Mayelbridwen – Bertha “Rilla” Marilla Blythe – Infantry. Killed Night 9 by the German spies.
- Mac Crocodile – Lance Corporal Alistair Edmond Angela MacCrocodile III – NCO #1 (“OGNCO”) (VIGILANTE). Killed Night 4 by the German spies.
- Miss Rim – Dame Augusta Mimsy-Porpington of the Great Snoring Mimsy-Porpingtons – MEDIC. Killed Night 3 by the Hungarian Spy.
- Mr. Glitch – Infantry. Sent over the top at the end of Day 2.
- Otakunomike – Infantry. Sent over the top at the end of Day 1.
- Pearl Sheltie – Buster Keaton/Lt. Count Dracula/Shane McGowan – GERMAN SPY. Died Day 4 in a duel against Louie.
- Shipwreck – Midshipman Hector “Shipwreck” Delgado – Replaced on Day 3 by Thoughts
- Ralph Waldo Wiggum – Victor Delamarre – Infantry. Sacrificed to Rasputin by the rest of you at the end of Day 10.
- Sic Humor – Steve Smith – Infantry. Died Day 2 in a duel against Spooky.
- Sister Jude the Obscure – Mary Pickford – NCO #2 (VIGILANTE). Killed Night 4 by the German spies.
- Sister Mary Francis – Special Private Dolores “Babyface” Guppy – Infantry. Sent over the top at the end of Day 8.
- Smapti – Smaptibus µ, of the Mermarians of Mu – Infantry. Died Day 7 in a duel against Ralph.
- Snugglewumps – Billy D. Orfan – GERMAN SPY. Killed Night 1 by the Austrian spy; also targeted by NCO #1.
- Spiny Creature – Comrade Samantha Parkington, an American girl – AUSTRIAN SPY (SK #1). Killed Night 1 by the German spies.
- Spookyfriend – Sean the 𝚏𝚛𝚒𝚎𝚗𝚍𝚕𝚢 doll – Infantry. Died Day 2 in a duel against AWP.
- Subsaharan – Space Corporal Subsaharan
- The Hayes Code – Deryn Sharp – INVESTIGATOR. Killed Night 5 by the German spies.
- ThoughtsThoughtsThoughts – Infantry. Killed Night 8 by the German spies.
- Ult Warrior – Infantry. Killed Night 2 by NCO #1
- Zecko – Thelonious “Zecko” Flashman – Infantry. Killed Night 2 by the German spies.
- Fully Integrated First Irregulars (TOWN)
296 Infantry (Vanilla Town) 2 Medics 1 Investigator 1 2 0 NCOs (Vigilantes)
- German Spies (WOLVES)
1 German Officer (Wolf Roleblocker) 82 German Spies (Vanilla Wolves)
- Austro-Hungarian Spies (Serial Killers)
1 Austrian Spy (SK #1) 1 Hungarian Spy (SK #2)
- Win conditions:
- The wolves win when they are equal to the number of town-aligned players left (if the SKs are dead), or outnumber the non-wolf players (even if the SKs are still alive).
- Town wins when all the wolves and the serial killers are defeated.
- The serial killers win when it comes down to just them and one other person.
- A three-way standoff between the last town, last wolf and one or both SKs will result in a special ending.
- Night actions:
- There isn’t a hard order that night actions occur in. This is to allow as many of them to go through as possible. Roleblocks will always take precedent over the actions of the targeted player, however.
- Your night actions do not happen if you are in Stalag 69.
- In order to keep the game moving, each night will be a maximum of 12 hours long. Be sure to get your night actions in within 12 hours of twilight, or they won’t be counted.
- Role rules:
- The medics cannot medic themselves or each other. They cannot medic the same person two days in a row.
- The German roleblocker cannot roleblock the same person two days in a row.
- The investigator will be told the alignment of the person they investigate. Results are either ENTENTE (town), GERMAN or AUSTRO-HUNGARIAN.
- The medics know each other’s identities, but do not share a QT. Same for the Austrian and Hungarian spies.
- Being medic’d prevents the target from being killed or captured by the enemy, but does not prevent them from being investigated or using their night action (if any)
- A roleblock prevents the target from using their night action (if any), but does not stop outside night actions affecting them (i.e., being killed, captured or investigated.)
- Being simultaneously targeted by both the roleblocker AND a medic effectively means the target is jailed, and can neither use their night action nor be affected by other night actions.
- For a full list of role details, see the sign-up sheet.
- Prisoner capture and trading
- Each night, you will capture 3 or 4 enemy NPCs, and they will capture 4 of you. Their captives will go to Stalag 69, a German POW camp, and you can trade for them in a daily vote thread.
- Trades are always 1:1.
- You can only vote for one person (or “no trade”) each day. The top vote-getters will be traded for with as many NPC prisoners as you have. If one of the top votes is for “no trade,” you will save one prisoner for the next day.
- Players left in Stalag 69 too long will die (see “Kill powers,” below).
- If the number of unimprisoned players drops below one third of the original player count, a prison break in Stalag 69 will be orchestrated. Not all prisoners will be able to escape, and they will have to vote for who stays behind. Those who don’t escape will die, and there will be no more prisoner captures or trades.
- Kill powers:
- The German Spies (wolves) have a collective night kill, which will be conducted with improvised weapons.
- The Austrian Spy (1st SK) has a night kill with a Rast & Gasser M1898 revolver. Multiple kills in a single night are possible with this weapon, but only if kills are foregone on previous nights.
- The Hungarian Spy (2nd SK) has a night kill with Pontostárgy, the Doom Sword.
- The NCO (town-aligned vigilante) has a night kill with railway artillery, which can hit anyone, anywhere. There is a 25% chance it will accidentally kill someone in the same area as the target victim (either the main trench or Stalag 69).
- Any two players who are not in Stalag 69 can agree to a daytime duel, in which one of them will die. Results are immediate; odds of winning are 50%. Limit 3 duels per day.
- Players in Stalag 69 will die of disease if left there for too long. The exact length of time will be between 2 and 5 days, and each player will be told the number going in. These are night deaths, and will be publicly reported the following day.
- Vote Threads:
- Prisoner swap thread: You can only vote for one person. If necessary, I will break a tie by randomly choosing between the tied players.
- Sending people over the top (kill thread): A tie at the end of day results in no one going over the top. A majority of living players voting for any one person (or not to kill) ends the day early.
- If you die during the day, your votes (if any) in the kill thread and swap thread for that day will still be counted. However, you can’t add or change your votes after you’ve died.
- You can’t duel yourself.
- You can’t duel Captain Video.
- Do not coerce third parties into dueling each other.
- There are no secret powers or win conditions in this game. Any changes I have to make to the mechanics will be announced publicly.
- No editing posts.
- No quoting or screencapping from your QTs.
- If you have any other questions about rules, please ask in QT, and I will answer publicly here.
Current Victrola music:
Day 10 ends Monday, at 8 p.m. EST, or when a majority kill vote is reached.