Currency Types
There are several types of currency available to you, detailed below.
Power Tokens
Power tokens are the main currency of the game. There is a pool of 472 tokens, wholly distributed on N0. Every night, you may choose to spend your available power tokens on any of three things:
- Upgrading Talents
- Using Abilities
- Buying Priority Medallions
At the start of each night, spent power tokens are redistributed based on each player’s relative Income Rating.
The mafia team has a factional Income Rating. The Power Tokens earned in this way may be shared among the team in any way they choose.
Priority Medallions
Priority Medallions are used to determine turn resolution order. Every night, the player who spends the most Medallions resolves their entire set of actions first, then the player who spent the second-most, etc. Ties will be broken in the following order:
- Most remaining Priority Medallions (including those purchased this night)
- Most remaining Power Tokens
- Highest combined Athleticism & Studiousness
- Highest Skill Gauge
- Fewest Power Tokens spent tonight
- Previous night’s turn order
- RNG
Priority Medallions may be purchased using Power Tokens, at the rate of 10,000 Medallions per 1 Token. These become available for use at the start of the following night.
Solar Credits
Solar Credits determine the length of the day phase. Every night, you may spend any number of your Solar Credits. Day length will be equal to (√c)*4
hours, where c is equal to the total number of Solar Credits spent by all players. Solar Credits are available in the Ritual Deck.
Ether Crests
Ether Crests determine the number of votes you require to be banished. Every night, you may choose to consume any number of your Ether Crests. At the end of the following day, if you receive a number of votes at least equal to the number of Ether Crests you spent, you are banished. If you spend zero Ether Crests in a night, you will always be banished at the end of the next day. Certain Talents will reward you with additional Ether Crests.
Influence Markers
Influence Markers determine the strength of your vote. Every night, you may choose to consume any number of your Influence Markers. The following day, you will be able to vote that many times. You may vote for the same player more than once (although it won’t be reflected in the auto vote count). The number of votes each player has will be announced at the start of the day. Certain Talents will reward you with additional Influence Markers.
Constitution Sigils
Constitution Sigils cannot be spent, but are automatically consumed when you would otherwise be killed. One Sigil protects you from one kill. Note: these do not protect you from being banished. Constitution Sigils may be earned from either Talents or the Ability Decks.
Ability Decks & Skill Gauge
The Ability Decks are the main source of power for a player looking to have an impact the game. As such, they’ll be the primary target of Power Token spending. Note that if an ability fails for any reason, the Power Tokens spent on the ability are still spent. Any unplayed cards are discarded at the end of the night. You are guaranteed to never draw two of the same card in one night.
Athleticism & Feat Cards
Athleticism controls the number of Feat Cards you may play each night. Feat Cards are more or less regular abilities from the game of mafia. Each Feat Card has a Power Token cost attached to it, which must be paid in order to use the Feat. Most must be targeted at another player, for good or for ill.
Feat Deck
Send message to target player (Cost 1) x2
Give fruit to target player (Cost 2) x3
Steal target player’s remaining Power Tokens (Cost 2) x1
Learn whether target player used a Feat. Fails if they have higher priority. (Cost 3) x2
Learn whether target player used a Ritual. Fails if they have higher priority. (Cost 3) x2
Neighborize target player (Cost 4) x2
Learn target player’s place in the turn priority (Cost 4) x1
Track target player. Fails if they have higher priority. (Cost 5) x2
Block target player’s actions. Fails if they have higher priority. (Cost 7) x3
Bus two players. The bus will not affect players with higher priority. (Cost 6) x2
Learn who targeted you. You won’t see players with higher priority. (Cost 6) x3
Learn whether target player’s alignment is Apples or Oranges (Cost 8) x2
Learn target player’s Income Rating, Athleticism, Studiousness and Skill Gauge (Cost 9) x2
Give a Constitution Sigil to target player (Cost 14) x2
Get a Constitution Sigil (Cost 15) x1
Redirect target player to target other player. Fails if they have higher priority. (Cost 10) x3
Steal a Constitution Sigil from target player (Cost 18) x1
Poison target player, they will die at the end of the day (subject to being blocked by a Constitution Sigil) (Cost 25) x1
Studiousness & Ritual Cards
Studiousness controls the number of Ritual Cards you may play each night. Ritual Cards do not have a Power Token cost attached to them. Instead, their effect increases the more Power Tokens you spend to play the card. The number of tokens you spend to play the card is represented by an “x” on the card. Most of these have no target, and instead give their user some direct benefit.
Ritual Deck
Gain x*15000 Priority Medallions (x4)
Increase Income Rating by x/4 (x4)
Insert x/5 blank cards into the Feat Deck. You will never draw these cards. (x2)
Insert x/5 blank cards into the Ritual Deck. You will never draw these cards. (x2)
Play x/6 extra cards this night (x2)
Gain x/7 Solar Credits (x5)
Increase Athleticism by x/12 (x5)
Increase Studiousness by x/12 (x5)
Gain x/18 Constitution Sigils (x2)
Gain x/50 Ether Crests (x2)
Gain x/50 Influence Markers (x2)
Skill Gauge
The Skill Gauge controls the number of Feat and Ritual Cards you draw at the start of each night. At the start of the game, your Skill Gauge is at 2, so you draw two cards from each deck. At no point may your Athleticism or Studiousness exceed your Skill Gauge.
Talents
The Talents are a way to passively increase your footprint in the game. Each night, you may upgrade any number of Talents, but you may only upgrade each Talent once per night. The cost of upgrading a Talent is 10*(L+1)
where L is the level you’re buying. This means that the first level costs 20 Power Tokens, the second costs 30, etc. All Talents start at level 0.
Talents
Nightly Ether Crest Income +1
Nightly Influence Marker Income +1
Income Rating +6
Skill Gauge +1
Mafia Talents
The Mafia team have their own Factional Talents. These Talents may be purchased by any member of the Mafia, and benefit the entire faction. After being purchased, these abilities become available for use the following night. The cost formula is the same.
Mafia Talents
Kill Strength +1 (the Mafia kill requires L Constitution Sigils to block. When this is 0, the Mafia kill does nothing)
Trading +1 (allows the Mafia to trade currencies / cards between each other L times per night)
Blocks +1 (allows the Mafia to take L block actions per night, but only one per member)
Factional Income Rating +5