Info >> Flavors

Users with a Gold Membership or higher can create Flavors to be used in Rated or Custom games. A Flavor is a theme which enriches the setting of a game, and sometimes provides a new setting entirely. Instead of rooting out the Mafia within a Town, players may find themselves seeking the Werewolves in a Village or Aliens on a Spaceship.

A strong Flavor can provide players and spectators with more enjoyment and immersion within a game, however players should feel free to ignore the Flavor without fear of disadvantage, unless clearly stated by the Moderator.

Using Flavors

When you create a Custom setup, if you have a Gold Membership or higher, you can create one or more Flavors to go with that setup. You may choose one of your Flavors as a "default". When the page for your setup is viewed, the roles will be displayed according to the default Flavor if any. When you create a game of that setup, you may choose which Flavor, if any, to use for that game.

When you create a Flavor for a Rated setup, it needs to be approved by an admin. Possible reasons for a Flavor being rejected include:

  • Spelling/grammar errors.
  • Confusing or misleading names or colors.
  • Too much or too little text.
  • Overly crude or graphic.

Once you've finished a Flavor for a Rated setup, you need to inform an admin that it's ready. At their convenience, they will either approve it, or inform you why it was rejected.

Once a Flavor has been approved, you will no longer be able to view or edit it. It will enter the rotation of Flavors to be used for Rated games of that setup, so keep an eye out for your work in future games.

Creating Flavors

To get started, click on the "Flavors..." button on a setup page. For your Custom setups, you'll see a list of the Flavors you've already created. For Rated setups, you'll see list of Flavors you have created which have not yet been approved. Click "Add Flavor", and decide on a name for your new Flavor. Once you click "Save", you'll see that there are 3 types of item you can add to your Flavor.

Alignment Flavors

An Alignment Flavor is the theme of a certain alignment within a game (such as Town or Mafia). Alignment Flavor options:

  • Alignment: Only one Alignment Flavor per alignment. You can only choose alignments present in the setup.
  • Name: This is what appears before the role name in a role description. For example, if the Alignment Flavor Name is Village, a Cop of that alignment would be a Village Cop.
    Examples: Town, Village, Mafia, Werewolf.
  • Plural: What members of the alignment are collectively known as.
    Examples: Town, Villagers, Mafia, Werewolves.
  • Color: You can use basic color names (For example "green" or "red") or hex codes of the form "#000000". Search online for "color picker" to help you find hex codes for suitable colors.
  • Vanilla Role: What a member of this alignment with no special role is known as.
    Examples: Vanilla Townie, Mafia Goon, Villager, Werewolf.
  • Vanilla Role Plural: The plural of Vanilla Role.
    Examples: Vanilla Townies, Mafia Goons, Villagers, Werewolves.
  • Message: Optional. To be sent to each player of the alignment as part of their role message.
  • Vanilla Message: Optional. To be sent to each player of the alignment with no special role as part of their role message.
  • Victory Text: Optional. To be included in the end of game text if that alignment wins.

Role Flavors

A Role Flavor is specific to a single role in the setup. Role Flavor options:

  • Role: Only one Role Flavor per role. You cannot add a Role Flavor for Vanilla Town roles.
  • Name: Optional. The character name of the role.
  • Message: Optional. To be sent to the player with this role as part of their role message. Note that this need not include how their role works, as that will automatically be sent to them.
  • Lynched Text: Optional. To be included in the end of Day text if the player is lynched.
  • Killed Text: Optional. To be included in the text if player is killed in any way apart from lynching.

Flavor Texts

A Flavor Text is text to be posted in the current Day Thread, for events such as Day starts and lynches. Flavor Text options:

  • Category: Defines the type of situation the Flavor Text is for.
    • Day Start: The text will be included in the opening post for a new Day Phase.
    • Lynch: The text will be included in the final post for a Day in which a player is lynched.
    • No Lynch: The text will be included in the final post for a Day in which there is no lynch.
    • Game Start: The text will be included in the opening post of the game.
    • Game End: The text will be included in the final post of the game.
  • Text: The text to be posted.
The following options serve to clarify the specific situation the Flavor Text is for. All are optional. A Flavor Text will only be posted if all of the below are either true or unspecified.
  • Day: A specific Day Phase (Day 1, Day 2, etc)
  • Lynched: The alignment of the most recently lynched player.
    • Town: A Town player.
    • Scum: A player on a Scum team (eg Mafia). Excludes Self-Aligned players such as Serial Killers.
    • Anti-Town: An Anti-Town player. Includes Scum teams and Anti-Town.
    • Self-Aligned: A Self-Aligned player such as a Serial Killer.
    • Neutral: A Neutral player such as a Survivor.
  • Lynch Sequence: Specifies how every Day Phase so far has ended as comma-separated values. Options are:
    • T: A Town player was lynched.
    • M: A Mafia player was lynched.
    • W: A Werewolf player was lynched.
    • S: A Self-Aligned player was lynched.
    • NU: A Neutral player was lynched.
    • NL: No lynch occured.
    • blank: Anything happened.
    For example "T,,M," means that a Town player was lynched on Day 1, a Mafia player was lynched on Day 3 and exactly 4 Day Phases have ended. It doesn't matter what happened on Days 2 and 4.
  • Night Kills: The number of successful kills during the most recent Night Phase.
  • Remaining Players: The number of players still living.
  • Remaining Town: The number of Town players still living.
  • Remaining Scum: The number of Scum players still living (excluding Self-Aligned players).
  • Remaining Anti-Town: The number of Anti-Town players still living (including Self-Aligned players).
  • Remaining Self-Aligned: The number of Self-Aligned players still living.
  • Remaining Neutral: The number of Neutral players still living.
  • Repeat: If checked, the Flavor Text will be posted every time the restrictions are met. If unchecked, it will be posted only once. If more than one non-repeating Flavor Text have identical restrictions, only the first one which has not yet been posted will be posted.
    For example, if you have multiple non-repeating Flavor Texts with the Category set to "Lynch" and Lynched set to "Town", the first will be posted when the first Town player is lynched, the second when the second is lynched and so on.

Inserting Text

You can insert game-specific text, such as the name of the most recently lynched player, into your Flavor Texts. You must ensure that the below codes are entered exactly right, with curly brackets and no spaces.

Code
Description
Example
{town}
The name of the Town alignment.
Town, Village
{towns}
The plural name of the Town alignment.
Town, Villagers
{mafia}
The name of the Mafia alignment.
Mafia, Alien
{mafias}
The plural name of the Mafia alignment.
Mafia, Aliens
{ww}
The name of the Werewolf alignment.
Werewolf
{wws}
The plural name of the Werewolf alignment.
Werewolves
{player}
A randomly selected living player.
Phil
{PLAYER}
A randomly selected player.
Phil
{player1}
The first living player in the player list.
Phil
{PLAYER1}
The first player in the original player list.
Phil
{ic}
A randomly selected living Innocent Child.
Irene
{IC}
A randomly selected Innocent Child.
Irene
{ic1}
The first living Innocent Child in the player list.
Irene
{IC1}
The first Innocent Child in the original player list.
Irene
{lynch}
The player most recently lynched.
Leeroy
{lynch1}
The first player lynched.
Leeroy
{vengekill}
The player most recently vengekilled.
Vern
{vengekill1}
The first player vengekilled.
Vern
{hammerer}
The player who most recently hammered (for a Lynch or No-Lynch).
Henry
{mod}
The moderator.
Mary
{comod}
The co-moderator.
Chris