# EMU Rules > **v2026.3 Edition** This text is the sole and complete source of the Rules. It admits no supplementary commentary, no separate committee interpretations, and no clarifications maintained elsewhere. Any ambiguity that a future edition must resolve is to be resolved within this text, under a new version number, and not in a separate document. ## **PART I — GENERAL PROVISIONS** *** ### **1.1 Legal Status of the Rules** 1. These Rules constitute the official regulations of the English Mafia Unified ("EMU") governing the game of Mafia. 2. They establish the structure of the game, the rights and obligations of participants, and the scope of the Judge's authority. 3. The Judge directs the game and controls its commencement, its conclusion, and the transition between each phase. 4. The official language of a game is the language designated by the tournament or event organiser. Any language may be so designated. Every participant at the table must use the designated language for the duration of the game. *** ### **1.2 Scope of Application** 1. These Rules govern the ten-player format of Mafia conducted under the authority of the English Mafia Unified. 2. They apply to every game that a tournament or event organiser designates as being played under these Rules, for the full duration of that game. 3. Where an event's own regulations address a matter these Rules reserve to the event — such as the game type under 2.5, or tournament scoring and rating under Part X and Part XIII — those regulations govern; on every other matter of game procedure, these Rules prevail. *** ### **1.3 Official Terminology and Definitions** 1. Ten players take part in each game. 2. Players are divided at random between two teams: * the **Red team** (civilians), * the **Dark team** (mafia). 3. The game consists of two phases: * the Day phase, * the Night phase. 4. A player is deemed eliminated at the moment a vote result or a Night kill is determined, and not before. *** ### **1.4 Game Objective** 1. The Red team wins upon the elimination of every Dark player. 2. The Dark team wins at the moment the two teams reach equal numbers at the table, or the number of Dark players exceeds the number of Red players. *** ### **1.5 Official Game Format (10-Player Standard)** 1. Ten players are seated at the table at the start of a game. 2. The game uses the following set of cards: * seven Red cards, * three Dark cards. *** ### **1.6 Composition of Teams** 1. The Red team consists of seven players. 2. The Dark team consists of three players. 3. Team assignment is random. *** ### **1.7 Special Roles** 1. One of the seven Red cards is the Sheriff. 2. One of the three Dark cards is the Don. 3. The Sheriff and the Don are special roles within their respective teams. *** ## **PART II — GAME SETUP AND PREPARATION** *** ### **2.1 Seating Arrangement and Numbering** 1. Ten players take their seats at the table. 2. The table must be of sufficient size to seat all ten players comfortably. 3. The Judge may be seated at the table or apart from it, provided that the chosen position keeps every player in clear view and every word within earshot at all times. 4. Each seat must be fitted with a numbered placard and a mask for the player occupying it. 5. Seats are assigned either by a draw conducted by the Judge immediately before play begins, or in advance in accordance with the tournament schedule. *** ### **2.2 Role Distribution Procedure** 1. The Judge opens the game by introducing the players and pronouncing the fixed phrase: "Night falls." 2. At that signal, every player puts on their mask. 3. The Judge then instructs each player, in turn, to remove the mask and open their eyes. 4. By gesture, the player indicates which numbered card in the deck is to be turned over. 5. The Judge counts down to that card and reveals it to the player, together with the role gesture required by §9.2. 6. Once the player has seen the card, the mask is put back on. 7. The deck consists of seven Red cards and three Dark cards. *** ### **2.3 Equipment Requirements** *** #### **2.3.1 Masks** 1. A mask is assigned to every seat. 2. A player wishing to wear their own mask instead of the one assigned to the seat must first obtain the Judge's approval. *** #### **2.3.2 Music** 1. The venue must provide sound equipment sufficient to conduct the Night phase. *** ### **2.4 Player Conduct Before the Start** 1. A player must not leave the gaming premises for as long as they remain in the game. 2. Players may bring and use personal equipment, subject to the following conditions: it must not endanger any person, it must not offend players, judges, or spectators, and it must not confer an advantage not contemplated by these Rules. 3. Where the Judge so requests, every player must surrender their phone before play begins, having first silenced or powered it off. *** ### **2.5 Announcement of Game Type (Rating / Non-Rating / Tournament)** 1. Whether a given game constitutes a rating, non-rating, or tournament game is determined by the regulations of that event. Absent any such determination, paragraph 4 applies. 2. Tournament games are additionally subject to a points-based rating system, administered in accordance with the tournament's regulations. 3. The conduct of a tournament game is governed by the official tournament regulations. 4. A game counts for rating unless it is designated a non-rating game or a tournament game before the first Night, whether by the Judge or by the event's regulations. *** ## **PART III — STRUCTURE OF THE GAME** *** ### **3.1 Overview of Phases** 1. The Judge directs the game throughout and determines when it begins, when it ends, and when one phase gives way to the next. 2. Play alternates between two phases: Day and Night. 3. The Judge calls the game into session. 4. Once underway, the game continues to alternate between Day and Night in accordance with these Rules until one team achieves victory or a draw is declared. *** ### **3.1.1 Night Phase** 1. The Night phase, like every other phase, proceeds under the Judge's control. 2. No action may be taken during the Night phase unless called for by the Judge; players act only when so instructed. 3. The first Night is reserved for the Dark team's agreement. 4. From the second Night onward, Night actions follow the sequence set out in these Rules. 5. The Night phase gives way to the Day phase only once the Judge so announces. *** ### **3.1.2 Day Phase** 1. The Day phase begins the moment the Judge so announces. 2. During the Day phase, players discuss the game and nominate candidates for the vote. 3. Speaking order follows the seat numbers around the table. 4. Player No. 1 opens the speeches on the first Day. 5. On each subsequent Day, the speaking order resumes from the seat following the player who opened the previous Day's speeches. 6. Each player is allotted one minute to speak, inclusive of any nomination. 7. The Day phase concludes with a vote, conducted in accordance with the established procedure. *** ### **3.2 Game Flow Continuity** 1. The underlying procedure remains unchanged irrespective of the number of Days and Nights that elapse. 2. The Day and Night phases continue to alternate in accordance with these Rules until one team achieves victory or a draw is declared. *** ## **PART IV — NIGHT PHASE PROCEDURE** *** ### **4.1 Night Behaviour Requirements** 1. The mask must remain on for the entire Night phase. 2. Posture must be maintained: the back straight and the body sitting upright. 3. The hands must rest crossed over the shoulders. 4. The head must be tilted forward to approximately a 45-degree angle. 5. Once the Night phase begins, the following are prohibited: * talking or making noise, * singing or deliberately creating sound, * eating or drinking, * removing the mask without the Judge's authorisation, * touching another player. 6. Hats, glasses, and any other item liable to interfere with the mask must be removed before the Night phase begins. 7. A player must not touch the mask during the Night phase unless the Judge directs otherwise. 8. A breach of any of these Night behaviour requirements is subject to disciplinary consequences under these Rules. > _These requirements are suspended only during the periods of "Relaxed Seating" expressly defined in these Rules._ *** ### **4.2 First Night — Dark Team Agreement and Sheriff Identification** 1. The Judge opens the first Night with the phrase: "Mafia wakes up and gets acquainted." 2. Every Dark player removes their mask and opens their eyes simultaneously. 3. The Dark players identify one another in silence; no talking is permitted. 4. Using the official gesture defined in these Rules (PART XVI), the Don identifies themselves to the rest of the Dark team. 5. The Don also establishes the shooting order to be followed on subsequent Nights. 6. This process, comprising both identification and the establishment of the order, must be completed within one minute. 7. Upon expiry of that minute, the Judge announces: "Mafia falls asleep." 8. Masks are put back on. 9. The Judge then instructs the Sheriff to identify themselves, likewise in silence, using the official gesture defined in these Rules (PART XVI). 10. Once the Sheriff has done so, the Judge waits a further thirty seconds before proceeding. 11. Throughout that interval, all players observe **Relaxed Seating**: the Night behaviour requirements continue to apply, except that hands need not be crossed over the shoulders. 12. During Relaxed Seating, a player's hands must instead remain visible above the table. *** ### **4.3 Second and Subsequent Nights — Dark Team Action (Shooting Procedure)** 1. Each such Night, like the first, opens with the Judge's announcement: "Night falls." 2. Thereafter, the Judge continues with the announcement: "Mafia goes hunting. Raise their pistols." 3. Each Dark player raises a hand. 4. Seat numbers are called out in order, from one to ten. 5. Each Dark player mimes a firing motion with two fingers of a raised hand held high, timed to the instant their intended target's seat number is called. The target is identified by that timing alone; the direction the hand points is immaterial (see PART XVI). 6. An elimination results only if every Dark player fires at the same moment, that is, all mime firing on the same seat number. 7. Any discrepancy, whether a Dark player firing on a different number than the rest, firing on more than one number, or not firing at all, results in a misfire. 8. In the event of a misfire, no player is eliminated during that Night. 9. Once the shooting is complete, the Judge concludes it with: "Mafia falls asleep." 10. The Dark players lower their hands and resume the standard Night position. *** ### **4.4 Don's Night Action (Finding Sheriff)** 1. The Judge announces: "Don wakes and is looking for the Sheriff." 2. The Don removes their mask and indicates one seat number using their fingers. 3. The Don has no more than ten seconds to make this check. 4. The Judge responds with the prescribed head movement together with the official gesture set out in these Rules (PART XVI), confirming or ruling out that the indicated player is the Sheriff. 5. No word is spoken. 6. The Judge then announces: "Don falls asleep." *** ### **4.5 Sheriff's Night Action (Investigation)** 1. The Judge announces: "Sheriff wakes." 2. The Sheriff removes their mask and indicates one seat using their fingers. 3. The Sheriff has no more than ten seconds to make this check. 4. The Judge responds using the official hand gesture defined in these Rules (PART XVI). 5. The Sheriff check result carries no head movement; the hand gesture alone conveys it. 6. No word is spoken. 7. The Judge then announces: "Sheriff falls asleep." *** ### **4.6 Best Move (First-Killed Player)** 1. A player who is first-killed is entitled to make a Best Move. This right attaches to whichever player is first eliminated by a Night shot, whatever Night that occurs on; an intervening misfire does not extinguish it (see §11.11), and §8.8 states the one exception. 2. The Judge announces: "Everyone continue sleeping and staying in the night position, only one player has been killed during the night and they can do their best move. Player No. \_\_, you have been killed. Wake up and call only three numbers and nothing else. You have 20 seconds to do so." 3. The player removes their mask and states aloud three seat numbers believed to belong to the Dark team. 4. Twenty seconds is the maximum time permitted to do so. 5. The Judge repeats the numbers and confirms: "Accepted." 6. If the player states anything beyond the three numbers, including additional information or a remark directed at another player, only the numbers stated before that point remain valid. This provision concerns only what stands as information at the table and does not affect eligibility for bonus points; see §13.3.6. 7. Once stated, the numbers are final and may not be added to or altered. 8. Upon completion of the Best Move, the player resumes the Night position, and the game proceeds to the Day phase. 9. The player retains the right to a one-minute final speech when the Day phase begins. > Note: The scoring consequences of a successful Best Move are set out in PART XIII. *** ### **4.7 Determination of Night Elimination** 1. A player eliminated as a result of a successful Night shooting leaves the game at the beginning of the following Day. 2. That player's role is not revealed. 3. Elimination occurs at the moment the outcome of the shooting is determined. 4. Where such elimination decides the game outright, the eliminated player nonetheless retains the right to the final speech guaranteed by these Rules. 5. For the purpose of win-condition checks under PART VI, elimination takes effect at the moment of determination under paragraph 3, not at the player's physical departure or final speech. *** ### **4.8 Technical Pause During Day** 1. Where a technical pause is called during the Day phase, the Night behaviour requirements apply for its duration. 2. Players must remain silent and comply with the Night behaviour requirements until the pause is lifted. *** ## **PART V — DAY PHASE PROCEDURE** *** ### **5.1 Opening of the Day** 1. The Day phase begins the moment the Judge so announces. 2. The Judge reports immediately any event that occurred during the Night. *** ### **5.2 Announcement of Night Outcome** 1. Where a player has been successfully eliminated during the Night phase, the Judge announces that player's seat number. 2. The eliminated player leaves the game at the beginning of the Day. 3. The role of the eliminated player is not revealed. 4. In the event of a misfire by the Dark team, the Judge announces that no player leaves the game during that Night. *** ### **5.3 Last Word Procedure** 1. A player eliminated during the Night phase has the right to a final speech lasting one minute. 2. A player eliminated during the Day phase has the right to a final speech lasting one minute. 3. In decisive situations resulting in victory, the leaving player retains the right to a final speech. *** ### **5.4 Speech Order and Time Limits** 1. During the Day phase, players speak in numerical seat order. 2. On the first Day, speeches begin with Player No. 1. 3. On each subsequent Day, speeches begin with the next seat number following the player who started the previous Day. 4. Each player is allocated one minute for speech. 5. The time allocated for speech includes time used for nomination of candidates. *** ### **5.5 Restrictions During Speeches** 1. Players may speak only during their allocated speaking time. 2. Players may not interrupt other players. 3. Players must not violate the behavioural restrictions established by these Rules. *** ### **5.6 Nomination Procedure** 1. During their speech, a player may nominate one candidate for elimination. 2. A nomination must be clearly stated by indicating the seat number of the nominated player. 3. A player may nominate only one candidate during their speech. 4. A nomination may not be withdrawn. *** ### **5.7 Voting Procedure** *** #### **5.7.1 General Voting Rules** 1. Upon conclusion of discussion for the Day, the nominated players are put to a vote. 2. The Judge reads out each nominated seat number individually. 3. As each number is called, players must respond immediately by placing a closed fist on the table, thumb pointing upward. 4. Approximately 1.5 seconds is allowed for each vote. 5. The fist must remain on the table until the Judge announces the number of votes received. 6. A player may vote for only one candidate. 7. A player may not abstain from voting. 8. Where a player fails to vote, that player's vote is counted automatically against the last-nominated player. 9. A vote must be clear and unambiguous; partial gestures are not counted. 10. Withdrawal of the hand before the Judge says "Stop" or "Thank you" does not invalidate the vote. 11. The player receiving the highest number of votes leaves the game. *** #### **5.7.2 Day 1 Special Case: Single Nominee → No Vote** 1. Where only one candidate is nominated on the first Day, no vote is conducted. 2. The Day ends with no player eliminated. *** ### **5.8 Split Vote (Tie) Procedure** 1. If two or more players receive an equal and highest number of votes, each such player is granted thirty seconds for additional speech. 2. After these speeches, a re-vote is conducted among the players currently tied, in the order of their original nomination. Each further re-vote under this Section is likewise conducted only among the players currently tied. Where a player fails to vote in a re-vote, that vote is counted automatically against the last-nominated player still among those currently tied. 3. If the re-vote again results in a tie among a smaller set of players than went into it, those players each receive a further thirty seconds for speech, followed by another re-vote. This step repeats only for as long as the tied set continues to grow smaller. 4. If the re-vote results in a tie among the same players who went into it, the Judge puts to the table the question: "Who is in favour of all players currently tied leaving the table?" 5. If the majority votes in favour, all players currently tied leave the game. 6. If the majority votes against, or the votes are equally divided, no player leaves the game and the Judge announces the Night phase. 7. The collective-elimination restrictions in §8.6 apply to this procedure: a vote to remove every player at the table is not conducted, nor is a vote to remove three players where nine remain. *** ### **5.9 Elimination Rules (Day)** 1. The player who receives the highest number of votes during voting leaves the game. 2. The eliminated player's role is not revealed. 3. The moment of elimination is the moment the result of voting is determined. *** ### **5.10 End of Day** 1. After completion of voting and final speeches, the Judge announces the Night phase. 2. The phases of the game continue to alternate in accordance with these Rules until victory of one of the teams is achieved or a draw is declared. *** ## **PART VI — WIN CONDITIONS** *** ### **6.1 Victory of the Red Team** 1. The Red team wins when all members of the Dark team have been eliminated from the game. 2. Victory is achieved at the moment the elimination of the last Dark player is determined. *** ### **6.2 Victory of the Dark Team** 1. The Dark team wins when the number of Dark players remaining at the table becomes equal to the number of Red players. 2. The Dark team also wins when the number of Dark players exceeds the number of Red players. 3. Victory is achieved at the moment such numerical condition is established. *** ### **6.3 Parity Definition and Immediate Game Termination** 1. Parity is the situation in which the number of Dark players remaining at the table is equal to the number of Red players. 2. When parity occurs, the game immediately ends with victory of the Dark team. 3. No further speeches, voting, or Night actions are conducted once victory conditions are met. 4. The Judge announces the result of the game immediately upon determination of a win condition. 5. For the purpose of every win-condition check in this Part, a player's elimination takes effect when the vote result or Night kill is determined (§1.3.4, §4.7.3), not when the player physically leaves the table or gives a final speech. *** ## **PART VII — JUDGE AUTHORITY** *** ### **7.1 Authority of the Judge** 1. The game is conducted under the authority of the Judge. 2. The Judge regulates the beginning, end, and all phases of the game. 3. The Judge ensures compliance with these Rules by all participants. 4. The Judge's decisions within the scope of these Rules are binding during the game. 5. The Judge may be assisted by one or more assistant judges. An assistant judge does not direct the game; the Judge alone remains responsible for every decision under these Rules. *** ### **7.2 Control of Time** 1. The Judge controls the duration of all speeches and procedural phases of the game. 2. Each player is allocated one minute for speech unless otherwise provided by these Rules. 3. The Judge announces the beginning and end of each player's speaking time. 4. The Judge may interrupt a speech if the allotted time has expired. *** ### **7.3 Control of Music and Night Environment** 1. The Judge controls the use of acoustic or musical equipment during the Night phase. 2. The Judge announces all Night actions in the order established by these Rules. 3. The Judge ensures that the Night environment complies with the behavioural requirements defined in PART IV. *** ### **7.4 Authority to Issue Sanctions** 1. The Judge has the authority to issue Notices, Warnings, and the remaining sanctions provided for in these Rules. 2. A sanction may be imposed only where a rule has in fact been violated during the game. 3. The types of sanctions and the detailed grounds for their application are defined in PART XII — FULL DISCIPLINARY REGULATION. *** ### **7.5 Authority to Remove a Player** 1. A fourth Warning or a Disqualifying Foul entitles the Judge to remove a player from the game outright. 2. A serious violation, as defined by these Rules, entitles the Judge to remove a player from the tournament entirely. 3. Removal takes effect immediately upon the establishment of the violation. *** ### **7.6 Authority in Technical Situations** 1. The declaration of a technical pause, where the situation so requires, is within the Judge's authority. 2. The Night behaviour requirements apply for the duration of that pause. 3. Where these Rules are silent, the Judge determines the applicable procedure, provided that the determination does not contradict any existing rule. *** ## **PART VIII — SPECIAL SITUATIONS** *** ### **8.1 Cancellation of Voting Due to Player Removal** 1. Where a player leaves the gaming table after receiving a fourth Warning or a Disqualifying Foul, the nearest or current vote is not conducted. 2. This provision does not apply where the player: * was eliminated during the Night phase, or * is the player leaving as a result of that vote. 3. The exception in paragraph 2 for the player leaving as a result of that vote applies only where that player held the highest number of votes at the moment of removal; the Judge then records the vote as determined at that moment and conducts no further voting on it. Where that player did not hold the highest number of votes, paragraph 1 applies and the vote is not conducted. 4. Where the vote is not conducted under paragraph 1, the remainder of the Day phase still proceeds as normal — the remaining speeches are given — and only the vote is omitted; the Judge announces the Night phase at the ordinary end of the Day. 5. Where a player is removed by a fourth Warning or a Disqualifying Foul after that Day's voting result has already been determined, and that player was not the one eliminated by the vote, no vote is conducted on the following Day. 6. In that situation, the result of the vote is deemed determined at the moment the Judge calls the Night phase. *** ### **8.2 Removal from the Tournament for Serious Violations** 1. Deliberate peeking, or obtaining information through any channel outside the game, results in the player's removal from the tournament in its entirety, and not merely from the table. 2. The same consequence applies to insulting the Judge or the Head Judge. *** ### **8.3 Restrictions on Receiving Procedural Information** 1. Players have no right to ask the Judge, or to be informed, which players have been nominated for the vote. *** ### **8.4 Speech Modifications After Accumulation of Warnings** 1. The speech rights and restrictions of a player who has accumulated three Warnings — including the right to speak in a re-vote and the reduction to thirty seconds where only three or four players remain at the table — are governed by §12.4. *** ### **8.5 Draw After Consecutive Nights Without Change** 1. Where three consecutive Night phases occur and the number of players at the table does not change during that period, the game is declared a draw after the third Night. A player leaving the table for any reason, including removal under PART XII, is a change in the number of players and resets this count. *** ### **8.6 Restrictions on Collective Elimination Votes** 1. A vote may never target every player still at the table. 2. Nor may a vote target three players where the table holds nine. 3. These restrictions are restated for the Split Vote procedure at §5.8.7. *** ### **8.7 Final Speech in Decisive Situations** 1. Where victory is achieved as a result of a decisive vote or a decisive Night elimination, the leaving player has the right to a final speech lasting one minute. 2. The disciplinary and scoring consequences of a violation discovered after such a decisive vote or decisive Night elimination are set out at §12.9. *** ### **8.8 Restriction on Best Move Eligibility** 1. A player who is first-killed does not have the right to perform a Best Move where, as a result of the first Day's voting, two or more players left the game. *** ## **PART IX — OFFICIAL GESTURES** *** ### **9.1 General Principles of Official Gestures** 1. During the Night phase, communication between the Judge and players is conducted exclusively through the official gestures established by these Rules and through the prescribed verbal commands of the Judge. 2. The gestures defined in these Rules are the only official gestures permitted for transmitting Night information. Each is described in PART XVI. 3. No verbal explanation or clarification of Night results is permitted unless expressly provided by these Rules. 4. Any use of non-official gestures or signals intended to transmit game information constitutes a violation of the Rules. *** ### **9.2 Role Indication During Card Distribution** 1. During role distribution, the Judge shows each player their card in turn. 2. As the card is shown, and visible only to that player, the Judge gives the gesture for the role, as described in PART XVI: * a Red card that is not the Sheriff — a raised thumb; * a Dark card that is not the Don — a lowered thumb; * the Sheriff card — the Sheriff sign (§16.2); * the Don card — the Don sign (§16.3). 3. No word is spoken during role distribution. *** ### **9.3 Sheriff Identification (First Night)** 1. During the first Night, upon instruction of the Judge, the Sheriff indicates themselves by the official gesture established by these Rules (PART XVI). 2. This gesture is visible only to the Judge. 3. No verbal confirmation of the Sheriff's identity is permitted. *** ### **9.4 Don Check Result Gesture** 1. When the Judge announces: "Don wakes and is looking for the Sheriff," the Don indicates the number of one player using fingers. 2. The Judge communicates the result exclusively through the official gestures established by these Rules (PART XVI). 3. Where the indicated player is the Sheriff, the Judge simultaneously shows: * the characteristic affirmative head movement prescribed by the Rules, and * the official hand gesture established for confirmation of finding the Sheriff. 4. Where the indicated player is not the Sheriff, the Judge simultaneously shows: * the characteristic negative head movement prescribed by the Rules, and * the official hand gesture established for denial. 5. Both gestures must be shown simultaneously. 6. No verbal confirmation is permitted. *** ### **9.5 Sheriff Check Result Gesture** 1. When the Judge announces: "Sheriff wakes," the Sheriff indicates the number of one player using fingers. 2. The Judge communicates the result exclusively through the official hand gesture established by these Rules (PART XVI). 3. Where the checked player belongs to the Red team, the Judge shows the hand gesture established for a Red result. 4. Where the checked player belongs to the Dark team, the Judge shows the hand gesture established for a Dark result. 5. The Sheriff check result carries no head movement; the hand gesture alone conveys it. 6. No verbal confirmation of the result is permitted. *** ### **9.6 Dark Team Shooting Indication** 1. During the Night shooting procedure, members of the Dark team indicate their chosen target by imitating a shot with two fingers of a raised hand held high when the Judge calls the corresponding seat number, in accordance with PART XVI. 2. The shooting is considered successful only where all members of the Dark team indicate the same player. 3. Any discrepancy results in a misfire in accordance with these Rules. *** ### **9.7 Seat Number Indication** 1. Where required to indicate a seat number during the Night phase, a player shows the number using fingers. 2. The indication must be clear and unambiguous to the Judge. 3. The method of indicating the number must not allow transmission of additional information. *** ### **9.8 Prohibition of Non-Official Gestures** 1. Players may not use any additional gestures, facial expressions, body movements, or other signals to transmit game information during the Night phase. 2. Any attempt to communicate Night information through non-official gestures constitutes a violation subject to disciplinary sanctions in accordance with PART XII. *** ## **PART X — TOURNAMENT SYSTEM OVERVIEW** *** ### **10.1 Tournament and Rating Games (Scope)** 1. Games may be conducted as: * rating games, * non-rating games, * tournament games. 2. The status of a game is determined by the applicable tournament or event regulations. 3. Tournament and rating games are conducted in accordance with these Rules and the relevant tournament regulations. 4. In tournament and rating formats, additional systems of scoring, penalties, and result calculation are applied as defined in these Rules. *** ### **10.2 What Is Scored** 1. In rating and tournament games, players receive base points for the result of the game. 2. Additional points or penalties may be applied in accordance with: * the outcome of the game, * disciplinary sanctions imposed during the game, * special procedural actions such as Best Move, * additional judge bonuses where applicable. 3. The detailed scoring system, including base points, penalties, bonus points, compensation points, and rating calculation, is defined in PART XIII — TOURNAMENT SCORING AND RATING SYSTEM. *** ### **10.3 What Is Regulated** 1. The conduct of the game itself (phases, actions, elimination, victory conditions) is regulated by PARTS I–IX of these Rules, with the official gestures described in PART XVI. 2. Disciplinary responsibility and sanctions for rule violations are regulated by PART XII — FULL DISCIPLINARY REGULATION. 3. Tournament scoring, rating calculation, bonus points, and penalties affecting player rating are regulated by PART XIII — TOURNAMENT SCORING AND RATING SYSTEM. 4. Procedures for challenging decisions and reviewing results are regulated by PART XIV — APPEALS AND RESULT REVIEW PROCEDURE. 5. The full enumerated list of Small- and Big-penalty triggers is set out in PART XV — PENALTY TRIGGER CATALOGUE. 6. The systems of gameplay, discipline, scoring, and appeals operate as separate but interconnected components of the official competitive framework. *** ### **10.4 Tournament Officiating Roles** 1. The **Judge** conducts an individual game and exercises the authority set out in PART VII. 2. The **Head Judge** oversees a tournament or event as a whole, and exercises the approval, waiver, and review authority given to the Head Judge elsewhere in these Rules, including under PART VIII, PART XIII, PART XIV, and PART XV. 3. The **EMU Judging Committee** is the standing body responsible for the approvals reserved to it under these Rules, including under PART XIII and PART XV. 4. A tournament or event's own regulations determine how the Head Judge and any available members of the EMU Judging Committee are identified for that event, and what happens where either is unavailable. *** ## **PART XI — DEFINITIONS AND COMPETITIVE TERMS** *** ### **11.1 Core Terms** 1. **Red team** — the team consisting of seven players whose objective is the elimination of all members of the Dark team. 2. **Dark team** — the team consisting of three players whose objective is to reach numerical parity with the Red team or exceed the number of Red players. 3. **Elimination moment** — the moment at which the result of voting or Night shooting is determined. 4. **Parity** — the situation in which the number of Dark players remaining at the table is equal to the number of Red players. 5. **Misfire** — a Night situation in which the Dark team fails to unanimously indicate the same target during the shooting procedure, resulting in no elimination. 6. **Re-vote** — a repeated voting procedure conducted among tied candidates in accordance with these Rules. *** ### **11.2 "Critical Round" Definition** 1. A **Critical Round** is a game situation in which the elimination of a Red player would immediately result in parity or victory of the Dark team. 2. In a Critical Round, the outcome of the current Day voting directly determines whether the Red team retains the ability to continue the game. 3. A Critical Round does not alter the procedure of the game but may affect disciplinary and scoring consequences in accordance with PART XII and PART XIII. *** ### **11.3 "Split Vote" and "Agreed Split" Definitions** 1. A **Split Vote** is a tie in voting: an outcome under §5.8 in which two or more players receive an equal and highest number of votes. A Split Vote may arise with or without any prior arrangement among the players involved. 2. An **Agreed Split** is a Split Vote arranged in advance by prior consent among two or more players, so as to deliberately produce that equal and highest vote count. 3. An Agreed Split does not by itself cause the tied players to leave the game. Whether they leave together or remain at the table is decided by the further steps of the Split Vote procedure under §5.8, and in particular by the vote described in §5.8.4–§5.8.6. 4. A Split Vote that was not arranged in advance remains a Split Vote under §5.8, but is not an Agreed Split. The consequences described in paragraphs 6 and 7 below, and the triggers in PART XV that refer to an Agreed Split, apply only to an Agreed Split, not to an unarranged Split Vote. 5. An attempt at an Agreed Split may fail, including where a player departs from the arrangement before or during the vote; a resulting tie, if any, remains a Split Vote under paragraph 1 even though the attempt failed. 6. The consequences of an Agreed Split for gameplay are governed by PART V. 7. The consequences of an Agreed Split for disciplinary or scoring purposes are governed by PART XII, PART XIII, and PART XV. *** ### **11.4 "Second Night" Definition** 1. The **Second Night** is the first Night during which the Dark team performs a shooting action and the Don and Sheriff perform their Night checks. 2. The First Night is exclusively the Night of agreement of the Dark team and does not include shooting. *** ### **11.5 "Mathematical Victory" Definition** 1. **Mathematical Victory** is a situation in which, based solely on the numerical composition of the remaining players, the outcome of the game is predetermined regardless of further speeches or procedural actions. 2. Mathematical Victory occurs when: * all members of the Dark team have been eliminated, or * parity has been reached, or * the number of Dark players exceeds the number of Red players. 3. Upon occurrence of Mathematical Victory, the game immediately terminates in accordance with PART VI. *** ### **11.6 "PPK / Team Defeat Assignment" Definition** 1. **PPK (Team Defeat Assignment)** is a disciplinary measure whereby victory is assigned to the opposing team as a consequence of a severe rule violation. 2. PPK is not a natural win condition but a sanction imposed in accordance with PART XII — FULL DISCIPLINARY REGULATION. 3. The rating and scoring consequences of PPK are defined in PART XIII — TOURNAMENT SCORING AND RATING SYSTEM. *** ### **11.7 "Will" and "Stated Priority" Definition** 1. A **Will** is the version of the game — the identification of which players belong to which team — that an eliminated player states during their final speech. 2. Where an eliminated player nominates one such version as controlling over any other information they have given, that version is that player's **Stated Priority**. 3. A **Hard Will** is a Stated Priority given without qualification or reservation, to be followed by the player's team regardless of subsequent developments. 4. Whether a player's will or stated priority was accurate, and whether it was followed, may affect disciplinary and scoring consequences in accordance with PART XII, PART XIII, and PART XV. *** ### **11.8 "Decisive Vote" Definition** 1. A **Decisive Vote** is a vote without which the targeted player would not have received the highest number of votes in that round of voting. 2. Where more than one player's vote is individually necessary to that result, each such vote is a Decisive Vote. *** ### **11.9 "Cover" and "Save" Definitions** 1. A player **covers for** another player where they publicly vouch for, defend, or deflect suspicion from that player during the Day phase. 2. A player **saves** another player where they cast a vote, or otherwise act, so as to prevent that player's elimination in a round where elimination was otherwise likely. *** ### **11.10 "Certainly Identified" Definition** 1. A player is **certainly identified** as Red or Dark where that player's team alignment has been established beyond reasonable doubt at the table, whether by a revealed Sheriff check, a chain of consistent checks, or other information treated by the table as conclusive. 2. A **credibly Red** player is a player certainly identified as Red under paragraph 1. 3. Whether a player is certainly identified is a question of fact for the Judge, assessed as at the moment of the conduct in question. *** ### **11.11 "First-Killed" Definition** 1. A player is **first-killed** where they are the first player in the game to be eliminated by a Night kill. The Night on which this occurs is not material. 2. A misfire eliminates no one. Where a Night misfires, first-killed status passes to whichever player, if any, is eliminated by the next Night that produces a successful kill. 3. Best Move eligibility under §4.6, Compensation Points under §13.8, and the rating tie-break under §13.10 depend on whether a player is first-killed. §8.8 sets out a further restriction on Best Move eligibility specifically. *** ## **PART XII — FULL DISCIPLINARY REGULATION** *** ### **12.1 General Principles of Disciplinary Responsibility** 1. Players are responsible for compliance with these Rules throughout the game. 2. Violations of the Rules are subject to disciplinary sanctions imposed by the Judge. 3. Sanctions are imposed immediately upon determination of a violation. 4. Disciplinary responsibility applies regardless of team affiliation. 5. Disciplinary measures are independent from tournament scoring consequences defined in PART XIII. *** ### **12.2 Types of Sanctions** The following types of sanctions may be imposed: 1. **Notice** 2. **Warning** 3. **Disqualifying Foul** 4. **Team Defeat Assignment (PPK)** The grounds and consequences of each sanction are defined below. *** ### **12.3 Sanction Accumulation Rules** 1. Warnings accumulate during a single game. 2. Upon receipt of a third Warning, special restrictions apply in accordance with §12.4. 3. Upon receipt of a fourth Warning, the player is removed from the game in accordance with §12.5. 4. A Disqualifying Foul results in immediate removal from the game regardless of the number of previously received Warnings. 5. Disciplinary sanctions remain valid even if imposed during a decisive situation. *** ### **12.4 Three Warnings: Consequences** 1. A player who has received three Warnings loses the right to deliver further speeches during the current Day phase. 2. The player retains the right to: * participate in voting, * nominate candidates when permitted by procedure, * speak in a re-vote situation as defined by these Rules. 3. Where a player with three Warnings is scheduled to speak before voting at a table with three or four remaining players, the speaking time is reduced to thirty seconds. *** ### **12.5 Fourth Warning or Disqualifying Foul: Immediate Removal** 1. A player who receives a fourth Warning is immediately removed from the game. 2. A player who receives a Disqualifying Foul is immediately removed from the game. 3. A player removed under this Section does not have the right to a final speech. 4. The procedural consequences of removal are governed by PART VIII. *** ### **12.6 Warnings — Full Enumerated List** The following actions draw a Warning: 1. Speaking outside allocated speaking time. 2. Interrupting another player. 3. Prompting, whispering, or articulating during another player's speech. 4. Excessive gesticulation. 5. Touching other players during the Day phase. 6. Violating the voting procedure. 7. Disputing with the Judge during the game. 8. Failure to comply with Night behavioural requirements. 9. Removing or improperly handling the mask without instruction during Relaxed Seating or the Day phase. 10. Concealing speech information by using a language other than the designated language of the game. 11. Other minor procedural violations expressly defined by these Rules. *** ### **12.7 Disqualifying Fouls — Full Enumerated List** The following actions draw a Disqualifying Foul: 1. Intentional peeking during the Night phase. 2. Using non-game methods to obtain information. 3. Communicating Night information through unauthorized gestures or signals. 4. Revealing role information obtained during the Night by prohibited means. 5. Use of offensive or abusive language directed at players, the Judge, tournament officials, or spectators. 6. Intentional violation of the Night procedure. 7. Contact with the mask during the Night phase where the eyes are, or could thereby be, exposed (see §4.1.7). 8. Any action that materially compromises the integrity of the game. 9. Appealing to religious, ethical, or non-game values to prove one's role. 10. Use of obscene language. 11. Use of the word "suicide" in any form during the game. 12. Leaving the gaming table without the Judge's permission. *** ### **12.8 Team Defeat Assignment (PPK)** 1. Team Defeat Assignment (PPK) is imposed in cases of severe violations affecting the competitive integrity of the game. 2. PPK results in assignment of victory to the opposing team. 3. Grounds for PPK include: * use of oaths, bets, or external guarantees of alignment, * blackmail or coercion, * intentional disclosure of unique Night information outside permitted procedure, * other grave violations defined by these Rules. 4. The rating consequences of PPK are defined in PART XIII. *** ### **12.9 Timing and Endgame Exceptions** 1. Where a violation occurs after a decisive vote or decisive Night elimination that has already determined victory, the result of the game does not change. 2. Disciplinary sanctions may still be imposed after determination of victory. 3. A disqualified player receives the penalty established for removal even where the game result remains unchanged. *** ### **12.10 Notice** 1. A Notice is a caution issued by the Judge for conduct that breaches these Rules but is too minor to warrant a Warning. 2. A Notice does not accumulate toward the Warning ladder in §12.3 and carries no scoring consequence under PART XIII. It is distinct from the Disciplinary penalty under §13.11, which the Head Judge imposes for conduct between games. 3. The Judge determines whether particular conduct warrants a Notice or a Warning. *** ### **12.11 Involuntary Emotional Response** 1. An involuntary emotional response at the gaming table, including visible distress or crying, is not in itself a foul. 2. The Judge may respond with a Notice and, where the response continues to disrupt play, with a Warning. 3. Removal is reserved for the case where play genuinely cannot continue. *** ## **PART XIII — TOURNAMENT SCORING AND RATING SYSTEM** *** ### **13.1 Base Points (Win / Loss / Draw)** 1. In rating and tournament games, base points are awarded as follows: * Victory — **1.3 points** * Loss — **0.3 points** * Draw — **0.3 points** 2. Base points are assigned to each player individually according to the result achieved by their team. 3. A player still seated at the table at the moment a draw is declared also receives a Small penalty, in addition to the base points under paragraph 1. The trigger for that penalty is set out at PART XV, §15.4.24. *** ### **13.2 Penalty Types and Values** The following penalty values apply in rating and tournament games: 1. **Small penalty** — 0.3 points 2. **Big penalty** — 0.5 points 3. **Removal penalty** — 0.8 points 4. **PPK penalty** — 1.0 point 5. **Disciplinary penalty** — value set by tournament regulation (§13.11) These penalties are deducted from the player's final rating score for the game. *** ### **13.3 Best Move Bonus Points** 1. A player who is first-killed may perform a Best Move in accordance with PART IV. 2. Where all three declared players are members of the Dark team, the player receives **+0.7 points**. 3. Where two of the three declared players are members of the Dark team, the player receives **+0.5 points**. 4. The Best Move declaration must be recorded in the game protocol before the beginning of Day speeches. 5. Declared seat numbers may not be changed after submission. 6. Where the player discloses additional information beyond the permitted declaration, the Best Move is void **for scoring purposes**, meaning no bonus points are awarded, even if some of the named seats were correct. The partial declaration still stands as information under §4.6.6; this Section removes only the rating bonus. *** ### **13.4 Additional Judge Bonus Points** 1. The Judge may award additional bonus points for exceptional gameplay. 1. The total amount of additional bonus points awarded by the Judge must not exceed **2.8 points**, or **3.5 points** with approval of the Head Judge. 2. A single player may receive from **0.1 to 1.0 bonus points**. 3. A single player may receive more than **1.0 point** only with the approval of the Head Judge; more than **1.3 points** requires the approval of the EMU Judging Committee; no player may receive more than **1.5 points**. 4. Bonus points must be awarded in increments of **0.1**. 2. Bonus points may not contradict the established outcome of the game. 3. Bonus points are recorded in the game protocol. 4. The Judge must not award bonus points to a player who: 1. was eliminated during the Night phase and left instructions that led, or would have led, their own team to defeat; 2. voted against the interest of their own team, unless that vote was part of an agreed split or was made at the explicit direction of a credibly Red player; 3. was subject to a Team Defeat Assignment (PPK) in that game (see §13.7.2); 4. was still seated at the table at the moment a draw was declared (see §13.1.3). 5. Despite paragraph 4.1 or 4.2, the Judge may award bonus points with the approval of the EMU Judging Committee. 6. Once the Judge has submitted the game protocol, the bonus points recorded in it may not be changed, except with the approval of the Head Judge. *** ### **13.5 Small Penalties** 1. A Small penalty subtracts **0.3 points**, as fixed by §13.2.1. 2. The full enumerated list of Small-penalty triggers is set out in PART XV. 3. An action of comparable weight to a listed trigger, but not itself listed, may still draw a Small penalty in accordance with §15.1.5. *** ### **13.6 Big Penalties** 1. A Big penalty subtracts **0.5 points**, as fixed by §13.2.2. 2. The full enumerated list of Big-penalty triggers is set out in PART XV. 3. An action of comparable weight to a listed trigger, but not itself listed, may still draw a Big penalty in accordance with §15.1.5. *** ### **13.7 Removal Penalty and PPK Penalty Rules** 1. A player removed from the game due to receipt of a fourth Warning or Disqualifying Foul receives a **Removal penalty of 0.8 points**. 2. A player subject to Team Defeat Assignment (PPK) receives a **PPK penalty of 1.0 point**. 3. The imposition of PPK results in assignment of victory to the opposing team. 4. Where a rematch is ordered under §14.5, the Head Judge may decide to carry the removal penalty into the rematch, but only where the removal was under §12.7.5 (offensive or abusive language) or §12.7.10 (use of obscene language). *** ### **13.8 Compensation Points (Ci)** 1. Compensation points (Ci) are awarded in specific situations where a player is first-killed. 2. The calculation of Ci is performed in accordance with the official formula established by tournament regulations:\ **Ci = i × 0.5 / B if i ≤ B;**\ **Ci = 0.5 if i > B;**\ where _**i**_ is the number of times the player was first-killed during the rating distance, and _**B**_ equals 40% (rounded to the nearest integer) of the number of games played on that distance.\ Where fewer than four games have been played on the distance, **Ci** = 0. 3. Compensation points are added to the player's final rating score for the game. *** ### **13.9 Final Rating Calculation** 1. A player's final rating score for a game is calculated as: Final Score = Base Points * Bonus Points (if any)\ − Penalties (if any) * Compensation Points (if applicable) 2. All components must be recorded in the official game protocol. *** ### **13.10 Rating Tie-Break Rules** Where players have equal rating totals, ranking is determined in the following order: 1. Greater number of additional bonus points. 2. Greater number of victories. 3. Greater number of victories as Don or Sheriff. 4. Greater number of times first-killed. 5. Drawing of lots, if required. *** ### **13.11 Disciplinary Penalty** 1. A Disciplinary penalty is imposed for conduct occurring between games, including lateness to a scheduled game and breaches of tournament regulations. It is separate from a Notice under §12.10, which addresses in-game conduct only. 2. A Disciplinary penalty is imposed by the Head Judge. 3. The value of a Disciplinary penalty is set by tournament regulation. 4. A Disciplinary penalty is recorded in the protocol independently of the scoring for any single game. *** ## **PART XIV — APPEALS AND RESULT REVIEW PROCEDURE** *** ### **14.1 Right to Appeal** 1. A player participating in a rating or tournament game has the right to appeal a decision of the Judge. 2. An appeal may concern: * the imposition of disciplinary sanctions, * the application of scoring penalties or bonuses, * the procedural correctness of game decisions affecting the result. 3. Appeals may not concern subjective evaluation of gameplay unless such evaluation violates the established Rules. *** ### **14.2 Filing Procedure and Deadline** 1. An appeal must be submitted within **ten minutes** after the conclusion of the game. 2. The appeal must be submitted in written form in accordance with tournament regulations. 3. Appeals submitted after the expiration of the ten-minute period are not considered. *** ### **14.3 Review Authority** 1. Appeals are reviewed by the Head Judge or by an authorised tournament committee — which may be the EMU Judging Committee or another body designated by the tournament's own regulations — either being the **reviewing authority** for that appeal. 2. The reviewing authority examines the appeal in accordance with these Rules and tournament regulations. 3. The reviewing authority may request clarification from the Judge or other involved persons. *** ### **14.4 Evidence Sources** 1. In reviewing an appeal, the reviewing authority may consider: * the official game protocol, * statements of the Judge, * statements of players, * video or audio recordings, if available, * other admissible materials permitted by tournament regulations. *** ### **14.5 Possible Outcomes** Upon review of an appeal, the reviewing authority may: 1. Reject the appeal and uphold the original decision. 2. Modify the disciplinary sanction. 3. Adjust scoring or penalties. 4. Correct procedural errors that do not alter the game result. 5. In exceptional cases, declare the game result invalid in accordance with tournament regulations. 6. Order a rematch of the game. *** ### **14.6 Finality of Decision** 1. The decision of the reviewing authority is final within the framework of the tournament. 2. No further appeal is permitted unless provided for by tournament regulations. *** ## **PART XV — PENALTY TRIGGER CATALOGUE** *** ### **15.1 Scope and General Principles** 1. This Part sets out the enumerated triggers for the Small and Big penalties fixed by §13.2, referenced from §13.5 and §13.6. 2. Every trigger listed in this Part carries the value already fixed by §13.2: a Small penalty subtracts 0.3 points; a Big penalty subtracts 0.5 points. 3. Triggers arising from separate actions are cumulative; each applies independently of the others and of any bonus points awarded under §13.4. 4. An ordinary game misplay — an incorrect read, an unsuccessful check, a missed shot not otherwise listed, a mistaken tactic — is not a penalty under this Part, even where the outcome was poor for the player's team. 5. For an action of comparable severity to a trigger listed in this Part, but not itself listed, the Judge may apply the corresponding Small or Big penalty by analogy, with the approval of the EMU Judging Committee. This paragraph does not extend to ordinary game misplays under paragraph 4. 6. Where a trigger's value is stated to depend on the outcome of the game, the Judge determines and records the applicable value only once that outcome is known. 7. With the approval of the Head Judge, a Small penalty otherwise due under this Part may be waived where the underlying action was tactically reasoned and led to a positive outcome for the player's team. 8. With the approval of the EMU Judging Committee, a Big penalty otherwise due under this Part may be waived where its application would be manifestly unfair in light of the game situation. 9. Where a Small penalty would otherwise apply to an action that was tactically reasoned and led to victory, the Judge does not also withhold bonus points under §13.4 for the same action; the Judge resolves the two consistently, ordinarily by waiving the penalty under paragraph 7. *** ### **15.2 Night Phase Triggers** 1. A member of the Dark team, other than the Don, who does not wake for the meet-Night acquaintance procedure receives a Big penalty. 2. The Don who does not wake for the meet-Night acquaintance procedure **and** does not assign the shooting order receives a Big penalty. Both omissions must occur for this trigger to apply. 3. The Don who does not assign the shooting order on the first Night and does not clearly assign it during the following Day receives a Small penalty, if the omission led to a misfire. 4. The Don who does not wake for the Sheriff search, does not make a check, or checks the same player twice receives a Small penalty, if the Sheriff had not yet been identified by the Dark team. 5. A member of the Dark team, or the Don, who misses when the shot target was clearly assigned receives a Small penalty. 6. A member of the Dark team, or the Don, who was assigned to call the shot target and did not do so, or did so unclearly, receives a Small penalty, if the omission led to a misfire. 7. A member of the Dark team, or the Don, who does not shoot for two or more consecutive Nights, where this is a failure to shoot rather than a misfire, receives a Big penalty. 8. A member of the Dark team, or the Don, who misses a shot that was clearly assigned and that would otherwise have immediately produced victory for the Dark team receives a Big penalty. 9. A member of the Dark team, or the Don, whose shooting decisions lead to a mathematical loss for the Dark team receives a Big penalty. The same applies to the Don whose Night checks lead to a mathematical loss for the Dark team. 10. The Sheriff who does not wake to check, does not make a check, repeats a previous check, or checks a player already eliminated receives a Small penalty, except where the entire Dark team has already been identified. 11. The Sheriff who uses the check on the Second Night on a Red player who had been clearly designated for elimination that Night receives a Small penalty, if the Red team lost the game. 12. The Sheriff who uses the check on the Second Night on a player who had openly claimed to be the Sheriff on the first Day receives a Small penalty, if the Red team lost the game. 13. The Sheriff who does not check for two or more consecutive Nights receives a Big penalty. 14. The Sheriff who does not check in a situation where any check would have guaranteed a mathematical victory for the Red team receives a Big penalty. 15. A Red player or the Sheriff, who is first-killed and leaves a will prioritising an incorrect version of the game, receives a Small penalty. *** ### **15.3 Day Phase Triggers** 1. A Red player or the Sheriff who voices, gestures, or hints that they heard another Red player during the Night receives a Small penalty, if it negatively affected the game. 2. A Red player or the Sheriff who covers for a member of the Dark team and does not withdraw that cover before Night falls prior to the seven- or eight-player round receives a Small penalty. 3. The Sheriff who reveals their identity to a member of the Dark team on the first Day, and is killed the following Night, receives a Small penalty. 4. A member of the Dark team, or the Don, who reveals themselves as Sheriff during the final speech of the first-killed player, where that player turns out to be the real Sheriff, receives a Small penalty. 5. A member of the Dark team, or the Don, who reveals themselves as Sheriff by presenting a Red check that matches the real Sheriff receives a Small penalty. 6. The Sheriff who does not reveal their identity and leaves that identity as their stated priority receives a Big penalty, if the Red team lost the game. 7. The Sheriff who does not leave accurate check information, or leaves misleading priority information, receives a Big penalty, if the Red team lost the game. 8. A Red player, other than the Sheriff, who falsely claims to be the Sheriff and leaves that claim as their stated priority receives a Big penalty, if the Red team lost the game. 9. A Red player or the Sheriff who states that they are a member of the Dark team and does not withdraw that statement before the vote receives a Big penalty, if voted out in the same round. 10. A Red player or the Sheriff who publicly anchors to a version of the game that includes a member of the Dark team receives a Big penalty, if the commitment damaged the game for the Red team. 11. A Red player or the Sheriff who, while certainly identified as Red, collects votes against another Red player despite a certainly-identified member of the Dark team being present at the table receives a Big penalty, if the Red team lost the game. 12. A Red player or the Sheriff who forgets to nominate a candidate for elimination when four or three players remain receives a Small penalty, if a member of the Dark team was left un-nominated as a result. 13. A member of the Dark team, or the Don, who forgets to nominate a candidate for elimination when four or three players remain receives a Small penalty. 14. A member of the Dark team, or the Don, who reveals as Dark, surrenders, and does not assign their Night shot to the Sheriff receives a Small penalty. *** ### **15.4 Voting Phase Triggers** 1. A Red player or the Sheriff who votes into another Red player or into themselves on the first Day receives a Big penalty, if the Red team lost the game. 2. A Red player or the Sheriff who votes into another Red player at the four-player vote receives a Big penalty. 3. A Red player or the Sheriff who votes into another Red player or into themselves during an agreed split receives a Small penalty. 4. A member of the Dark team, or the Don, who breaks an agreed split by voting into themselves or into another member of the Dark team receives a Small penalty. 5. A member of the Dark team, or the Don, who attempts to break an agreed split into a Red player at the ten-player round, and fails, receives a Small penalty, if that member is subsequently read as Dark and voted out. 6. A Red player or the Sheriff who, at a critical round during an obvious agreed split, "covers" a member of the Dark team receives a Small penalty, if a Red player left the game as a result. 7. A member of the Dark team, or the Don, who attempts to "save" a Red player during an agreed split at the ten-player round, causing their own removal or another Dark player's removal, receives a Small penalty. 8. A member of the Dark team, or the Don, who casts a decisive vote into themselves or another member of the Dark team at the ten-player round receives a Small penalty, if it caused a removal. 9. A member of the Dark team, or the Don, who, at nine players, casts a decisive vote against an unchecked member of the Dark team receives a Small penalty, if that member left the game as a result. 10. A member of the Dark team, or the Don, who does not vote against a Red player one vote short of elimination, outside an agreed split, receives a Small penalty if the Dark team won the game, or a Big penalty if the Dark team lost the game. 11. A member of the Dark team, or the Don, who does not break an agreed split at a critical round when able to deliver the deciding vote receives a Small penalty if the Dark team won the game, or a Big penalty if the Dark team lost the game. 12. A Red player or the Sheriff who votes, or leaves a hard will, at a 3-versus-3 round without playing the balance between the two Sheriff-check sets receives a Small penalty if the 3-versus-3 round did not occur, or a Big penalty if it did occur. 13. A Red player or the Sheriff who votes at a 2-versus-2 or 3-versus-3 round while a certainly-identified Red player is collecting votes against a member of the Dark team receives a Big penalty. 14. A Red player or the Sheriff who causes a split vote twice at the three-player round receives a Big penalty, except where the split was caused by voting into a member of the Dark team. 15. A Red player or the Sheriff who, at four players, does not raise their hand to remove two players including one member of the Dark team, where that vote is available, receives a Small penalty if their team won the game, or a Big penalty if their team lost the game. 16. A member of the Dark team, or the Don, who casts a third hand on a vote to remove two players receives a Big penalty, if it caused their own removal. 17. A member of the Dark team, or the Don, who admits to being a member of the Dark team at four or three players receives a Big penalty, if the Dark team lost the game. 18. A Red player or the Sheriff who votes against three or more wills pointing at a Red player receives a Big penalty. 19. A Red player or the Sheriff who does not vote to split at the six-player round in a mathematical-victory situation, where three checked Red players share one version, receives a Big penalty, if their team lost the game. 20. A player of any team who votes in a manner that accidentally causes their own removal receives a Small penalty by default. 21. A player of any team who votes in a manner that accidentally causes their own removal at a critical round, or as the last remaining member of the Dark team, receives a Big penalty. 22. A Red player or the Sheriff who, when voted out, leaves as their stated priority that they are a member of the Dark team, or leaves an assigned shot that is subsequently carried out, receives a Big penalty. 23. Where a member of the Dark team, or the Don, is voted out at the nine-player round while unchecked, a surviving member of the Dark team who subsequently fails to maintain that player's status as possibly Red receives a Small penalty. 24. A player of any team who remains at the table at the moment a draw is declared receives a Small penalty (see §13.1.3). *** ## **PART XVI — GESTURE REFERENCE** *** ### **16.1 General** 1. This Part describes the official gestures referred to throughout PART IV and PART IX. No other gesture is official. 2. The Judge uses one consistent set of gestures for both teams throughout a game. 3. Each gesture is visible only to its intended recipient and conveys nothing beyond the result it encodes. 4. Where any provision of these Rules refers to the official gesture established by these Rules, the reference is to the gesture described in this Part. 5. During role distribution the Judge also gives a role gesture with each card, as set out in §9.2: a raised thumb for a Red card, a lowered thumb for a Dark card, the Sheriff sign for the Sheriff, and the Don sign for the Don. *** ### **16.2 Sheriff Sign** 1. The Sheriff sign is made with the palm up, the thumb and index finger forming a round "OK" shape, and the remaining three fingers open. 2. The Sheriff uses this sign to identify themselves to the Judge on the first Night (§9.3). 3. The Judge uses this sign as the hand component of both Don check results (§16.4). *** ### **16.3 Don Sign** 1. The Don sign is made with the palm up, the four fingers open, and the thumb tapping the ring finger. 2. The Don uses this sign to identify themselves to the Dark team on the first Night (§4.2). *** ### **16.4 Don Check Result** 1. Where the indicated player is the Sheriff, the Judge raises both arms, each hand held in the Sheriff sign (§16.2), and nods the head up and down. 2. Where the indicated player is not the Sheriff, the Judge crosses the arms, each hand held in the Sheriff sign (§16.2), and shakes the head from side to side. 3. The hand gesture and the head movement are shown together. No word is spoken. *** ### **16.5 Sheriff Check Result** 1. Where the checked player belongs to the Red team, the Judge shows a raised thumb. 2. Where the checked player belongs to the Dark team, the Judge shows a lowered thumb. 3. The Sheriff check result is conveyed by the hand alone; no head movement accompanies it. 4. No word is spoken. *** ### **16.6 Shot-Miming Motion** 1. Each shooting Dark player raises one hand well above the table, high enough for the Judge to see both the hand and its movement clearly. 2. As the seat number of the intended target is called, the player mimes a shot with two fingers — the index and middle fingers — extended: a single clear firing motion made on that number. 3. The target is identified by timing alone — the seat number being called at the moment of the mime. The direction in which the hand points does not matter, and extending the arm for the Judge's benefit is permitted and encouraged. A player is not required to aim at the target's seat and should not attempt to. 4. The shot succeeds where every shooting Dark player makes a firing motion on the same called number at the same moment. 5. A misfire results only where a Dark player mimes on a different number from the rest, mimes on more than one number, or does not mime at all (§4.3). Nothing else about the motion causes a misfire. ***