Amber Mafia III
The Final Countdown
Game information
Host Araver
Link Amber Mafia III BTSC threads
Size 17 Players (Small/Medium/Large)
Start Date 2018-01-21
Winning Faction Courts of Chaos & 3 Indies
Roster #, player
  1. sparrowhawk
  2. Machina
  3. golfjunkie
  4. Hachi
  5. Majeswandar
  6. GMaster479
  7. plasmid
  8. Boquise
  9. onetruth
  10. Okosan
  11. Marquessa
  12. Bob Sacamano
  13. maurice
  14. Framm
  15. Insaner
  16. Hirkala
  17. Yuli
First to Die Onetruth
Last Remaining Machina, golfjunkie, Hachi, Majeswandar, Okosan, Bob Sacamano, maurice, Insaner, Hirkala, Yuli
MVP Yuli, Hirkala, Maurice
Awards -

Amber Mafia III was a game designed and hosted by Araver based on Roger Zelazny's multiverse (see Amber Mafia, Amber Mafia II).

It began on January 21st, 2018 and ended in a Courts of Chaos & 3 Indies win in D4 (February 1st).

Game Mechanics

Night Rules

Each night, players can either use one of their abilities OR try to recruit another person to their faction (not both).


  • As a side-effect of acting on the same person, players from the same faction can meet and establish BTSC. E.g. if A targets C AND B targets C AND neither is blocked.
  • They can also meet if A targets B AND B does not submit an action. But if B is trapped and A is not the one that trapped him, A's action on B will fail hence the meet will not happen.
  • The recruit will share BTSC with the others only if he meets with one of the faction (as above) from the moment he/she is recruited (including the night he/she is recruited!). If A recruits B successfully then A targeting B is taken into account for BTSC-by-meeting rules.
  • Any player meeting with another of his faction will share the same unique Faction BTSC, there cannot be multiple BTSCs for the same faction.


  • Amberites can choose to walk the Pattern, Chaos beings can choose to walk the Logrus. Those with composite blood can choose either. But that is flavor only. Walking the Pattern or Logrus gives the bearer the possibility of recruiting a player (blood type of the target does not matter) -> if the target is an un-recruited independent the target is recruited.
  • If two or more factions try to recruit the same player, the same night, they will BOTH fail.
  • Result of recruit is PMed to both the recruiter and his target along with the name of the faction (NOT the role that attempted the recruit). The night-post only reveals how many recruits attempts were on that night but not how many were successful.
  • Walking the Pattern/Logrus is not always safe. Each role has a probability attached of successfully walking the Pattern/Logrus as a 50-75-100% chance of success. If walking the Pattern/Logrus fails, it kills the person that tries to walk it. If walking works, then the recruit attempt happens and the walker lives regardless if the recruit attempt is successful. Probabilities decrease with 25% each time the Pattern/Logrus is walked by that person (no matter if the recruit works/fails). E.g. If you start with 100% chance, then you will live but your recruiting action may still fail if for example you try it on another faction member. Next time you try to recruit, you will have a 75% chance to live and 25% chance to die before trying the actual recruit. And so forth.

Order of actions:

  • Deterministic universe with Chronological order of actions. Notice the >> in the OOA below. That means the right action can NEVER prevent an action to its left since it happens AFTER it chronologically speaking!
  • OOA: Walking the Pattern/Logrus >> Trap >> Save >> RID Kill >> Spy. First recruits are evaluated, then traps, then RID kills, then spies, etc. Invulnerability N1 is passive and cannot be stopped.
  • Trap acts as a block against the target's actions AND all actions against the target (except a trap). Basically a form of invulnerability. Does not prevent the target from recruiting or being recruited since that already happened.
  • What appears in the NP: Successful traps and kills and players dying after walking the Pattern/Logrus.
  • Same type of actions targeting each other (or in chain) -> All actions happen (E.g. A tries to kill B who tries to kill C -> both B and C are killed).
  • Same type of actions targeting same player -> All actions happen (E.g. A and C both try to trap B -> B is double-trapped).

Day Rules

What are sequences?

  • Instead of one massive mandatory host-started kill-vote during the day, the players can themselves start independent voting structures called "sequences".
  • Each sequence is started by an "initiator" (owner) and targeted to a "victim" (target).
  • People can vote FOR the sequence or CON (AGAINST) the sequence.

How does a majority pass a sequence?

  • Everyone has x1 voting power.
  • Everyone can vote (if he/she chooses) exactly once (one vote) on each sequence that is brought up.
  • Votes can be changed around but only until the sequence is passed or denied.
  • Each player can initiate/have at most 1 normal/End-of-Day sequence plus 1 courier sequence per day (so at most 2 sequences per player x number of alive players).
  • The initiator (owner) can choose to remove his/her sequence at any time if he/she decides it wasn't going to pass or if he/she wants to start a different sequence instead. Though once a sequence passes, it can't be removed.

How does a majority pass a sequence?

  • Absolute majority – 1 + total number of living players divided by two, rounded down (i.e. ignoring the .5 on the end if there is an odd number of living players).
    • E.g for 8 living players absolute majority is 5 (8/2+1), for 9 players it is 5 (9/2-0.5+1).
  • Simple majority – 1 + total number of players that voted for that sequence divided by two (again ignoring the .5 on the end). Simple majority ALSO requires at least 3 votes for the same option.
    • E.g. if a sequence has 3-PRO and 2-CON at the end of day, it has 5 players who voted so a simple majority is 3 (5/2-0.5+1). So it passes.
    • E.g. if a sequence has 2-PRO and 0-CON at the end of day, it does not pass since it requires 3 votes for the same option. If it has 3-PRO and 0-CON (or 1-CON or 2-CON) at the end of the day, then it is passed.
  • There is no vote manipulation, all sequences are public and are passed (without host's interference) if they have absolute majority (more than half of alive players).
    • At the end of the day all remaining sequences are evaluated for simple majority.

In short, sequences can be:

  • passed immediately if an absolute majority votes PRO
  • denied immediately if an absolute majority votes CON
  • passed at the end of day if the sequence has a simple majority voting PRO
  • denied at the end of day if the sequence has a simple majority voting CON
  • Once a sequence is denied, the initiator may start another one of the same type if he wants (normal or immediate)

What types of sequences are there?

There are 2 types of sequences:

  • End-of-Day actions: e.g. "Lynch" - if successfully passed will result in the victim being lynched at the END OF THE DAY.
    • FREEZE: Target is blocked for the night. This prevents responding to couriers and acts as a trap for the night.
    • SPOTLIGHT: Target will be spotlighted during the next night - all actions on target will appear in the NP regardless if they appear normally.
    • LYNCH: Target is lynched and identity & faction is revealed at the end of the day. Can only be passed by absolute majority.
  • Immediate actions:
    • COURIER: Initiator can send one message to target and receive a response by the end of the next night (The host has to be CCed).

What's the catch?

The day has 36 hours:

  • 24 hours in which you can initiate sequences
  • Final 12 hours in which you can ONLY VOTE on already initiated sequences
  • You can also use the final 12-hours of the day to send an action for the next night if you wish. It will be taken into consideration after the day ends and all sequences are evaluated by host.

Role Description

Merlin's Band:

  • 1. Merlin (100%) - the son of Prince Corwin of Amber and Lady Dara of Chaos, born and raised in the Courts of Chaos. He studied Computer Science on Shadow Earth, inspired by his father love for the place. Being of both Chaos and Amber, he is one of the few people to have traversed both the Pattern and the Logrus, and as such is capable of both spell-casting, shape-shifting and Trump creation. Ability: Can create a Trump to an individual to send a targeted kill through (RID Kill).
  • 2. Ghostwheel (50%)- a trump- and pattern-based computer developed by Merlin in a Shadow where Earth physics do not apply. After its creation, Merlin designed it to index the Shadows similar to a search engine. It sees Merlin as its "Dad" as it is sentient and resists any attempts to be shut down. Ability: Can move one individual through Shadows, leaving him confused for the night, but also safe from all actions against him (Trap) or Can create an instance of itself and send it into the shadows to spy on another individual (Faction spy).

Luke's Revenge:

  • 3. Rinaldo (also known as Luke) (100%) - the son of Brand and Jasra, a colleague of Merlin in Berkeley on Shadow Earth. Luke plots his revenge against the Royal Family of Amber because they killed his father Brand. He is strong, intelligent and has a salesman's ability to convince people and make them do things he wants. Ability: Can create a series of events that lead to a deadly trap, as long as knows his target's identity and preferences (RID Kill)
  • 4. Jasra (50%) - a powerful sorceress, mother of Luke, tutor of Julia, former handmaid to Dara and deposed ruler of the Keep of Four Worlds. She has venomous lips and a thirst for power. Ability: She can use her spells to follow others for one night (Faction spy) or Can challenge one individual to combat, best and imprison his adversaries in a crystal cave for the night. The crystal cave prevents any action on the individual (Trap)

Courts of Amber:

  • 5. King Random (100%) - son of Oberon, once a sneaky rascal often irritating and called a 'punk' by older siblings. In the past he found himself helping Corwin to regain his memory and supporting him for the throne of Amber. After the final battle at the Courts of Chaos, the Unicorn chose Random himself to succeed Oberon as King of Amber. He has strength of an Amberite in combat, however, being physically small and not as skilled as his brothers, he would normally prefer to run from a fight. Ability: As king of Amber and former rascal, he has access to a ring of assasins spread throughout the Shadows. However, he is reluctant to use them unless Amber is clearly threatened by an individual (RID Kill)
  • 6. Queen Vialle (50%) - a blind noblewoman from Rebma (Amber's mirror world under the seas) whom Random was forced to marry as a punishment for his previous misdemeanor. To everyone's surprise, the marriage worked out well. She is artistic, creating sculptures by touch, specializing in busts of the Amberites. Ability: As a queen loved by her subjects, she can use her followers once per night and send them into the shadows to spy on another individual (Faction spy) or can send agents of the court into the shadows to keep another person occupied for a while (Trap)

Courts of Chaos:

  • 7. Dara (100%) - great-granddaughter of Benedict of Amber, Corwin's lover, mother of Merlin. She tricked Corwin and sneaked into Amber and walked the Pattern before the Chaos Wars erupted. She has raised all her sons to ensure at least one is high enough in the succession line, especially Merlin whom she though she could keep away from the Amberite inheritance. Ability: Can attempt to remove "obstacles" from her plans but only after carefully considering all alternatives (RID Kill)
  • 8. King Swayvil (50%)- King of Chaos, ill after Eric cursed him in the final battle of the Chaos Wars. Wants to protect the Courts from a succession wars that will inevitably errupt after his death. He sends his agents deep within the Shadows. Ability: Can identify players involved in the game between the higher powers using the Logrus' powers (Faction Spy) or Can send a projection across the Shadows to kidnap another pawn and keep the target out of the game for a night (Trap)

Independents: Each can win with Faction if recruited, else win by staying alive (if either one faction wins by majority or all factions are wiped out). Each has a secret ability.

  • 9. Dworkin (???%) - mad sorcerer, author of the Pattern and father of Oberon. When the Primal Pattern of Amber was damaged, Dworkin went mad for the pattern was a reflection of his mind. He proposed the destruction of the Pattern and was deemed to be dangerous and unstable. Subsequently imprisoned by Oberon, he was restored to sanity after the end of the Chaos Wars.
  • 10. Corwin (???%) - Son of Oberon, secretly kidnapped and imprisoned in the Shadows after the end of the Chaos Wars, he is blocked inside a loop of recollections of the past. If found, he will put his sword Grayswandir (also known as the Night Blade) to good use.
  • 11. Fiona (???%) - Daughter of Oberon of Amber, survivor of the Redhead faction, the best sorceress of the family, a deft mind and stunning beauty. With Bleys, she was one of the original co-conspirators with Brand to unseat Oberon and take the throne. Renouncing Brand, she has found herself on a lonelier path after Chaos Wars ended.
  • 12. Mandor (???%) - Merlin's stepbrother, although not related by blood. A machiavellian manipulator, well versed in the Courts of Chaos inner circles.
  • 13. The Ty'iga (???%) - a bodyless demon who inhabits the bodies of others. When she leaves one's body the possessed person feels like waking up from a sleep and has no memory of the intervening time. Once set by Dara on a mission to protect Merlin, she has since regained her own free will.
  • 14. Dalt (???%) - another of Oberon's illegitimate sons, a mercenary who possesses a keen hatred of Amber, Luke's childhood friend. Dalt is very strong and hard to kill as evidenced by the miraculous recovery from being impaled with a sword by Benedict.
  • 15. Suhuy (???%) - keeper of the Logrus, Dworkin’s arch-enemy since he stole the Eye of the Serpent and created the Pattern.
  • 16. Jurt (???%) - Merlin's stepbrother, son of Dara (Merlin's mother), hates Merlin and would stop at nothing to get him killed.
  • 17. Sorceress Mask (???%) - Currently holds the Keep of Four Worlds after banishing Jasra from it. Secrets from her past draw her to Merlin's path. With a vengeance of course.

Pool of secret abilities for Independents (public pool of secrets - won't know who has which ability, but will know all the possible secrets in the game):

  • Can use spells to find the faction of a player (Faction spy)
  • Can eavesdrop on the Trumps each night - choose a person and is told who they targeted (Follow Spy)
  • Can save a person but not the same twice in a row (Save)
  • Cannot die N1 and any night can choose to resist recruiting

Host's Summary

Congratulations to the Courts of Chaos and the #ResistIndies for sneaking the victory. In truth, I hope you enjoyed playing even the outcome may not be on everyone's liking ... and again, thank you for signing up and going through this, you've actually made my days and nights tick/tock with a rhythm while the game was on.

Now for the other part, since this game was driven to its end in mostly the same way Amber I & II were, the MVP will be shared among whomever I saw as determinant for the game's flow and finality: Yuli, Hirkala and Maurice. Congratulations! P.S. The award should be self-explanatory since it bears the description (quoted from Yuli's post in BTSC): "Nothing dared, nothing gained. Fortune favours the bold. High risk, high reward."

Now for the host's notes:

  • I was a little terrified of bringing back day sequences when I saw my IRL schedule go to pieces, but thankfully there were very little count errors to fix and frankly I am glad I didn't pull the plug on the signups.
  • The actual game was (once again) won by a faction that maximized its gain by recruiting early and often. I have made some design tweaks to prevent a landslide recruiting chain forming very fast (such as indies having less than 100% chance to recruit and making recruit an all-night event), but alas I failed. Lol. Better said, I failed to create an environment where other factions could ally among the biggest faction. For those that remember Amber I, there were 2 factors that did not come into play in this game: 1 - indies that could secretly betray the faction that recruited them and 2 - a whistleblower to warn the other factions that a "clique" is coagulating fast. While the growth was not exponential in this game, it was fast, even with indies choosing to resist recruit (or faking to resist recruit). For those that enjoy a slow-paced tactic-driven hybrid, Amber III was once again a risk/reward opposite flavor. For that, I apologize, I think I cannot willingly design it differently.
  • The Indies having pool abilities but not secret and being able to resist recruiting was an experimental design inspired by plasmid's "revolution". It has exceeded my expectations with Machina, Insaner and Hachi each exploiting this for their own means of winning. You have done more than I have thought possible given the paranoia that usually exists in a multi-faction hybrid with recruits not being shown in the NP. I thank you for the use of spotlight sequences, I had some inkling they would come in handy for maintaining indy-pendence , but you've shown a creative (and fierce) way of using them
  • And for the last bit: Amber III is the last of it's series I'm afraid. I wanted a trilogy if it were successful, and it has been even if I only managed to host one every 3 years or so. It can be borrowed and improved upon freely, but I don't think I have the energy to turn it into a 5-part or 10-part.

For the in-game commentary, sadly I didn't make the ghost omniscient and there were very few before the game ended so the minute-by-minute commentary is non-existent. However I had a couple of minor notes that I normally would have shared in a Ghost BTSC:

  • N1 almost all factions either recruited or found BTSC. Both mechanics were there but those that chanced it on recruiting had a headstart (Plasmid for Merlin's Band and Hirkala for the Courts of Chaos). D1 brought enough couriers to get a lot of information going on and a second wave of recruiting N2 put the Courts of Chaos straight on the path to victory, especially as some Indies were vocal about their indy-pendence and spotlighted
  • I noted that the N1+D1+N2 outcome depended highly on Yuli and Hirk's couriers laying future recruits and Maurice's insistence to get recruited after following Hirk on Yuli N1. However all of this could've been balanced if not for the following:
    • Courts of Amber gained BTSC at the expense of showing OT getting trapped, hard to get over since there were 3 RID killers in the game lacking a clear spy that could've chanced it.
    • Luke's Revenge had BTSC but tried to recruit SH who was already recruited
    • Merlin's Band chanced a RID kill instead of a courier/BTSC meet or chancing a 75/25 or 50/50 recruit. I agree that the odds were not that great for the recruits, a bit under Chaos' double 75/25, but the indies had randomly distributed 50% or 75% recruit chances so the odds would never get better as the game progresses.
    • Other than the publicly #resist Indies there was little (public) activity even though I liked how some faction members camouflaged publicly or in couriers as Indies.
    • Then came the rest of the game ... with lynches that I did not thought possible D3 and a landslide D4. While D3 may be explained by the amount of paranoia and some inactivity/lack of defense, D4 was a bit unexpected for me. Also, I originally thought that targeting a spotlight player may trigger the fall of the whole "spotlighted"-virgin-defensive strategy, but I made the error of already promising the type of action in such a case. Otherwise, it may have been an entirely different game after Framm targeted Machina as he was spotlighted N3 ... with a dent in the armor, the unrecruited indies may have not been enough to hammer those lynches in D4. Sorry for not being able to capture that type of interaction within the rules, it was clearly an oversight after making sure the NPs leak so little information to have spotlight go to the extreme. A mild spotlight that would have only shown the roles targeting the spotlight target but not the actions would have left a larger margin for strategies.
  • In any case, the Faction's BTSC are far more revealing for what could have happened, so I will only add one bit: Day 4 started with 6/14 players in one BTSC making plans of attracting the Indies to get lynches through. What really happened is that the other factions started blindly lynching without knowing which side is weaker and that spiraled pretty quickly when Indies logically bandwagoned to end the game sooner. I know I'm pretty Captain Obvious here, but that had to be said. What could actually have happened D4 (I'm not stretching it ... I know I probably would have not started it if I were playing but it was a possible theoretical outcome) is for factions that already lost starting lynch sequences and inviting Indies to hammer them to get ALL factions wiped out. While at the same time the majority faction could start lynches against the Indies. This is the thought that troubled me through D4 because even the endgame where everyone gets lynched was possible ... and no one asked what happens then (and I won't answer post game :P).

Winning Faction

Courts of Chaos:

  • Okosan - King Swayvil (50%)
  • Hirkala - Dara (50%)
  • Yuli - Mandor - recruited N1 by Dara
  • maurice - Suhuy - recruited N2 by Mandor
  • Majeswandar - Jurt - recruited N2 by Dara
  • golfjunkie - Corwin - recruited N3 by Suhuy

Unrecruited indies:

  • Machina - Sorcerer Mask
  • Hachi - Dworkin
  • Insaner - Dalt

MVP: Yuli, Hirkala, Maurice

Day and Night Posts

Intro N1 D1 N2 D2 N3 D3 N4 D4

End of Game Roster

Host: Araver

  1. sparrowhawk - Fiona - Recruited N2 by Merlin, Lynched D4
  2. Machina - Sorcerer Mask
  3. golfjunkie - Corwin - Recruited N3 by Suhuy
  4. Hachi - Dworkin
  5. Majeswandar - Jurt - Recruited N2 by Dara
  6. GMaster479 - The Ty'iga - Lynched D3
  7. plasmid - Merlin - Lynched D4
  8. Boquise - Queen Vialle - Lynched D4
  9. onetruth - King Random - RID Killed by Dara in N3
  10. Okosan - King Swayvil
  11. Marquessa - Ghostwheel - Lynched D3
  12. Bob Sacamano - Rinaldo
  13. maurice - Suhuy - Recruited N2 by Mandor
  14. Framm - Jasra - Lynched D4
  15. Insaner - Dalt
  16. Hirkala - Dara
  17. Yuli - Mandor - Recruited N1 by Dara