Scenario:
The game is played with any number of villagers and one spy. The basic setup uses 9 people; 8 villagers and 1 spy.
Everyone wakes up in a cell-like room that exits into a corridor. At the end of the corridor is a door marked with a number. On their wrists, everyone finds a wristband displaying a number between 1 and 9, and with a timer beginning to count down from 60 minutes.
Zero, our enigmatic mastermind, then announces that they would like to play a game. There are nine doors between them and the exit, and anyone who can either make it through all of them lives or catch Zero wins! Anyone who can’t… will die.
(the usual method of death is by a bomb in their stomachs exploding as per 999, but if that’s too unrealistic or something for you, then use whatever you want)
Rules
A Dangan Escape game consists of 2 parts — the Nonary Game, and the Voting Game. There are 2 ways to win the game: either open the [9] door in the Nonary Game, or vote out Zero, the mastermind, in the Voting Game.
Nonary Game rules
Spy is Zero, and does not out. They act like a normal player in the Nonary Games.
Every player is assigned a number from 1 to 9 (or however many players you have), in the order of the character list on the left side. Spy goes and assigns the numbers, so that everyone is sure of them.
Spy uses a generator each day to assign the number of the door that the players must try to get through. The number must be between 1 and 8, and numbers cannot be repeated.
There is no limit on the size or number of groups for the digital root. Any amount of players can form a group, and any amount of groups can go through a door.
Optional rule: From Day 5 onwards, or when the pool of players is reduced to 5, players can’t go through a numbered door alone.
In green text, the player must find their digital root (Ex: >5+6=11…1+1=2…5 and 6 can go through door [2])) for their group.
To make it easier to keep count, vote once you have gone through the door. The Voting Game rules are below.
At night, the spy may kill at random any one player whose number was not used during the day. If all players could not form a digital root during the day, the spy may kill any of them. If all the numbers were used, spy does not nightkill.
If the Zero is the only one left behind, they will have to out themselves, but will not die. The other characters cannot vote for them, and must continue on towards door [9].
On D9, Zero must out themselves. They choose the final door to be [9]. Players who can use their numbers to form a digital root win; they can lynch the spy and veg out the unused numbers. If a digital root cannot be formed, spy wins and it’s game over….
Voting Game rules
Every day, each player must vote on who they think is Zero. The player with a majority vote will be killed.
If they don’t want to do so, and risk more numbers being lost… they can tie the votes to cause a stalemate. (eg: 3 vote Saionji, 3 vote Tsumiki, and 1 votes Fukawa. Saionji and Tsumiki are both majority, but since it is a tie, neither of them die. When this happens you will have to kick to move on, but nobody will actually be kicked.)
Once you have voted, you cannot change your vote. The only exception is if Zero is correctly voted and wants to implement the optional rule stated below; then everyone unvotes and treats it as if a new round started.
If Zero is correctly voted out, all doors unlock and surviving players automatically win.
Optional rule: If the spy is caught before Day 9 and wants a plot twist…They may announce that killing them will not unlock the [9] door to escape. The players left must find the digital root of 9 to survive and win the game. In this case, they lynch Zero and have to veg out the unused numbers to escape.
Although Zero can easily use this to kill everyone else and win, votes are not anonymous so doing so can just as easily out them as Zero.