Game-Mode-Collection


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Trouble In ROUNDS Town

By Pykess


Table of Contents

  1. Introduction
  2. Quick Reference
  3. Controls
  4. Gameplay
    1. Winning
    2. Death
    3. Rounds
    4. Chat
    5. Karma
    6. Item Shops
    7. Radio
  5. Roles

Introduction

Trouble In ROUNDS Town (TRT) is a role-playing game mode where some players are “traitors” and some are “innocent.” The traitors’ goal is to eliminate all of the non-traitors. The innocents’ goal is to figure out who the traitors are, and then kill them.

This game is very different from normal ROUNDS: random killing is against both the spirit of the game and the rules. There are in-game systems to punish random killing, discussed later in this document.

This game mode is a near-exact one-to-one port of TTT from Gary’s Mod. So if you’ve played TTT, lots of this will be familiar.

Quick Reference

This section is a quick reference for if you already know how to play and just need the quick facts. The rest of this document provides a detailed guide on how to play.

Controls

DefaultControls

Gameplay

TRT takes place with a group of players, some of whom are traitors. The traitors know who is a traitor and who isn’t, but innocent players do not know who is a traitor or who is innocent.

At the start of each round, some players are randomly selected to be traitors. There will always be at least one traitor. Traitors are notified that they have been selected, and the clock/role display in the upper left will display this as well.

Additionally, a small number of innocent players will be selected to be a detective. Detectives are always innocent and everyone can see who the detectives are. Detectives have special abilities and access to a shop to help the innocents against the traitors.

Innocent players will always make up the majority. To overcome their numbers disadvantage, the traitors must leverage the fact that their identities are initially secret. Additionally, traitors have access to a shop in which they can buy useful weapons and equipment.

Cards

Vanilla ROUNDS cards are distributed around the map at set locations determined by the map itself. Modded cards are not enabled in TRT. Some vanilla cards are not enabled (e.g. Tank) for balance reasons.

Players can collect up to 2 cards at any point in the round by walking up to one and pressing F or left stick button by default. Players can discard their most recent card at any time by pressing Q or Y/Δ by default. Players may also discard any card in their hand by clicking on the card bar square (e.g. a player can discard “Spray” by clicking on the small “Sp” square in their card bar.) Discarded cards are simply dropped where the player stands.

Some custom TRT cards cannot be discarded, usually because they are integral to the player’s role.

When a player dies, all of their cards (except for certain custom TRT cards) will be dropped where they died, other players may then collect them if desired.

Winning

Traitors win when all of the innocent players are dead.

Innocents win when all of the traitors are dead or the time limit is reached and at least one innocent is still alive.

Death

When a player dies, they can no longer talk to players who are still alive. They have a separate in-game chat reserved for dead players.

If you are playing with a group in an external voice call, everyone must follow the rule that if you are dead, you cannot speak.

When a player dies, no one is notified, no score is updated, nothing changes. Their body will stay on the map and can be found by other players. If another player finds their body, they can (and should!) identify it by walking up to it and inspecting it (default control: E or right stick button). This will announce to the entire server which player identified the body, whose body it was, and what role they were. If a detective inspects a body, it will reveal additional information for everyone such as how long ago the player died and the color of the last player that either they shot or shot them.

Dead players begin spectating the game but are still unable to see living players’ roles, since there are circumstances where dead players can be revived.

Rounds

Each round has two phases: preparing and active (or in-progress).

The preparation phase lasts 30 seconds, during which players can explore the map and collect cards (default control: F or left stick button). Players can shoot but cannot deal or take damage.

At the end of the preparation phase, the active phase starts. This is the phase where the actual gameplay takes place. All players are immediately assigned roles at random, and damage is enabled.

As soon as a role has won, a win screen is shown and the game moves on to the next round.

The game will repeat the same map as many times as the NumberOfPointsPerRound setting is set, by default this is 4.

Chat

Players that are alive have access to a global chat (default control: T or “Enter”). Players that are dead cannot communicate with living players, but can still see their messages. This prevents spectators from revealing information.

Traitors have access to a traitor-only text chat (default control: V). Certain roles disable this chat for all traitors, and other roles have the ability to send, but not receive, messages in this chat.

If your party is playing with an external voice chat (which is recommended) it is important that all players follow the rule that dead players cannot speak.

Karma

Karma is the built-in mechanism to punish team-killing (also called “random deathmatching” or “RDMing”).

At the start of a new map, all players have perfect karma and are shown as [Reputable]. Team-killing reduces your karma. In descending order, the different karma levels are:

A player’s karma directly translates to how much damage they deal. With perfect karma, they deal 100% of their normal damage, by the time they’ve reached [Liability] they will only deal 50% of their normal damage.

Karma is updated at the end of a round, that way it cannot be used to determine who is a traitor and who is not.

At the end of each round, if you are below perfect karma, you will regain karma if you did not team-kill during the round. You receive less karma if you are dead at the end of the round.

If a player’s karma is too low, they will receive a “slay.” Such a player will be automatically instantly killed at the end of the next preparation phase, after their role has been assigned.

Item Shops

Some roles (Traitors, Detectives, Mercenaries, Zombies, and Killers) have access to a shop (default control: C or X/□) where they can buy useful weapons and equipment. The number of credits a player spawns with, as well as the items available to them in the shop, are dependent on their role.

Items

Most TRT items are bound to a specific item button. The exact button each is tied to is denoted in the lower right corner of the card, as well as referenced in the card’s description text somewhere (for example, [item 4]). The default controls for each of the item slots are shown below.

Item Keyboard Controller
Item 0 Backtick (~) Left bumper + Y/Δ
Item 1 1 Left bumper + D-pad left
Item 2 2 Left bumper + D-pad up
Item 3 3 Left bumper + D-pad right
Item 4 4 Left bumper + D-pad down
Item 5 5 Left bumper + X/□

Some items are passive and need not be activated with a key or button press.

Some items cannot be discarded, nor are they dropped when the player dies.

Credits

Some roles spawn with credits, others do not. Some roles can earn credits throughout the round, some cannot. For details on each specific role, see the Roles section.

Radio

There are several radio shortcuts to help players communicate quickly. All of them make use of the closest player (denoted here as <player>). The quickchats and their default controls are listed below.

Chat Keyboard Controller
“I’m with <player>.” X D-pad left
<player> is a traitor!” R D-pad up
<player> is suspicious.” G D-pad right
<player> is innocent.” Z D-pad down

Roles

Below are the names and colors of each role. These images are links to each role’s description later in the document.

Innocent Traitor Detective Jester Swapper Glitch Mercenary Phantom Hypnotist Assassin Vampire Zombie Killer

Classic

Innocent

Team: Innocent

Win condition: Kill all members of the traitor team or have at least one innocent alive when the timer runs out.

The most common role.


Traitor

Team: Traitor

Win condition: Kill all members of the innocent team.


Detective

Team: Innocent

Win condition: Kill all members of the traitor team or have at least one innocent alive when the timer runs out.


Chaos

Jester

Team: None

Win condition: Be killed by another player.


Swapper

Team: None

Win condition: Be killed by another player, then fulfill the win condition of their role.


Additional Innocent Roles

Glitch

Team: Innocent

Win condition: Kill all members of the traitor team or have at least one innocent alive when the timer runs out.


Mercenary

Team: Innocent

Win condition: Kill all members of the traitor team or have at least one innocent alive when the timer runs out.


Phantom

Team: Innocent

Win condition: Kill all members of the traitor team or have at least one innocent alive when the timer runs out.


Additional Traitor Roles

Hypnotist

Team: Traitor

Win condition: Kill all members of the innocent team.


Assassin

Team: Traitor

Win condition: Kill all members of the innocent team.


Vampire

Team: Traitor

Win condition: Kill all members of the innocent team.


Zombie

Team: Traitor

Win condition: Kill or infect all members of the innocent team.


Killer

Killer

Team: None

Win condition: Kill all non-Jester players.