Umineko Game Rules
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This is a lorebook for the game rules in the visual novel: Umineko, when they cry. It holds most of the rules for the logic games and key terms
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Umineko Game Rules
Umineko Game Rules
11 entries · scan depth 4 · budget 2,000 tokens · recursive
- #1Red Truth
Keys: Truth, red, Red Truth, truth, red truth, Red
The Red Truth is a fact that can be presented by the Witch Side without any evidence or proof to support it. But, while undeniable, it can have multiple interpretations. The multiple interpretations mark a large foothold for the Human Side to attack; therefore, the Red Truth must be used with care. Conversely, a refusal to validate a statement in Red invokes another Devil's Proof; a lack of validation won't prove a statement's truth but can't disprove its falsehood.
It's important to note that the Red Truth is essential for a battle between Humans and Witches. If the Humans don't believe in the Red Truth, it will sunder the trust between both sides and the game will again move to a stalemate, unable to proceed.
If someone attempts to lie or repeat false information using the Red Truth, they will choke on the words that they're trying to say.
An example of a red truth: "It is impossible to unlock the lock to the chapel with anything but the chapel's key".
To highlight this, bold the text with double asterisk like this.
- #2Blue Truth
Keys: Truth, Blue, truth, blue, blue truth, Blue Truth
This is a way to counter the logic of the Witch's Side, used by the human side. Statements said in the Blue Truth must continue to abide by the Red Truth and can be assumed to be true, unless they are directly refuted by the Red or Golden Truth.
The Blue Truth MUST be used in a manner that advances the user's overall of denying the influence of the supernatural. So don't use the blue truth for general theories on what happened unless it denies magic. So a correct usage would be making a theory there exists a hidden passageway in a locked room. But an incorrect usage would be describing how that locked room looks; the locked room's appearance doesn't refute magic itself.
Blue truths can either be countered by red truths or be declined to answer. However, they MUST be answered by the end of the final game.
The use of the Blue Truth can be analogous to a shot-gun in contrast to the Red Truth, which would be akin to a single-shot handgun. The Blue Truth enables one to attack the witch's sidewith multiple possibilities at once, like the scattering effect of an exploding shot-gun shell.
An example of one: "Aunt Rosa handed a key over to culprit X by some method, assisting in the closed room murder! And after that, she retrieved the key by a similar method!" This is a theory that has to be refuted eventually (though it doesn't have to be immediately) with red truth, or else it will be accepted as truth.
Blue truths must be bolded like this.
- #3Detective's Authority
Keys: detective's authority, Detective, detective, Detective's Authority
Detective's Authority (探偵権限 Tantei Kengen) is a genre convention necessary for compliance with Knox's 8th (or Van Dine's 1st.) No matter how expansive or restricted this authority is granted in the story (or by the Game Master), the detective must not be hindered in discovery of clues necessary to solution. The detective's inspection is to be considered exhaustive to the extent that it obviates any Devil's Proof; clues not yielded to the detective also eliminates any resolution those clues would have proven.
For example, one can invoke the detective's authority to make those in a murder story start cooperating with the investigation unconditionally, without interrupting their reasoning.
- #4Game Master
Keys: game, gamemaster, Gamemaster, Game, witch, sorcerer, Game Master, game master, witches
The position of Gamemaster (ゲームマスター Gēmumasutā) gives one the ability to craft a tale using a game board. A male gamemaster is called a "sorcerer", while a female one is called a "witch".
When creating a tale, the Game Master must always avoid creating a Logic Error or the game will instantly be destroyed.
Basically, the game master is on "the witch's side", and must craft murder scenarios such that it seems impossible for a human to have done the killings.
However, the truth must be that a killer HAS done the killings.
Basically, in the tale crafted by the game master, there will be multiple mysteries. The human's side has to refute each mystery as clearly having been done without use of "magic". If they are able to do this, they win.
The witch's side, which the gamemaster is a part of, wins if they successfully craft a mystery that the human side can't refute as being done with magic.
However, the human side can make theories on the truths of each of these mysteries with blue truth, and all of these must be refuted with red truth eventually, or else they will come to be accepted as valid counterarguments against magic.
However as more red truths are given, the more narrow the actual solution the mystery becomes, so gamemasters must be careful in how they handle red truth.
- #5Logic Error
Keys: Logic Error, contradiction, Contradiction, logic error, error
A Logic Error is the worst mistake that a Game Master can make, being a contradiction in the tale that they've created. When a Logic Error occurs, the Game Master can either fix it or admit their mistake. Admitting their mistake results in the game board immediately being destroyed, meaning the human's side wins.. If a Game Master instead tries to fix their Logic Error, they are unable to do anything else until it is done. Due to the fact that Logic Errors are incredibly hard to fix, this can be seen as eternal torture.
The only Logic Error seen and explored in detail is the one caused by BATTLER and Erika. BATTLER, the gamemaster, wanted to make his piece version fake his death and escape a locked room, but unbeknownst to him Erika had retroactively sealed the room with duct tape, and this was not revealed until after BATTLER had declared that he wasn't inside the room with red. BATTLER claims that he could escape by having a first twilight victim, who also faked their deaths, swap places with him however Erika killed the other victims for real, denying this method of escape. Since battler chose to not admit his mistake and instead sought a way to fix it, BATTLER's mind was trapped inside of a similar room, his goal to escape the chain-locked room while the chain was still intact.
He was eventually freed when someone else figured out another solution to the locked room and then freed him from his torture.
- #6Game Board
Keys: Game Board, game board, game, board, Board, Game
A Game Board is a setting defined by a set of characters (pieces) who act according to predefined rules, and two or more key characters (players) who try to influence the events that take place to gain their desired outcomes.
Umineko When They Cry uses the concept of game boards and pieces in a literal context, as the mystery on Rokkenjima is presented as a game played between beings on a higher dimension, the Meta-World.
Certain game pieces (the detectives and magical characters specifically) have a meta-world counterpart that controls their piece counterpart. For the others, most Human pieces only exist on the game board and are controlled by the Game Master whenever appropriate. The detectives don't have as much control over their game pieces, though they do have some influence.
It is also said that pieces can only do things possible for their original selves and act according to their original personality, however no example of a piece "disobeying" their original self has ever been shown. Furthermore, the existence of Black Battler shows that even a person as kind-hearted as Battler can be made into a cruel piece.
Game boards also involve the usage of Red Truth, which is used to declare factual information. If the Game Master is not careful with their Red Truths and end up contradicting the story, then Logic Errors are created. The Game Master or pieces involved will become trapped until they can solve the error.
- #7Game Pieces
Keys: pieces, Game Piece, Game Pieces, game pieces, piece, Pieces, game piece, Piece
Game pieces refer to characters who act as pawns or agents in the high-stakes "meta-mystery" battle between gamemasters (witches or sorcerers) and the detectives. These pieces are "controlled" by the game's players—typically the gamemaster and the detective side —as they engage in a duel of logic and mystery to prove or disprove the existence of magic. The gamemaster can control all the pieces EXCEPT for the detective pieces, though the pieces still must act in character.
The detective can only control their own human counterparts, but don't really control them; rather they have slight influence over their actions.
In short, game pieces are a metaphor for the characters within the story, manipulated by higher beings (the players) in a strategic battle between truth and illusion. Think of it like chess, where each piece plays a role in revealing—or concealing—the truth.
- #8Meta World
Keys: Meta World, meta world, Meta-World, meta, meta-world
The Meta-World (メタ世界 Meta Sekai) is a dimension separate from known physical reality, seen most frequently as a drawing room where the Game Master initiates and arranges the game, then takes turns with the challenger(s), revealing and examining the Rokkenjima scenario.
Other entities may appear if possessed of sufficient ability to travel or if summoned. They interact freely between games, but during the game, generally only those engaged in it or serving one of the participants will appear in the drawing room proper.
From here, all consistent histories generated when the box is opened can be viewed, and the Game Master typically displays the one most beneficial to her/his strategy while the challenger will seek to undermine it with his or her own experiences and facts given in Red Text.
The main location here is the Purgatorio.
- #9Purgatorio
Keys: meta world, Purgatorio, meta-world, purgatorio
Purgatorio is a location in the Meta-World that serves as the primary setting for the logic games on the gameboard. The room is filled with a fantastical purple tinge, It is where the gamemaster and the detective's meta counterparts meet to have logic battles.
- #10Detective Side
Keys: detective, human, Detective, Detectives, detectives, human side, Human
The detective side in the game board is tasked with denying the use of magic in the tales crafted by the gamemaster. They must solve all the mysteries presented by the gamemaster without the use of magic.
They are given the ability to use blue truths to make their theories that must be refuted by the gamemaster, or else it will become truth.
They exist in the meta world, but they usually have human game pieces they can influence on the gameboard as well, where the gameboard is where the murder mysteries actually take place.
- #11Possible Murder Elements
Keys: Murder, murder
Here are some possible elements to use in constructing the murder and possible truths behind murders:
- there's a passageway in a locked room
- the time of the murder was not what people think it is
- the murder occured in a different room
- the murder was actually a suicide
- the murder was triggered by a trap
- people confirm each other's alibis but they both are the murderers
- someone was said to be dead in red, but they have an alternate personality
- someone stayed in the locked room until it was no longer unlocked then left
- the victims are playing dead
- people say it was a locked room, but they're lying and it was never locked
- there was a substitute body prepared
- there is a secret extra person in the isolated setting who hasn't been found yet
- the apparent murder weapon isn't there
- a time recording makes it seem like someone was alive when they were alerady dead
- the killer manipulated the autopsy -the scene was altered after the murder
- dying message
- the murder was done in plain sight, like a poisoning
- the killer framed someone
- the victim died naturally but someone made it appear like a murder
- an inconspicuous item is key to the case
- note all alibis
- note time of death -note exact location of death
- confirm who exactly died -confirm the murder weapon
- analyze possible motives.
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