Jump to content
BrainDen.com - Brain Teasers
  • 0

Beggar


unreality
 Share

Question

let me start if off with the Beggar I just came up with: (it's an expansion of the 5-day winner idea)

* Beggar - gets 1 gold Phoenix Crown every day. When the Beggar has 5 Phoenix Crowns, he has enough money to pack up and move to the tropics (ie, he wins). However, the Beggar can exchange a Phoenix Crown for 5 role identities, which he can use to his advantage in lynchings and stuff to try to prolong the game. The Beggar can also exchange a Phoenix Crown to kill that night

Edited by bonanova
Link to comment
Share on other sites

  • Answers 839
  • Created
  • Last Reply

Top Posters For This Question

Recommended Posts

  • 0
I've been considering a different role. Some sort of baddie or independent role that provides some sort of consequence to people who come out with their roles. I'm not sure what it would do though. We don't need another innocent discovery role to confirm people who out themselves... maybe if the baddie gets to instantly confirm anyone who claims a role.

It's balanced, b/c the baddie can't come out with the info. Otherwise they would be outing themselves as a baddie. However, it could give the baddie a little bit of an advantage.

Maybe the GR could have the ability. Or a role similar to the Mimic in M4F14.

Maybe a different consequence altogether... I dunno.

Bb, that was my reasoning behind the Alchemist role I added. To add some risk for people coming out with their roles. If someone comes out with their role, they become a target for the Alchemist since the Alchemist needs to know their role in order to kill them. The normal doctor role cannot save against this. I limited it to once every other day since it is a killing ability though. Of course this could lead to everyone claiming all sorts of different roles to confuse the Alchemist... so I'm not entirely sure how it will play out.

Pirate Alchemist - During the day, not 2x in a row. Can PM a person's name AND role. If correct, that person dies from poison during the night if not treated by herbalist. If incorrect role is given, the wrong poison was used and the person will know they were poisoned. If treated by herbalist, announced in night post to everyone.

Link to comment
Share on other sites

  • 0
Bb, that was my reasoning behind the Alchemist role I added. To add some risk for people coming out with their roles. If someone comes out with their role, they become a target for the Alchemist since the Alchemist needs to know their role in order to kill them. The normal doctor role cannot save against this. I limited it to once every other day since it is a killing ability though. Of course this could lead to everyone claiming all sorts of different roles to confuse the Alchemist... so I'm not entirely sure how it will play out.

Pirate Alchemist - During the day, not 2x in a row. Can PM a person's name AND role. If correct, that person dies from poison during the night if not treated by herbalist. If incorrect role is given, the wrong poison was used and the person will know they were poisoned. If treated by herbalist, announced in night post to everyone.

Yeah, that's a great idea. And I was totally thinking of making it so that if a person claimed a roll, then any saves would have a 50% chance to fail...

Link to comment
Share on other sites

  • 0

1) in Mafia 1 I just used vanilla Innocents with a few special chars thrown in (something like Doctor, Inspector, Martyr, or something)... obviously the game is less fun if all you can do is vote. After I decided to make roles for everyone, works much better and makes for a better game. That's why the baddies get special abilities too other than just killing

2) btw, Dawh, you inspired the Alpha Werewolf, but the Cypher was all me :P Hehe. It was based off of a recollection of a Numb3rs episode, actually. I was considering your Psychopath idea but decided against it, then later came up with the Cypher during an AIM conversation with Frost ;D

3) this isn't dnd, and there's enough randomness not on sheer numbers but on people and on uncertainty, etc. We don't need to add "fail chances" to roles or anything, no way. Ysan, the future is undetermined, but not based on numbers like "1/5 chance the Doctor won't save", more like "what will the Doctor do??? Is he gonna fall for this obvious Mafia trap? But why would the Mafia lay such an obviously obvious trap?" lol :D Being a host, you should've seen stuff like this by now (not sure how far along the game is), it's called WiFoM in the mafia-world and it adds a lot more uncertainty than probabilities ;D But I do think the idea of having a random "pool" of possible roles is a good idea, and I've seen a game where the entire game is 'closed' in this way, and each player only knows his/her own role (and anyone they have BTSC with). That IMO isn't a good idea, but it is interesting to have say 1 or 2 unknown roles out of a larger pool. But depending on the role's ability, especially if it does something at night, I'd imagine you'd know pretty quick which roles there are in the game, and it might defeat the purpose. Still, an interesting idea :D

4) Forget past games - I've observed all of them, I know how hard it is for baddies to win in some cases. That's why I've completely reshuffled for Mafia VII. The Mafia has a decent chance of victory, very decent. And each indy role does too - the Alpha Werewolf just has to get 4 living werewolves, including himself/herself. In a perfect werewolf-game, that would mean all werewolves making it to the 3rd night. But some may die, or a bite may be healed, etc, so my bet is the average night needed to be reached is around the 4th night, maybe 5th. In a game designed to last longer, this isn't so bad. It should be tough but not impossible, and it is. For Cypher, all they need to do is stay alive until one faction lives. Their kill choice gives them the power to help achieve that goal. For the Mercenary, they have all game to lynch their target, and if their target dies in some other way, they join other factions or get a new target depending on the circumstances, so their wincon is pretty good ;D And the Mafia-to-Townsfolk is 1:2 ratio, a very good one, with some indies thrown in for both sides to deal with. Plus the Mafia don't even need to kill the Cypher to win, though they probably want the Cypher dead. Furthermore, the Mafia has abilities, just like the Townsfolk. And the Mercenary's lynch target is always a Townsfolk, btw - this ensures that it actually takes skill and a built-up case to get that person lynched. The Spy could find a Mafioso and have them lynched without even the Mercenary having to speak up, that's why the Mercenary's target is a Townsfolk

5) whoo I like lengthy posts too :P

Link to comment
Share on other sites

  • 0
Who will be the next host? I really wonder. :huh:

I believe that UR is going to host mafia 7... then maybe sinistral if he is still wanting to host... but then I was thinking about could co-hosting... I was thinking of some ideas... I will post them in a little bit... but I don't know...

Edited by Mekal
Link to comment
Share on other sites

  • 0

I've read a couple pages and I really like the idea of a speed-mafia game.

It would definitely have to be on a weekend though...

Unreal can you post all the roles that you are deciding to put in MVII?

Cause I'm sure a lot of them have been added and changed since the first page...

Link to comment
Share on other sites

  • 0
I've read a couple pages and I really like the idea of a speed-mafia game.

It would definitely have to be on a weekend though...

Unreal can you post all the roles that you are deciding to put in MVII?

Cause I'm sure a lot of them have been added and changed since the first page...

he has posted them already but i will bring them up...

Link to comment
Share on other sites

  • 0

Mafia VII

Takes place in a remote village...

Factions:

* Independent (3)

* Mafia (5)

* Townsfolk (10)

Independent:

* Alpha Werewolf - [knows who Slayer is] bites one person each night to "infect" them with lycanthropy. The new Werewolf can almost always still use their Townsfolk role ability, but is now sided with the Alpha Werewolf, and all Werewolves have BTSC. The Alpha Werewolf can only bite and infect Townsfolk, so if he/she picks a non-Townsfolk role (Mafia, Cypher, Mercenary), he/she is informed and can attempt to bite someone else (all the AW is told is that the person is not a Townsfolk). If the Alpha Werewolf is lynched, all living Werewolves die too, but if the Alpha Werewolf dies at night, a new Werewolf is picked randomly to become the Alpha Werewolf. The Werewolves win when 4 or more Werewolves are alive, including the Alpha Werewolf

* Cypher - [knows who CA is] the Cypher is a serial killer who leaves a mathematical code to his/her next victim. The Cypher chooses his/her kill each night for the following night, so on the first night there is no kill, but there is still a code for the 2nd night victim. And on the 2nd night, the Cypher picks the victim for the 3rd night, etc. The code is uniform throughout. The Cypher is invincible to werewolf bites as well as normal death, the only way they can die (at first) is being caught by the Cryptanylist. The Cryptanylist, or CA, is a Townsfolk-sided code-breaker who picks one person each night (except the 1st) whom they think is the Cypher's victim for that night. If the CA is correct, the Cypher is caught and killed. If the CA dies, the Cypher becomes vulnerable to normal death, but still cannot be bitten by the Alpha Werewolf. The Cypher wins if he/she is still alive and killing when another faction wins, ie, they win together

* Mercenary - the Mercenary has been hired to take out a specific person with a lynching. The person, or 'target', is random from the list of all other roles except Alpha Werewolf, the Don and the Cypher. The Mercenary knows the role of the target. If the Mercenary's target is killed by the Mafia, the Mercenary joins the Mafia, and if the Mercenary's target is killed by the Vigilante, Slayer, or Firework Maker, the Mercenary joins the Townsfolk. If the Cypher kills the target, the Mercenary can choose to work for the Mafia OR the Townsfolk OR to be assigned a new lynch target

Mafia:

* Don - the leader of the Mafia group. If checked by the Spy, is seen as a random non-Werewolf Townsfolk role from the 9 non-Spy roles

* Consigliere - the personal adviser to the Don. Picks one person each night and collects data on them via contacts, learning their role (including if they are a Werewolf or not). If the Don dies, the Consigliere takes over as head of the Mafia, having both the Don's ability and the Consigliere's original ability

* Hitman - one of the most skilled hitmen in the Mafia's arsenal. Kills anyone that visits him/her at night (Spy, Medic, Herbalist, Slayer, Mountaineer, but NOT CA or Tourist) or, in the case of the Vigilante, there is a 50-50 chance who wins the fight (Hitman or Vigilante). If Cypher visits the Hitman while the CA is still alive (and the Cypher is thus invincible), the Hitman is killed. However, if the CA is dead and the Cypher goes after the Hitman, the Hitman kills the Cypher

* Bankroller - controls the Mafia's finances as well as its legitimate businesses. Everyone knows who the Bankroller is from the getgo, and thus the Bankroller is sort of the spokesperson for the Mafia, but if the Bankroller is lynched, he/she can pick anyone to kill in the lynching if the Hitman is still alive

* Framer - can frame someone each day. If the Spy picks that person the following night, the Spy is told 'Framer'. Nobody is informed if/when a framing takes place or who was framed

Townsfolk:

* Spy - spies on one person each night and gets their exact role (except in the special case of the Don), including Werewolf role if they've been bitten

* Medic - an unofficial doctor who prowls around the village at night. The Medic can save two people each night (from death only, not from werewolf bites), with no restrictions on who EXCEPT for the fact that the Spy is too elusive to protect while snooping someone. If the Spy decides not to spy on someone, they are savable by the Medic

* Herbalist - can cure lyncanthropy, but only if done within minutes of the bite, and thus each night the Herbalist can pick one person to save from the Alpha Werewolf's bite

* Slayer - picks one person each night except the first night. If the person is a Werewolf, they are slain. The Slayer cannot be bitten by the Alpha Werewolf

* Vigilante - kills one person each night except the first night

* Firework Maker - lives in a house full of explosives and gunpowder. If the Mafia or Alpha Werewolf or Cypher visits, they see it and may retreat, OR keep going, but with a 1/2 chance of the person (either Alpha Werewolf or Hitman or Cypher) being blown up. If Hitman is already dead, a random living Mafioso is picked instead. If there is no explosion, the Firework Maker is killed or bitten as normal, but if there is an explosion (1/2 chance), there is a 2/3 chance the Firework Maker will die in it. During the day, the Firework Maker picks someone. If that person is the Framer, the Framer's frame is not successful, and both the Spy and the Mafia are notified (but not the Firework Maker). The Firework Maker can pick the same person two days in a row if he/she wishes

* Mayor - the acting Mayor of the small village has a few privileges. First, his/her vote secretly counts as 2, and secondly, if the Mayor is lynched, his/her role is revealed but he/she does not die

* Tourist - the only person with a laptop or internet connection in this mountain village. The Tourist was just here for the getaway and nice views when the troubles began, and just wants to get back home. Unfortunately, they're stranded here and must help the Townsfolk. Each day, the Tourist can look someone up on their laptop, and learns their werewolf status (bitten or not bitten), but the data is also sent to the Cypher, who has hacked the Tourist's computer. Also, if the person picked is the lynch target of the Mercenary, the Tourist is informed (and so is the Cypher of course)

* Mountaineer - [knows who Medic is] the Mountaineer likes to go on late-night hiking trips, and can pick one person to take with him/her. The picked person is immune from being killed or bitten, but they cannot perform any night action. The Spy can still spy on them, and if the chosen person is the Don, the Don's true identity is revealed to the Spy. If the Mountaineer picked the last Mafioso, there is no Mafia kill. If they picked the Alpha Werewolf, the Alpha Werewolf bites the Mountaineer as the bite for that night. Once the Mountaineer has taken someone on a climb, they cannot do it again

* Cryptanylist - the Cryptanylist, or CA, is an expert code-breaker whose goal is to crack the Cypher's code and figure out the serial killer's next victim. Each night, except the first, the CA picks someone who they think will be the Cypher's victim. The CA must give me some logical reasoning to prove it's not just a random guess, and if they are correct, the Cypher is caught and killed. The Cryptanylist can choose themselves

There are names for when a Townsfolk gets bitten and turns into a Werewolf:

* the Spy becomes the Prowler [can still use Spy ability]

* the Medic becomes the Guard Dog [can still use Medic's ability]

* the Herbalist becomes the Stray [new ability: votes count secretly x2]

* the Vigilante becomes the Rabid Attacker [can still kill]

* the Firework Maker becomes the Firework Wolf [keeps abilities]

* the Mayor becomes the Prime [keeps abilities]

* the Tourist becomes the Retriever [only keeps Mercenary-check ability]

* the Mountaineer becomes the Kidnapper [keeps ability]

* the Cryptanylist becomes the Bloodhound [keeps ability]

* Game Rules *

> Nights are a MAXIMUM of 18 hours, though if I get all the PMs, the night post may come earlier, it could also come later depending on my schedule (in which case I would allow late night-PMs, but don't gamble on it)

> Days end when a certain person gets a certain amount of votes. This is acknowledged by all and no more voting can take place after this. If n is the number of living players, the number of votes required depends on n. If n is 10 or higher, the number of votes required is n-4. If there is 3 people left, 2 votes are required. 3 votes required if there are 4 or 5 people. If there are 6 people, 4 votes are the execution. 7 and 8 require 5 votes, and 9 requires 6

> If someone isn't participating, I will give them a warning. Two warnings in the same day mean the person will be replaced. If someone gets a single warning on both of the first days and missed at least one night, they will be replaced. Don't lay low!

> When you die, you have one 'ghost-post' in gray to make, but it CANNOT reveal any information or hint at anything or relate to the game, it must be entirely off-topic

> Nonsense posters will be warned and then punished :D Don't spam the thread

> Rules are rules, so don't complain. Also keep in mind that Mafia is a game of elimination, and dying is part of it

> The roles will be determined completely randomly, so don't bias

> There will be no hints or extra clues other than the information given

> Have fun :D

Link to comment
Share on other sites

  • 0

Holy crap that's a lot to read...

I just read Mafia 1 and I realized that game had a lot flaws and this has come a long way...

But I think that just the rules of this game are gonna be longer than everything posted in Mafia 1 altogether! Lol wow...

Link to comment
Share on other sites

  • 0
Holy crap that's a lot to read...

I just read Mafia 1 and I realized that game had a lot flaws and this has come a long way...

But I think that just the rules of this game are gonna be longer than everything posted in Mafia 1 altogether! Lol wow...

ya... appartently the best successes were mafia 2, 4, 5, 6, and so far...M4F14

Link to comment
Share on other sites

  • 0

I was considering (if there were no objections) to Host a speed game next weekend.

The rules would be:

US time zones only. Days are real - 12hrs long 10am-10pm EST, and nights are the opposite.

People will not be booted for inactivity, however, lynchers will be STRONGLY advised to vote against the people who are not online and cannot defend themselves.

There will be 8 or 12 players with a 1:3 ratio of Maf to others, and no bomb or inspector.

Right now I'm thinking...

Roles (8 people):

-Mafia Assassin (Kills whoever tries to save him/her)

-Mafia Thief (steals or frames any night but not two in a row, and no one is informed)

-GR (Kills on even nights)

-Ninja (Cannot be lynched, No defender, Kills on even nights)

-Spy (every day)

-Doctor (Every night, anyone but never the same twice in a row)

-Janitor (Spy, Kill, Save)

-Sage/Squeaker (Each morning, gets to know what roles were killed. If killed, the Sage squeals the name of the Ninja or Spy. 50% for either)

12 people adds:

-1 more Mafia (Cannot be saved at night, and cannot be lynched on even days)

-Police Officer (Rules following the Wraith in M4F14)

-The Blank (Only once, may assume the role of a deceased innocent character for the rest of the game)

-Mayor (Confirmed innocent, secret vote counts as 2. Automatically dies if s/he leaks who the vote is for, whether or not it is true)

How does that sound?

-------------------------------------------------------------

I gotta say, I had the idea about the Mayor role come back and having a secret vote that counts for 2, without ever reading Unreality's stuff about Maf VII. How weird :P

Edited by Brandonb
Link to comment
Share on other sites

  • 0

Me too, but I was thinking even speedier than that lol. Like every 3 hours or so is a switch from night to day and vice-versa, so you could get a whole game of Mafia in in one day.

But definitely tell me when that game you're hosting is gonna be cause I wanna play.

Link to comment
Share on other sites

  • 0
im in... but i think you should just have 12 hour increments... not based off of real time... scince some people are across the world...

Yeah well of course Mekal lol.

It sounds fun what would the expected amount of days be?

Link to comment
Share on other sites

  • 0
Ooh, speed mafia sounds fun ^_^ I'd join, but it would be kinda a problem if some people have completely different time zones...they'd be up at like 4am just for mafia :lol:

~Kat

Well it would be on a weekend so I'm sure I wouldn't have a problem with that lol would you?

Link to comment
Share on other sites

  • 0

Idk if Mekal got the most recent. This is it so far:

Mafia VII

Takes place in a remote mountain village...

Factions:

* Independent (3)

* Mafia (5)

* Townsfolk (10)

Independent:

* Alpha Werewolf - [knows who Slayer is] bites one person each night to "infect" them with lycanthropy. The new Werewolf can almost always still use their Townsfolk role ability, but is now sided with the Alpha Werewolf, and all Werewolves have BTSC. The Alpha Werewolf can only bite and infect Townsfolk, so if he/she picks a non-Townsfolk role (Mafia, Cypher, Mercenary), he/she is informed and can attempt to bite someone else (all the AW is told is that the person is not a Townsfolk). If the Alpha Werewolf is lynched, all living Werewolves die too, but if the Alpha Werewolf dies at night, a new Werewolf is picked randomly to become the Alpha Werewolf. The Werewolves win when 4 or more Werewolves are alive, including the Alpha Werewolf

* Cypher - [knows who CA is] the Cypher is a serial killer who leaves a mathematical code to his/her next victim. The Cypher chooses his/her kill each night for the following night, so on the first night there is no kill, but there is still a code for the 2nd night victim. And on the 2nd night, the Cypher picks the victim for the 3rd night, etc. The code is uniform throughout. The Cypher is invincible to werewolf bites as well as normal death, the only way they can die (at first) is being caught by the Cryptanylist. The Cryptanylist, or CA, is a Townsfolk-sided code-breaker who picks one person each night (except the 1st) whom they think is the Cypher's victim for that night. If the CA is correct, the Cypher is caught and killed. If the CA dies, the Cypher becomes vulnerable to normal death, but still cannot be bitten by the Alpha Werewolf. The Cypher wins if he/she is still alive and killing when another faction wins, ie, they win together

* Mercenary - the Mercenary has been hired to take out a specific person with a lynching. The person, or 'target', is random from the list of all Townsfolk roles. The Mercenary knows the role of the target, and also knows when his/her target has been bitten, if at all. If the Mercenary's target is killed by the Mafia, the Mercenary joins the Mafia, and if the Mercenary's target is killed by the Vigilante, Slayer, or Firework Maker, the Mercenary joins the Townsfolk... ie, the Mercenary can be "bought" by killing their target for them. If the Cypher kills the target, the Mercenary can choose to work for the Mafia OR the Townsfolk OR to be assigned a new lynch target

Mafia:

* Don - the leader of the Mafia group. If checked by the Spy, is seen as a random non-Werewolf Townsfolk role from the 9 non-Spy roles

* Consigliere - the personal adviser to the Don. Picks one person each night and collects data on them via contacts, learning their role (including if they are a Werewolf or not). If the Don dies, the Consigliere takes over as head of the Mafia, having both the Don's ability and the Consigliere's original ability

* Hitman - one of the most skilled hitmen in the Mafia's arsenal. Kills anyone that visits him/her at night (Spy, Medic, Herbalist, Slayer, Mountaineer, but NOT CA or Tourist) or, in the case of the Vigilante, there is a 50-50 chance who wins the fight (Hitman or Vigilante). If Cypher visits the Hitman while the CA is still alive (and the Cypher is thus invincible), the Hitman is killed. However, if the CA is dead and the Cypher goes after the Hitman, the Hitman kills the Cypher

* Bankroller - controls the Mafia's finances as well as its legitimate businesses. Everyone knows who the Bankroller is from the getgo, and thus the Bankroller is sort of the spokesperson for the Mafia, but if the Bankroller is lynched, he/she can pick anyone to kill in the lynching if the Hitman is still alive

* Framer - can frame someone each day. If the Spy picks that person the following night, the Spy is told 'Framer'. Nobody is informed if/when a framing takes place or who was framed

Townsfolk:

* Spy - spies on one person each night and gets their exact role (except in the special case of the Don), including Werewolf role if they've been bitten

* Medic - an unofficial doctor who prowls around the village at night. The Medic can save two people each night (from death only, not from werewolf bites), with no restrictions on who EXCEPT for the fact that the Spy is too elusive to protect while snooping someone. If the Spy decides not to spy on someone, they are savable by the Medic

* Herbalist - can cure lyncanthropy, but only if done within minutes of the bite, and thus each night the Herbalist can pick one person to save from the Alpha Werewolf's bite

* Slayer - picks one person each night except the first night. If the person is a Werewolf, they are slain. The Slayer cannot be bitten by the Alpha Werewolf

* Vigilante - kills one person each night except the first night

* Firework Maker - lives in a house full of explosives and gunpowder. If a killing role or Alpha Werewolf visit, they see the explosive house and may retreat, OR keep going, but with a 1/2 chance of the person being blown up. If it was the Mafia, the Hitman will be killed. If Hitman is already dead, a random living Mafioso is picked instead. If there is no explosion, the Firework Maker is killed or bitten as normal, but if there is an explosion (1/2 chance), there is a 2/3 chance the Firework Maker will die in it as well. During the day, the Firework Maker picks someone. If that person is the Framer, the Framer's frame is not successful, and both the Spy and the Mafia are notified (but not the Firework Maker). The Firework Maker can pick the same person two days in a row if he/she wishes

* Mayor - the acting Mayor of the small village has a few privileges. First, his/her vote secretly counts as 2, and secondly, if the Mayor is lynched, his/her role is revealed but he/she does not die

* Tourist - the only person with a laptop or internet connection in this mountain village. The Tourist was just here for the getaway and nice views when the troubles began, and just wants to get back home. Unfortunately, they're stranded here and must help the Townsfolk. Each day, the Tourist can look someone up on their laptop, and learns their werewolf status (bitten or not bitten), but the data is also sent to the Cypher, who has hacked the Tourist's computer. Also, if the person picked is the lynch target of the Mercenary, the Tourist is informed (and so is the Cypher of course)

* Mountaineer - [knows who Medic is] the Mountaineer likes to go on late-night hiking trips, and can pick one person to take with him/her. The picked person is immune from being killed or bitten, but they cannot perform any night action. The Spy can still spy on them, and if the chosen person is the Don, the Don's true identity is revealed to the Spy. If the Mountaineer picked the last Mafioso, there is no Mafia kill. If they picked the Alpha Werewolf, the Alpha Werewolf bites the Mountaineer as the bite for that night. Once the Mountaineer has taken someone on a climb, they cannot do it again

* Cryptanylist - the Cryptanylist, or CA, is an expert code-breaker whose goal is to crack the Cypher's code and figure out the serial killer's next victim. Each night, except the first, the CA picks someone who they think will be the Cypher's victim. The CA must give me some logical reasoning to prove it's not just a random guess, and if they are correct, the Cypher is caught and killed. The Cryptanylist can choose themselves

There are names for when a Townsfolk gets bitten and turns into a Werewolf:

* the Spy becomes the Prowler [can still use Spy ability]

* the Medic becomes the Guard Dog [can still use Medic's ability]

* the Herbalist becomes the Stray [new ability: votes count secretly x2]

* the Vigilante becomes the Rabid Attacker [can still kill]

* the Firework Maker becomes the Firework Wolf [keeps abilities]

* the Mayor becomes the Prime [keeps abilities]

* the Tourist becomes the Retriever [only keeps Mercenary-check ability]

* the Mountaineer becomes the Kidnapper [keeps ability]

* the Cryptanylist becomes the Bloodhound [keeps ability]

* Game Rules *

> Nights are a MAXIMUM of 18 hours, though if I get all the PMs, the night post may come earlier, it could also come later depending on my schedule (in which case I would allow late night-PMs, but don't gamble on it)

> Days end when a certain person gets a certain amount of votes. This is acknowledged by all and no more voting can take place after this. If n is the number of living players, the number of votes required depends on n. If n is 10 or higher, the number of votes required is n-4. If there is 3 people left, 2 votes are required. 3 votes required if there are 4 or 5 people. If there are 6 people, 4 votes are the execution. 7 and 8 require 5 votes, and 9 requires 6

> If someone isn't participating, I will give them a warning. Two warnings in the same day mean the person will be replaced. If someone gets a single warning on both of the first days and missed at least one night, they will be replaced. Don't lay low!

> When you die, you have one 'ghost-post' in gray to make, but it CANNOT reveal any information or hint at anything or relate to the game, it must be entirely off-topic

> Nonsense posters will be warned and then punished :D Don't spam the thread

> Rules are rules, so don't complain. Also keep in mind that Mafia is a game of elimination, and dying is part of it

> The roles will be determined completely randomly, so don't bias

> There will be no hints or extra clues other than the information given

> Have fun :D

Link to comment
Share on other sites

  • 0

if I ever hosted a turbo-mafia, it would be this:

Brainden Mafia: The Inv4sion of Teh Hax0rz!!!!!!!!!1111

Hackers (3) - hack one account each night to lock that person out of Brainden. Win when everyone but themselves have been hacked

Braindenizens (8) - vote to ban one person each day. Don't stop until all Hackers (and Leopard) are banned

Wild-but-Spotless Leopard (1) - a free radical who "leopardizes" someone each night. The Leopard then assumes that person's role in case of a L33t or Scav Hunter check. The Leopard wins when he/she leopardizes the Admin, then the Admin dies and Leopard disappears from Brainden. If Leopard picks the Admin while the Firewall is still alive, the Leopard is informed and gets to pick someone else (cannot leopardize Admin til Firewall is dead)

HACKERS:

* L33t - the leader hacker. Can break into one person's account each night and discover their role

* Flamer - enjoys starting flame wars [no ability]

* Spammer - enjoys spreading nonsense posts [no ability]

BRAINDENIZENS:

* Admin - can ban one person by himself/herself each night except the 1st. Vulernable to banning, but cannot be hacked at night until Firewall dies

* Moderators (2) - each pick one person at night. That person cannot be hacked during that night only. The Moderators can communicate with one another

* Scav Hunter - can learn one person's identity each night

* VIPs (2) - their votes secretly count as x2. They can communicate with one another

* Firewall - Admin cannot be hacked while the Firewall is alive

* Noob - doesn't know what's going on first, but learns as he/she plays. If a Braindenizen is lynched (voted to be banned by the group), the Noob may choose to take over that person's role ability. If checked by the Scav Hunter or L33t, the Noob will always appear as just "Noob", despite what role they have taken on

Link to comment
Share on other sites

  • 0
if I ever hosted a turbo-mafia, it would be this:

Brainden Mafia: The Inv4sion of Teh Hax0rz!!!!!!!!!1111

Hackers (3) - hack one account each night to lock that person out of Brainden. Win when everyone but themselves have been hacked

Braindenizens (8) - vote to ban one person each day. Don't stop until all Hackers (and Leopard) are banned

Wild-but-Spotless Leopard (1) - a free radical who "leopardizes" someone each night. The Leopard then assumes that person's role in case of a L33t or Scav Hunter check. The Leopard wins when he/she leopardizes the Admin, then the Admin dies and Leopard disappears from Brainden. If Leopard picks the Admin while the Firewall is still alive, the Leopard is informed and gets to pick someone else (cannot leopardize Admin til Firewall is dead)

HACKERS:

* L33t - the leader hacker. Can break into one person's account each night and discover their role

* Flamer - enjoys starting flame wars [no ability]

* Spammer - enjoys spreading nonsense posts [no ability]

BRAINDENIZENS:

* Admin - can ban one person by himself/herself each night except the 1st. Vulernable to banning, but cannot be hacked at night until Firewall dies

* Moderators (2) - each pick one person at night. That person cannot be hacked during that night only. The Moderators can communicate with one another

* Scav Hunter - can learn one person's identity each night

* VIPs (2) - their votes secretly count as x2. They can communicate with one another

* Firewall - Admin cannot be hacked while the Firewall is alive

* Noob - doesn't know what's going on first, but learns as he/she plays. If a Braindenizen is lynched (voted to be banned by the group), the Noob may choose to take over that person's role ability. If checked by the Scav Hunter or L33t, the Noob will always appear as just "Noob", despite what role they have taken on

That sounds like alot of fun... I CALL THE NOOB :P

Link to comment
Share on other sites

  • 0
I've been considering a different role. Some sort of baddie or independent role that provides some sort of consequence to people who come out with their roles. I'm not sure what it would do though. We don't need another innocent discovery role to confirm people who out themselves... maybe if the baddie gets to instantly confirm anyone who claims a role.

It's balanced, b/c the baddie can't come out with the info. Otherwise they would be outing themselves as a baddie. However, it could give the baddie a little bit of an advantage.

Maybe the GR could have the ability. Or a role similar to the Mimic in M4F14.

Maybe a different consequence altogether... I dunno.

Just an idea from me ...

It is easy for an innocent to come out with his role and yet win because of the sheer number of votes they can get when the time of lynching/air-locking comes in... Here I would like to add a twist >>> People coming out of roles cannot be saved for 2 nights since if more than one comes out with their roles there may not be enough opposites to have any negative effect on that ... I would like it if people who comes out with their roles will do so only in extreme cases thus making the game more interesting.

It should not be ... I am so and so ... now I need a saving role to look at my back

Link to comment
Share on other sites

  • 0

I asked UR if I could maybe host a Mafia game, he suggested I write up some rules and post it here for suggestion..

Nameless (mafia)

--------

Can PM during night, kills every night, can choose not to kill, if they dont any

investigation appear as normal people

1 Steal role/Frame role (not 2 nights in a row)

2 When killed role revealed

3 Can see faction (not 2 nights in a row)

4

Escapers (Want to escape)

---------

Can PM after they have meet up

5 need majority to kill, need to kill Guard to escape

6

Crazed Killer

-------------

7 is convinced that the Hunter is killing incient people, wins by killing hunter ( kills

even nights)

Village Elders

---------------

Can PM durin day (can choose an action, to do on role. Cant kill, jail, no vote, etc..

suggest something I aprove or deny)

8 Elder1: Can leave a message on the town bulletin board for everyone to read

9 Elder2: Can change 1 vote during the lunch

10 Elder3: **secret**

11 Elder4:

Villagers

---------

12 Healer

13 Detector (can follow someone during the night and investigate activities, get the faction

PM back)

14 "The Law" ( can drag someone away to jail for a specified amount of time (up to 2 day),

once a day/night )

15 Hunter ( kills prime nights )

16 Protector ( Hunter can't die if he is alive)

17 Messager ( Passes messages between people 1 a day ( i can decline some messages) , Votes

for the person in Jail )

18 Villagers ( This role represents the other 100 vilagers, gets 2 votes, PM me their second

vote if different from their first), Has two lives.

19 Lie Detectiom ( can lie detect a statement every day)

20 Guard ( protect against CK on even )

Out of Towner

-------------

21 Stranger, new to town ( investigates one player per night and who they target, can

escape with the escapee's if find out who they both are before they escape, PM me, since

been a outsider the villages dont like, and will take 1 less vote to kill off via lynch)

Others

------

Mafia Killer ( at ANY time if someone is a mafia, can pm me and they die instantly if

correct. If incorrect the Mafia Killer gets killed )

Alerter: (alerts everyone to a fake attack form the "nameless" everyone runs inside from the

lynch and not taken place)

This is what I have so far, it is based of Mafia 7..

Any suggestions?

Link to comment
Share on other sites

  • 0
So the escapers are basically the QA's? What happens to the escapers if the guard is killed by some other faction?

No sure, UR suggested I give that a rethink too.. I might drop them and try something else.. Other than that, what do you think?

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...