Mafia Design Throwdown Voting Thread
Poll: One Setup, to Rule Them All
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One Setup, to Rule Them All - Multiple Choice
- Iso - Pirates 25% of Users - 5 votes
- Megiddo - Unknown 5% of Users - 1 votes
- Azrael - Disinheritance 40% of Users - 8 votes
- Sir Karn, Proph, Iso - Wu Tang Clan 0% of Users - 0 votes
- Void, Fadeblue, Arianrhod - 24 40% of Users - 8 votes
- KCC, Asianinvasion, Megiddo - Unknown 0% of Users - 0 votes
- DesCoures - Puella Magi 35% of Users - 7 votes
- DesCoures - Apprentice 15% of Users - 3 votes
- DesCoures, KCC - Intellectual Property 0% of Users - 0 votes
- DesCoures, Wheat Grinder, Yume Niki 0% of Users - 0 votes
- Taredas - Iterated mafia 15% of Users - 3 votes
- Taredas, Cantripmancer, DesCoures - Mind Screw 30% of Users - 6 votes
- Taredas, Drey - Majora's Mask 50% of Users - 10 votes
- Taredas - Pirates v. Ninjas: Bad Idea Edition 10% of Users - 2 votes
- Void, Ganderin Dan, Iso - Dragonball Z 25% of Users - 5 votes
- Voxx, Prophy - Unknown 0% of Users - 0 votes
- TCM - Game Of Thrones 15% of Users - 3 votes
- Condoms, PinkFloyd - Unknown 10% of Users - 2 votes
- Cyouni, The Most Curious Thing - Devil Survivor 15% of Users - 3 votes
- Iso - Goldeneye 20% of Users - 4 votes
- Iso - Horsemen of the Apocalypse 30% of Users - 6 votes
- Iso - Iji Mafia: With a Vengeance 10% of Users - 2 votes
- Xyre, Asianinvasion, Megiddo - Unknown 15% of Users - 3 votes
- Reserved 0% of Users - 0 votes
- Reserved 0% of Users - 0 votes
Ended Jul 23, 2013
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The voting phase of the Design Throwdown has now commenced. May the best setup win.
No gimmicks or other shenanigans, please. Voting will last two weeks, terminating on the 23rd.
Post your final pitches here, including flavor samples, descriptions of the basic idea, names of reviewers, and any other information you feel the players ought to have.
Updates:
Asiainvasion, Megiddo, and Xyre's Setup: The Third River
Void, Ganderin_Dan, and Iso's Setup: Dragonball Z.
Azrael's Setup: Disinherited Mafia
Taredas' Setup: Mindscrew Salvation Mafia
Taredas' Setup: The Legend of Zelda, Majora's Mask Mafia
Taredas' Setup: Singularity Mafia (formerly known as Iterated Mafia)
Taredas' Setup: Bad Idea Mafia, Pirates vs. Ninjas Edition
Megiddo - Five Setups
Iso - Four Setups
DesCoures: Puella Magi Mafia, the Time of Ruin
DesCoures: Apprentice Mafia
Designers: AsianInvasion, Megiddo, Xyre
Size: 18
Flavor Sample
Story Concept: Fifty years after the events of Ozone Underground, David Klein wanders a ravaged North America trying to create a machine that could possibly undo his actions. In a world caught between the past and present, he finds himself drawn into one last battle in the ruins of Montreal, as he faces one last chance for redemption.
Game Concept: Roles in the game feature two aspects - one representing the player's character in the present, and one that represents who that character was in the past. By shifting back and forth in time, players have the chance to harness both sides of their character and all the possibilities they possess.
Reviewers: Uh, we're not quite done with the setup yet. (If anyone wants to review it, feel free to PM one of us.)
Experiments Series: #5 (Courtly Intrigue Mafia) | #4 (Drunken Tracker) | #3 (Big Red Button) - coming soon | #2 (Pope Mafia) | #1 (Iso's Inflammable Mafia)
Mini Games: MTGS Mafia Redux II (Invitational, Evil Mirror Universe) | Unreal City
Old Games (bad): The Greenwood Affair | Blood Moon Mafia
Team: Void, Ganderin_Dan and Iso
Players: 18
Flavor Sample
Story: The adventure follows the Z Warriors as the Earth is under attack from numeruos Villains.
Mechanics: Includes Items, Area Movement, Fusion/Transform and more. Some Role Abilities will be from a regular game of Mafia while other abilities are new and pulled directly from the Show/Flavor.
Reviewers: Longish story, but here is the shorter. Iso began this setup with Ganderin_Dan and couple others. Something happened and I took over with Ganderin_Dan helping. That being said Iso and Dan reviewed and balanced the game.
Team: Void, Arianrhod and fadeblue
Players: 18
Flavor Sample: The following takes place in real time.
Beep.
[post=10278649]Previous Flavor[/post]
Story: Follow along with Jack Bauer and the Counter Terrorist Unit as they try to eliminate Terrorists who are involved with other foreign Government officals or acting on their own.
Mechanics: From Weapons of Mass Destrcution to deadly Virus'. Just when you think you have the game figured out another twist is thrown in the game. This game will be very swingy.
Reviewers: Thank you fadeblue for making this possible!
Flavor Writing Sample
Sequel to Inheritance Mafia, Disinherited has been reviewed by Kraj, Xyre, Iso, and Ganderin-Dan.
It follows in the footsteps of its predecessor games - Sin City, Matrix, Inheritance, in pushing the boundaries of game design into new and unexpected territory. However, an effort has also been made to reduce needless sophistication, and to adequately inform players of necessary strategic information that ought to be in the public sphere. That is not to say, of course, that each side does not have secrets of their own to employ.
Disinherited features the following design elements, which will be detailed further below, in the player rules section.
1. Community Spectators. An unlimited number of participants may elect to join the game as either town or mafia aligned spectators, and may affect the game and one another in various ways, most notably by advising (or misadvising) the players, in a parallel thread. In the past, many players have sought to join high-profile games, and have been unable to fight their way into one of the coveted slots, especially when competing against more experienced players. It is my intention to allow each player on the site to participate and have a meaningful voice and stake in this game, if they so choose.
2. Role randomization. Gaming the mod is not a terribly enjoyable pasttime for the players, thus, all but a few uniquely designed roles were placed in a communal pool, designed to be assigned to either mafia or town players, and then randomized between the two groups. No role was assigned to one group or another based solely on considerations of balance or power.
3. Aspects. As in Inheritance Mafia, most or all players have multiple abilities, or aspects. Unlike Inheritance, most or all of these abilities will be available for use from the beginning of the game. Which abilities are activated by a player at any given time will be an important strategic decision for each player. When a player wishes to change their selected aspect, they must PM the moderator. During the next twilight period, the aspect change will take effect, unless otherwise stated.
4. The game begins blind. Although players are free to reveal their identities, this game will feature moderator-issued gimmick accounts, distributed to each player.
5. This game features night talk. Because ordinary nights are boring. Players may continue to speak until the "dawn" period is declared.
1.
2. This will be a completely ordinary and conventional game of mafia, without any twists or turns.
3. This game features role randomization. Several roles were deliberately assigned, due to...unique circumstances. All remaining roles were randomized.
4. Those players who control multiple aspects begin play with the first aspect listed in their role PM selected by default. When a player wishes to change their selected aspect, they must PM the moderator. During the next twilight period, the aspect change will take effect, unless otherwise stated.
5. The town win condition is "The scum must die.". The mafia win condition is "Control the ship".
6. Players may talk during the night, until the "Dawn" period is declared by the moderators.
7. This game allows for spectators to play a role in the outcome of the game. Each spectator will be assigned an alignment by the moderators, but they may request a specific alignment prior to the game. Spectators may vote for and lynch one another; lynches will not result in the end of day. This game does not feature any mafia spectators who count towards the mafia win condition.
8. Spectators may not post in the game thread, but they may post in a publicly visible spectator thread. Mafia spectators may post in the mafia chat, upon invitation.
9. Players may post in either the game thread or spectator thread. Whenever a town player is killed, they become a spectator and may continue posting in the spectator thread. When a spectator is killed, they may no longer post.
10. In the event of inactivity, spectators are permitted to replace players sharing the same alignment, provided the spectator has not inherited any abilities.
11. Design philosophy: Imagine a blanket. Soft, simple, warm. Now imagine that this blanket suddenly turned into an alien. That's into tentacle rape. And polka. Simultaneously.
12. This game features five mafia players, and zero neutral players.
13. The mafia control the following ability: "Each night, for every living mafia player, you may have the moderator send a player a misleading flavor PM which contains a physical description of an event taking place in the night." (IE, you hear a knock on your door. A bouquet of flowers is slipped into your dressing room. etc.)
14. One of the five mafia players is The Ghost in the Machine, a gimmick account. The Ghost in the Machine may not be lynched or killed by the players. In the event that all other mafia players are killed, The Ghost in the Machine will be endgamed. The Ghost in the Machine counts towards the mafia win condition.
15. This setup is ability-heavy, and uses a number of features that have never before been seen, and therefore it has a possibility of being unusually swingy as a result. No one has been able to confidently predict whether the setup is perfectly balanced, but one thing is certain: each side has the capacity to wreak great havoc upon the other.
16. Unless otherwise stated, this game requires all players to use gimmick accounts for the duration of the game. Gimmick accounts will be issued to each player by the moderator. Players are permitted to claim their main account's identities.
(MTGS version of the MafiaScum institution, this time without vanishing for years after RL intervenes.)
Design Team: Taredas (Tarhalindur on MafiaScum), desCoures (in reviewer capacity), Cantripmancer (in a "would be flavor guy but RL got in the way" capacity)
Reviewers: desCoures, Xyre
Players: 21... right?
Closed Setup (and how!)
Day Start
Flavor Sample: Here
Rules:
<0>: The first rule is that I cannot tell you any of the other rules.
It is now Day 0.
With ??? votes in play it takes ??? votes to lynch?
You are currently located in a secret facility in 1970's-era China
The weather is clear.
The TV has been turned to channel -1.
No scrolls are blowing in the wind.
The white warning light is lit.
Deadline: ??? on ???? (GMT -5)
That's a very good question, isn't it?
2) What do you mean, you can't tell me any of the other rules?
Exactly what I said. Reading is tech.
3) So should I assume that there aren't any rules at all?
Not necessarily. I recommend you look up a little piece of philosophy called Pascal's Wager. It might be somewhat relevant to this situation.
4) But you're not God!
Without the curse, there is no God. With the curse, there is fear. With fear, there is worship! Now is the time that God advents! I HA-excuse me, I got carried away and nearly included spoilers for something. Where was I? Oh yes.
5) Will you at least tell us how many votes it is to lynch?
Did I not say that I cannot tell you any of the other rules? Don't make me smite you.
6) When is our deadline?
Once again, I would like to remind you that I cannot tell you any of the other rules. Don't worry, only a bastard Mod would let a deadline sneak up on you without any warning...
... hmm, maybe you should lynch really, really quickly.
7) I saw your ruleset in Mind Screw Mafia on MafiaScum. Can I assume that your rules here are similar?
You might think that. I couldn't possibly comment.
8) Why did the mod give me a Foul in a vote count and mention that it regards one of my posts?
It might be an indicator that you screwed up and broke the rules somehow. It might be the result of a game mechanic. It might be titled “Foul” instead of the more traditional “Rules Infraction” because this is MTGS rather than MafiaScum.
Or, it might be that your Mod is a bastard Mod and is just placing "Foul" at the end of random posts.
You decide!
9) Why did the Mod give me a Strike [number] in a vote count?
It might be an indicator that you really screwed up and should not do that again. Or maybe the Mod just likes baseball a lot. Either way, just remember... “STRIKE THREE, YOU'RE OUT!”
10) The Vote Count doesn't look right. Why is that?
Probably because I screwed up (my issues with vote counts are legendary). Say something and I'll double-check.
11) Wait, you checked and said it's right but it's still obviously wrong!
Then it's right, and you don't yet understand why it is right.
12) Is the game nightless?
Good question. Unfortunately, I can't tell you the answer at this time. I can tell you that if you have a night action then the game probably has nights, and if you have a day action that isn't a Rapid Action then it's probably nightless.
13) Wait, Rapid Actions? What are those?
Abilities that resolve immediately upon receipt (as opposed to at the end of the phase they are submitted during). Think split second from Time Spiral block.
14) I think you screwed up with something.
Let me know and I'll take a look for myself.
15) You checked, then said it was right and the decision was final. I still disagree...
Disagreeing is fine, but once I've indicated a decision is final (which usually occurs only with judgment calls such as “is this quoting a mod PM?”, most things are more cut and dried) then the decision is, in fact, final. You can still disagree, but please be polite about it and wait until the end of the game before complaining loudly.
16) Why are you not allowed to tell us any of the other rules?
Please report to your local reeducation camp for immediate remedial training, Comrade.
17) Does your inability to answer that question have anything to do with the card game Mao?
Now, now, that would be telling!
18) Why are you answering in red text?
When the seagulls cry, there are no survivors. (Also, you probably should leave the red text to the mod.)
19) Should I check with the mod prior to claiming in order to make sure that I'm not risking a modkill?
It couldn't hurt... (especially not with a mod who has been known to be trigger-happy about these things)
20) I'm dead and town. Why am I showing up in green on the dead list?
Tradition. (On MafiaScum green usually means townie and blue usually means neutral or SK.)
21) Why are you saying that these are the Frequently Asked Questions for Mind Screw Mafia when this is Mind Screw Salvation Mafia?
... *sigh*
Figure it out yourself.
Background: Mind Screw's ultimate inspiration is the card game Mao, with a healthy dose of inspiration by certain MTGS games generally run by certain individuals named "Azrael" and "Xyre". This time, however, we'll be running in reverse - the game is on MTGS, and most adapted concepts are derived from certain MafiaScum games.
There have been five previous Mind Screw games, all on MafiaScum. Mind Screws 1, 2, and 3 ran brilliantly. Mind Screw 4 used a post count mechanic that proved overtaxing and limped to completion. Mind Screw 5... the less said about that game, the better (RL and an in-game controversy interfered, leading to general abandonment).
Mind Screw Salvation Mafia Design Manifesto
- Mind Screw Salvation, like all Mind Screws before it, exists on the bleeding edge of design. Expect some things you've never seen before, as well as old ideas reused in new and innovative ways.
- Rule 0 is in play. Chairman Mao is out there somewhere. As long as he's in the game, all other rules will be hidden to players (including Chairman Mao himself). Once he's gone... well, we'll see, won't we?
- Bastard without bastard. The moderator will not lie to the players unless I make an error or I am directed to do so (by a player ability (i.e, Godfather) or global effect). If your role says it does something, then it does that barring interactions with another abilities. But, be warned... lies of omission don't count. Speaking of that:
- Hidden triggers. This has been specifically noted as part of the charm before. Note that this cuts both ways - just because you're part of the informed minority doesn't necessarily mean that you actually know anything!
- Town vs. players vs. mod (this may or may not be literal). Mind Screw takes a more old-fashioned approach to modgaming - gaming the mod is risky. If you're right, it could help immensely. If you're wrong... well, there's a reason why my title on MafiaScum is "Mod Screw"
Mind Screw Mafia Features:
- Open-ended abilities. Several roles have nearly limitless potential uses and choices. Do not expect the optimal use of your role to be cut and dry.
- Rules-affecting roles. Several roles interact with the rules (or related things).
- NPCs. There are seven in all. They may or may not do anything, and may or may not be valid targets for lynches and abilities. (Also, there's a homage in here somewhere.)
- Top down designs and other flavorful roles. Here, the flavor may not be so much in the flavor text as in the design of the roles themselves. A useful hint: Every role in this game comes from a point of origin (either real life or a work of fiction; most if not all are based on things or works that are notoriously confusing).
Fair Warning: Balance in this game is a best guess. We *think* it's balanced, but there's really no way to know for sure.
Mod's Hint: Keep your eyes open for advice hiding in plain sight.
Mod's Summary: The innovative setup.
It is too late for the pebbles to vote."
I'm totally not saying this just because I want to vote for more than one game.
Experiments Series: #5 (Courtly Intrigue Mafia) | #4 (Drunken Tracker) | #3 (Big Red Button) - coming soon | #2 (Pope Mafia) | #1 (Iso's Inflammable Mafia)
Mini Games: MTGS Mafia Redux II (Invitational, Evil Mirror Universe) | Unreal City
Old Games (bad): The Greenwood Affair | Blood Moon Mafia
Also, stickied.
{мы, тьма}
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
(MTGS parallel universe edition)
Design Team: Taredas, DRey (in reviewer capacity)
Reviewer: DRey
Players: 18
Closed Setup
Day 0 (Mask Draft) Start (followed immediately by Day 1)
Flavor Sample: Here.
<1a> Attempting to use loopholes in the rules to gain an advantage in the game is considered jackassery, and will be treated as such. This applies to things like encrypted codes, invisible text, editing and deleting posts, trying to use the structure of the role PM to gain an advantage, etc. Please, use your common sense!
<2> If there is a conflict between a role and the rules, the role wins.
<3> Do not edit your posts, on pain of modkill.
<4> Quoting private communications (role PM, mason conversations, etc.) or pretending to do the same will result in a modkill. Paraphrasing, however, is not only acceptable but encouraged unless I explicitly say otherwise.
<4a> If your English/other native language teacher would call it plagiarism, it's not a paraphrase. (This elaborative rule added 4/27/2009 to clarify Rule 4.)
<5> You may not talk with other people about this game outside of the thread (but see Rule 2).
<6> This game will have both a vote count but will have no FoS count.
<6a> In a Normal game, the FoS count will have no effect on the game other than breaking voting ties at deadline. Theme games make no such guarantee.
<7> To help the game run smoothly, votes and FoS'es should be made in bold text, and use the format Vote: XXXX . An unvote and/or unFoS is required to remove a vote; to unvote, please use the format Unvote: XXXX.
<8> If a player has a majority of votes, that player is lynched and cannot be unvoted. You may talk during twilight unless I state otherwise.
<9>
The first game Day will begin with a deadline of four (4) weeks. Subsequent Days will begin with a deadline of three (3) weeks.(Not applicable. See Game-Specific Rules for deadline details.)<10> If deadline occurs without a full majority and a majority of voting players are voting for a player, that player will be lynched. Otherwise, No Lynch will occur.
<11> You may elect to No Lynch any number of times during the course of the game. In order to No Lynch, one of the two following conditions must be met: either a majority of living players must vote no lynch, or no player receives a majority of votes from voting players before deadline. (To vote No Lynch, please use the format Vote: No Lynch. FoS'es for No Lynch will not be counted.)
<12> Don't drink and post, lest ye receive Public Humilitation. (This rule is an injoke and doesn't actually do anything.)
<13> After Day ends (with the exception of Day 0, which leads directly into Day 1), the game will enter Night. Night will last 48 real-life hours unless otherwise indicated. Do not post during Night, upon pain of modkill (though I'll be lenient if it's an accident).
<14> When you die, stop posting. You may make a single "Bah!"/"Frak you!"/etc. post in the thread. You may not include game content in this post. In addition, once you are dead, please do not discuss the game with anyone other than the Mod until the game is over, as this makes the mod's life easier.
<14b> Dead players may or may not be granted access to the spectator thread after death. If such access is granted, dead players may discuss the game in that thread only.
<15> All players need to post at least once every 72 hours, or inform me if this is not possible. If you do not post for 72 hours, you will be prodded. If you are prodded, then you will need to post something (a simple "/prodded" will suffice if you're short on time) within 72 hours or you will be replaced. You will receive an Strike the second time you fail to post for more than 72 hours. The third time you fail to post for 72 hours, you will be replaced.
<15a> If you have limited access, you need to post to this effect in the thread. If I prod you despite you declaring V/LA status, call me on it and I will be duly embarrassed.
<15b> If you post before I get around to handing out the prod, you avoid the prod.
<16> Players may only use one special ability per day/night cycle (but see Rules 2 and 34). Passive abilities and factional abilities are not counted as special abilities for purposes of this rule; any activated abilities inherent to a faction, however, count normally
<17> This game will start on Day 0 after all players have confirmed (by the method specified in their role PM). Day 0 is a no-lynch day and will be immediately followed by Day 1. See Mask Rules for details.
<18> Any player who is modkilled automatically loses the game. I will modkill in the fashion that I deem most damaging to the modkilled player's faction.
<19> I reserve the right to add rules if necessary (or if I really, really want to).
<20> Okay, that's enough formal-sounding stuff. Good luck, have fun!
Game-Specific Rules:
Deadline Rules:
<21> In order to simulate the original game’s three-day mechanic, there are no day deadlines in this game. Instead, there is a game deadline of 72 game hours. At the end of this time, the game will end and Majora's faction (hint: not town) will be victorious (regardless of the game state).
<21a> For every day that passes in real life, 1 hour passes in the game (so, all else being equal, the game will end after 72 real-life days). Note that abilities can affect the relative flow of time between real life days and game hours; in fact, such an ability is in effect at the start of the game - while that ability is in effect, the game clock only advances 1 hours for every 2 days that pass in real life (if this ability is in effect the entire game, then the game will end after 144 real-life days have passed).
<22> A countdown to the game deadline, accurate to the nearest game half-hour, will be provided in each vote count.
<23> Time spent in Twilight does not count towards the game deadline. Time spent in Night DOES count (at the start of the game, each Night takes up 1 game hour).
<24> Time spent in Mask Drafts (see Rules 30 and 31) does NOT count towards the game deadline.
<24a> I reserve the right to revoke Rule 24 if I believe that it is being abused. (Hint: repeatedly or excessively trying to prolong Mask Drafts to gain discussion time for the main game will get Rule 24 revoked, though I will be more lenient about this Day 0)
Mask Rules:
<25> This game includes a grand total of 25? masks, corresponding to the masks seen in The Legend of Zelda: Majora's Mask. Each mask grants a different power (or lack thereof) when worn and begins the game in the unworn mask pool.
<25a> When a player picks up a mask, he or she learns its normal abilities immediately via a mod PM.
<25b> Some Masks have special powers (called superpowers) that are only available to the true Wearer (the player who has that mask as their true mask). These powers are only visible to and usable by the true wearer; when a true wearer picks up their true mask, they will recieve a PM that lists the superpower(s) as well as the normal power(s). Note that having a true mask does not necessarily mean that your true mask has a superpower!
<26> Players MAY NOT remove their masks unless an ability says otherwise.
<27> If a player is not wearing a mask (either because they were allowed to drop their mask by an ability or because their mask was knocked off), that player MUST immediately pick up and wear an unworn mask if possible. If more than one player is not wearing a mask at the same time, see Rule 29 and 32.
<28> If a player, for any reason, is not wearing a mask and cannot pick one up, that player dies as a state-based effect.
<29> When a player is killed (by lynch or killing action), that player's mask will be returned to the unworn mask pool. If a mask is destroyed, it can no longer be worn.
<30> At the beginning of the game (Day 0), a Mask Draft will occur. A chosen player (either chosen randomly or by ability) will choose a mask from the unworn mask pool and put it on (gaining that mask's abilities and removing that mask from the unworn masks pool) by posting Take: MASKNAME in the thread, then that player will choose another player by posting Select: PLAYERNAME in the thread. This process will repeat, in popcorn style, until all players are wearing masks or until all masks are worn, whichever comes first; when this happens, Day 1 will begin.
<30a> If a player has not chosen a mask within 48 hours of being selected to draft, that player will pick up a mask at random.
<31> If a player must wear two or more masks for any reason, that player chooses and puts on that many masks at the same time.
<32> At the beginning of each day, if one or more players is alive but not wearing a mask and there is at least one unworn mask in play, a Mask Draft will occur. This mask draft will only involve living players that are not currently wearing a mask, but is otherwise identical to the Mask Draft that occurs on Day 0.
<33> If a player's mask is removed or destroyed by a Rapid Action, that player may immediately pick up and wear an unworn mask. There are no Rapid Actions in this game that can destroy or remove multiple masks at once.
<34> Each player may use up to one activated ability granted by their Mask and one activated ability granted by their role per day/night cycle.
Other rule:
<35> Some abilities in this game have the {item} tag. This tag has no rules effect; however, certain abilities depend on whether or not an ability has the {item} tag.
Background: You're familiar with Majora's Mask, right? Maybe also bateleur's Hats Mafia? That will help.
Majora's Mask Mafia Design Manifesto/Useful Notes:
Masks:
- This game's central theme is the Masks. There are 25 available at the start of the game, corresponding to the masks available in the game. When worn, Masks may (but do not necessarily) grant abilities (in addition to players' role abilities, if any). Mask abilities are not revealed on use; most have permanent effects in some way, shape, or form.
- Players do not start wearing a mask. Prior to the start of Day 1, all players will be entered into a Mask Draft, wherein each player may choose his or her mask from among the remaining unworn masks. Whenever one or more players are stripped of their Masks, those players will be entered into a new Mask Draft (if the masks are lost at Night) or prompted to select a new mask immediately (if the mask is lost due to a Rapid Action). Note that players cannot remove masks voluntarily; once worn, masks can only be removed by an ability. See the Rules section for more details.
- Some players have True Masks. Some True Masks function the same no matter who is wearing them. Others have superpowers which can only be seen and used by the True Wearer. There's only one way to find out which are which!
Game Deadline:
- Majora's Mask Mafia does not have any day deadlines whatsoever (though activity rules exist as normal). Instead, Majora's Mask has a game deadline (reflecting the 3-day mechanic in the original game). After 72 game hours have passed, the game will end and Majora's faction (hint: not town) will be victorious.
- Nights exist in Majora's Mask. They always last 2 real-life days.
- Game hours correspond to real-life days. Under ordinary circumstances, one game hour passes for every day that passes in Real Life in any gamestate other than Mask Draft (for a game deadline of 72 real-life days + time spent in Mask Drafts; the Mask Draft part may be revoked if abused). This can be altered by abilities (in fact, the game starts with such an ability in effect, which slows the game clock such that one game hour passes for every two real-life days that pass [144 days to game deadline]).
Other things of note:
- Expect top-down, flavorful roles. Again, sometimes the flavor is in the ability as much as it is in the flavor text.
- You can *try* to modgame. Just watch out for those curveballs (and sliders, and the occasional booby trap).
Mod Promise: There will be no (unmodified) Jesters, (unmodified) Cults, Beloved Princesses, or the like, and also no "voting self = lynch" nonsense. (And that's all I'm saying on that subject for the time being.) Also, there are no Masks that change your alignment.
Fair Warning: We have done our best to balance this setup, but the Mask mechanic makes swinginess inevitable.
Mod's Summary: The "most likely to be balanced and work properly" setup.
It is too late for the pebbles to vote."
These are minis (12 players):
Killer7 Mafia
This is actually a bastard mafia game so be careful. Rule #1 of Presidential Mafia does not apply. Medium complexity, but see previous sentence. I have a non-bastard version of this game as well, if that's more your bag. Promises a unique scumhunting experience.
AsianInvasion's "You Should Go on Hiatus" Mafia
AsianInvasion is a member of MTGS's mafia council and my clanmate. In both capacities he's a notorious complainer, to my constant amusement. This game is a tongue-in-cheek tribute to one of my favorite mafia players, featuring roles, flavor, and a theme all based on things that AI has complained about in the past. Medium complexity, high hilarity.
Majora's Mask Mafia
My own take on the flavor. Like Taredas's version, the game will end after a set period of time (in this case, three Days). Unlike Taredas's version (to my knowledge), the town may opt to play the Song of Time to reset the game to Day 1, reviving all dead players (even the scum) and getting another three Days' time to try and rout them. High complexity, skill-intensive and swingy (not due to role imbalance but due to the inherent game mechanics).
These are specialties (20 players):
Gatecrash Mafia
Sequel to the as-yet-not-run Return to Ravnica Mafia. Probably you shouldn't vote for this one until that one runs. Features the guild mechanic from RTR. An exploration of what can be done with roles in mafia. High complexity.
Zombie Apocalypse Mafia
A game designed to strike the fear of God into the scum team, in which I question some basic mafia game design principles. High complexity.
Will add summaries of my two remaining games shortly.
Jund Fangirl; Few things can describe the bliss of the fangirl's cries fading to silence (broken by occasional munching sounds).
Grixis Emo; 'Why should I go out there? They're all uncaring zombies! *sniff* No one understands me...'
Bant Wageslave; Behind every successful knight is a corporate drudge doing his taxwork.
Naya Overenthusiast; Because there is such a thing as too much enthusiasm.
Pirates Mafia
14 players, sequel to Legend of Lucian (without the broken scum roles, people :devo:), highly flavorful, everyone is a power role, and there are 3 mafia abilities that will be publicly announced.
Reviewers were MandersHex and Xyre.
This game promises for some interesting role interactions and more than a handful of unexpected twists.
GoldenEye Mafia
20 players, item mechanic, relatively flavorful, and intended to bring the nostalgia of this hit from the 90's back.
Reviewers were MandersHex, Cyan, and Wheat_Grinder.
Horsemen of the Apocalypse Mafia
16 players, semi-randomized alignments, 4-member scumteam who gain augmented abilities as the chosen Horsemen, everyone is a power role, intended to be highly flavorful, and definitely some unique roles.
Reviewers were ganderin_dan and Xyre.
Iji Mafia II: With a Vengeance
16 players, based on the original Iji Mafia by Seppel, mildly flavorful, ROBOTS, CYBORGS, AND ALIENS, OH, MY!, and an interesting setup overall.
Reviewers were Xyre and Zionite.
Includes a Vengeance mechanic - every player has a Vengeance trigger that will activate when a condition is fulfilled, which will unlock their Vengeance ability.
{мы, тьма}
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
The setting.
The necessary information.
This is a game for 22 players.
Players in this game will, at varying times, fall into one of four categories - human, magical girl, witch, and [other]. No lynch may be achieved without a magical girl or witch voting for the player in question.
Of these 22 players, 2 players will take the roles of 'Kyubey' (the sole [other]) and Akemi Homura (magical girl), both neutral parties that are unlynchable, unkillable, and basically impossible to remove from the game in any way, although it may be possible to interact with them in other ways. If either of these neutrals wins, every other player loses.
Of the remaining players, the vast majority begins vanilla. However, every such role has the potential to gain abilities through contracts with 'Kyubey'. In doing this, however, that player undertakes a number of risks. These will be elaborated upon in the current draft of the game rules below.
Rules:
Most players are humans. Kyubey can offer to turn humans into magical girls.
Magical girls have a set amount of MP; should their MP ever hit 0, they will turn into a witch and become a survivor.
Magical girls replenish MP by killing witches. Upon the lynch of a witch, all magical girls voting for that player with or prior to the lynching vote will gain a fixed amount of MP, divided by the number of magical girls on that wagon, and rounding down.
Should a witch be killed by a magical girl, that magical girl will gain the full fixed amount of MP for herself. If this would take her above her MP maximum, she may retain the remaining MP as a Grief Seed item. This item may be used at the beginning of night to replenish the player's MP.
If a magical girl holding a Grief Seed item is lynched or killed, that Grief Seed item will be treated as though a witch was killed, following the same rules as above.
Every day is subject to a non-negotiable 3 week deadline. Deadline for night actions is 3 days after the beginning of night, and day will begin 24-48 hours from that time. (Allow the mod time to write flavour scenes, yes?)
Should a day end without a majority of votes on any player, the day will end in a no lynch.
A palpable aura of miasma covers Mitakihara. Every magical girl loses 1 MP at the end of night.
The town win condition is: Eliminate the mafia.
The mafia win condition is: When the mafia comprise half or more of living non-survivor players minus 2.
Kyubey's win condition is:
You [redacted] when a human becomes a magical girl.
You [redacted] when a magical girl becomes a witch.
Gain [redacted]. Every other player loses.
Akemi Homura's win condition is:
The game reaches day [redacted]. Every other player loses.
The central concept
This game proceeds from flavour on down. The mod tries to make it reasonably balanced for all factions, but this is no guarantee. The mod reserves the right to errata on the fly anything that emerges as truly game-breaking.
This game emphasizes decisions and responsibility. Unilateral plays can have a greater effect on this game than in most others.
Power game and lose. Take too long and lose. But everyone is on a timer - do nothing, and lose.
The mod promises flavour. Lots and lots of flavour. Probably too much flavour.
Jund Fangirl; Few things can describe the bliss of the fangirl's cries fading to silence (broken by occasional munching sounds).
Grixis Emo; 'Why should I go out there? They're all uncaring zombies! *sniff* No one understands me...'
Bant Wageslave; Behind every successful knight is a corporate drudge doing his taxwork.
Naya Overenthusiast; Because there is such a thing as too much enthusiasm.
If you want to post to publicly identify a gimmick and use it to vote for additional setups that you missed voting for initially, that should be fine.
Same goes for anyone, so long as you're not double-voting any setups.
I'd edit the poll, but I don't think that's possible.
Flavour:
One born of human flesh…Man is now a race of some power. You, son of man, must face the power you hold. And you must face your destiny as well…
A young man sits on the floor, playing a game on his COMP. A beep sounds, and the screen changes to show the words “Dead End”. With a sound of disgust, he tosses the COMP aside. “Boring.”
There’s a sudden flash of electricity from the COMP. It goes unnoticed by the young man, who’s looking at his TV. “There’s gotta be better things to do during summer vacation,” he moans. “Something interesting happening, or…”
Hearing a sudden footstep, he turns to look. Something stands over his COMP. The creature’s head brushes the ceiling. It’s humanoid in shape, but its green skin ensures that it’ll never be mistaken for human. If one were to put a name to the creature, it’d be an ogre. But none of that matters to the young man. What matters more is the cleaver being brought down towards him.
Though your days be peaceful, the fated time draws near.
I am your judgement. I sundered the tongue of your fathers and shattered their arrogant power.
The young man scrambles into the small kitchen, looking for something, anything, that can help. Blood pours from the gash in his shoulder. “What the hell?” he mutters. His trembling fingers find a kitchen knife. It’s not a particularly good one, but it’s still sharp enough to serve as a weapon.
Taking the kitchen knife in hand, the young man turns to find the ogre looming behind him. With a wordless shout, he brings the knife down on the ogre’s leg. The blade snaps in half, and the ogre grins, showing its teeth.
---
A man dressed in an orange jumpsuit stands at a podium, his smile wide. “And lo, the smiting from God against the Tower of Babel returns! Now, along with our Shomonkai, let us bring the world together. With the power of the internet, the world will be as one once more…” He spreads his arms wide, looking out over the assembled crowd. “Believe in His Majesty and prepare for the ordeal.”
---
The explosion rocks Aoyama Cemetery. A large monster resembling an abominable snowman limps away from the explosion, glancing over its shoulder now and then. “That woman! I never knew humans could have such power!”
A girl chases after the fleeing form, her efforts hampered someone by the long sleeves of her orange dress. “I won’t let you get away.” Her expression is blank, unsuited to the resolve in her voice. She raises the COMP in her hand, and a pillar of flame erupts around the snowman.
So long as the Lord does not live in you, all living beings hold darkness in their hearts.
Romans 3:10: As it is written: None is righteous, no, not one…
---
Your cousin Naoya gives you a thin smile. “It’s all going to begin soon.”
“Do not turn away from what is about to happen now. Do not be afraid to stand up to it. That is when the door of truth will open…Overcome your fate.” Leaving those words behind, Naoya walks away.
If you truly wish to be yourself, then rise and fight the darkness within – the demon inside.
Decryption confirmed.
Booting program.
…Condition green.
DEMON SUMMONING PROGRAM ready to boot.
Booting DEMON SUMMONING PROGRAM.
As He proclaimed… this world, created in seven days, shall be destroyed by the sounding of seven trumpets.
You who have a will, fear the numbers your eyes shall see.
Fear the time left…
Across the metropolitan area, the power is cut simultaneously. The sudden blackout cuts out all communication. Oddly enough, cell phones are useless – all cell phones are left without a signal. All the traffic lights have stopped, but the chaos that soon ensues isn’t due to that.
It is the beginning of the Tokyo lockdown.
Peaceful days died.
Let’s survive.
Notes:
- The death clock will make an appearance. That is the number of days you have left to live, and player actions can affect it.
- This is a flavour-heavy game. However, modgaming or flavourgaming can still be detrimental.
- Surviving may be difficult, as per the name. Due to that, some swinginess can be expected.
- Gameplay-wise, one can expect a medium level of complexity. Nothing that will require a complete revision of what you know about mafia, but it's not exactly going to be standard either.
- The town win condition: Resolve the situation in the lockdown.
Note to whoever is running the poll - this is the setup formerly known as Iterated Mafia, as noted in the older Throwdown thread.
Design Team: Taredas
Reviewers: None currently (please help!)
Players: 18
Closed Setup
Day Start
Flavor Sample: See here, and also the following:
<0a> Like captains, Mods must value certainty over correctness in a pinch. If you disagree with a mod decision and I have indicated the decision is final, please keep your disagreements to yourself until the game is over. This makes my life easier, and gives everyone involved time to cool off. NOTE: Failure to abide by this may result in modkill. You have been warned.
<1> This is a game. I hope that you have fun. In return, I ask that you not have your fun at the expense of the other players in this game (in other words, don't be a jackass). Repeated or extreme violations of this rule will result in replacement or modkill.
<1a> Attempting to use loopholes in the rules to gain an advantage in the game is considered jackassery, and will be treated as such. This applies to things like encrypted codes, invisible text, editing and deleting posts, trying to use the structure of the role PM to gain an advantage, etc. Please, use your common sense!
<2> If there is a conflict between a role and the rules, the role wins.
<3> Do not edit your posts, on pain of modkill.
<4> Quoting private communications (role PM, mason conversations, etc.) or pretending to do the same will result in a modkill. Paraphrasing, however, is not only acceptable but encouraged unless I explicitly say otherwise.
<4a> If your English/other native language teacher would call it plagiarism, it's not a paraphrase. (This elaborative rule added 4/27/2009 to clarify Rule 4.)
<5> You may not talk with other people about this game outside of the thread (but see Rule 2).
<6> This game will have both a vote count but will have no FoS count.
<6a> In a Normal game, the FoS count will have no effect on the game other than breaking voting ties at deadline. Theme games make no such guarantee.
<7> To help the game run smoothly, votes should be made in bold text, and use the format Vote: XXXX . An unvote is required to remove a vote; to unvote, please use the format Unvote: XXXX.
<8> If a player has a majority of votes, that player is lynched and cannot be unvoted. You may talk during twilight unless I state otherwise.
<9> The first game Day will begin with a deadline of four (4) weeks. Subsequent Days will begin with a deadline of three (3) weeks.
<10> If deadline occurs without a full majority and a majority of voting players are voting for a player, that player will be lynched. Otherwise, No Lynch will occur.
<11> You may elect to No Lynch any number of times during the course of the game. In order to No Lynch, one of the two following conditions must be met: either a majority of living players must vote no lynch, or no player receives a majority of votes from voting players before deadline. (To vote No Lynch, please use the format Vote: No Lynch. FoS'es for No Lynch will not be counted.)
<12> Don't drink and post, lest ye receive Public Humilitation. (This rule is an injoke and doesn't actually do anything.)
<13> After Day ends (with the exception of Day 0, which leads directly into Day 1), the game will enter Night. Night will last 48 real-life hours unless otherwise indicated. Do not post during Night, upon pain of modkill (though I'll be lenient if it's an accident).
<14> When you die, stop posting. You may make a single "Bah!"/"Frak you!"/etc. post in the thread. You may not include game content in this post. In addition, once you are dead, please do not discuss the game with anyone other than the Mod until the game is over, as this makes the mod's life easier.
<14b> Dead players may or may not be granted access to the spectator thread after death. If such access is granted, dead players may discuss the game in that thread only.
<15> All players need to post at least once every 72 hours, or inform me if this is not possible. If you do not post for 72 hours, you will be prodded. If you are prodded, then you will need to post something (a simple "/prodded" will suffice if you're short on time) within 72 hours or you will be replaced. You will receive an Demerit the second time you fail to post for more than 72 hours. The third time you fail to post for 72 hours, you will be replaced.
<15a> If you have limited access, you need to post to this effect in the thread. If I prod you despite you declaring V/LA status, call me on it and I will be duly embarrassed.
<15b> If you post before I get around to handing out the prod, you avoid the prod.
<16> Players may only use one special ability per day/night cycle (but see Rules 2 and 34). Passive abilities and factional abilities are not counted as special abilities for purposes of this rule; any activated abilities inherent to a faction, however, count normally
<17> This game will start on Day 1 after all players have confirmed (by the method specified in their role PM).
<18> Any player who is modkilled automatically loses the game. I will modkill in the fashion that I deem most damaging to the modkilled player's faction.
<19> I reserve the right to add rules if necessary (or if I really, really want to).
<20> Okay, that's enough formal-sounding stuff. Good luck, have fun!
Game-specific rules:
<21> Some (but not all) abilities iterate. When an ability iterates, it is used during the current phase, then repeats (using the same choices as used originally) during the next phase of the same type until it has repeated a certain number of times (indicated with the ability). The number of times an ability iterates can be shorthanded as “iterate {number}”.
<21a> If an ability that iterates has a duration, the duration does not end until the ability fails to resolve (due to iterating as many times as it can or due to an ability preventing its resolution).
<21b> Abilities already used continue to iterate until they have iterated as many times as they can, even if the player who used them is dead.
<21c> Roleblocking a player stops all abilities that player would use tonight (by action or iteration) from resolving, but does not stop actions submitted that night from iterating on subsequent nights.
Background: Original flavor, original mechanic.
Singularity Mafia Design Manifesto/Useful Notes:
Core mechanic: Iteration.
- Most (but not all; in particular, killing and recruiting abilities generally do not iterate) abilities repeat on nights subsequent to their original use (exactly how long a given ability iterates is defined by the ability itself). - When iterating, an ability uses the same target (and modes, if applicable) as originally submitted unless the ability explicitly says otherwise.
- Roleblocking an ability on the night it is submitted does not stop it from iterating (in much the same way that counterspelling a spell with Storm in MtG does not stop the Storm trigger).
- A player's abilities continue to iterate (until their duration of iteration expires) even after the player who sent them is dead. Note that abilities with illegal targets will fail to resolve, and that investigative roles don't do much when the person who has them is dead.
Special Notes: Cult
- This is a multiple-faction setup. To be precise, the setup contains a Mafia and a Cult (as the iteration mechanic is uniquely suited for the presence of a Cult ). The latter possesses the following restrictions:
Other notes:
- This game is very top-down. All roles are intended to have strong flavor that is mirrored in the mechanics.
- Feel free to *try* to modgame. If you're good, you might even succeed. Might.
Mod's Summary: The flavorful setup, with a strong core mechanic.
It is too late for the pebbles to vote."
The setting.
The necessary information.
This is a game for 18 players.
This is a semi-open setup. All players will have their rolenames and genders revealed in the first post.
Abilities in this game are spells and are fueled by MP. At the end of each day period, every player gains 1 MP, unless otherwise noted. During the night, each player may cast a spell, spending the required amount of MP, or perform a ritual to gather mana, to gain 1 MP. Again, this only applies unless otherwise noted.
Win conditions are otherwise fairly basic.
The central concept
This game features resource management as a concept. In general, more powerful effects require more MP, which obviously requires a greater commitment towards making that effect happen.
Some design concepts may or may not have been 'inspired' by Magic:the Gathering, particularly older mechanically-centric designs. The corollary to this is that this game is intended to be mechanically elegant, though not ignoring flavour.
Like most of my games, though, this game is meant to focus very much on behaviour rather than night abilities.
Modgaming and flavourgaming are liable to get players into trouble. Most of the players' roles are not particularly nice people.
Jund Fangirl; Few things can describe the bliss of the fangirl's cries fading to silence (broken by occasional munching sounds).
Grixis Emo; 'Why should I go out there? They're all uncaring zombies! *sniff* No one understands me...'
Bant Wageslave; Behind every successful knight is a corporate drudge doing his taxwork.
Naya Overenthusiast; Because there is such a thing as too much enthusiasm.
(Because who needs lynches, anyways?)
Design Team: Taredas
Reviewers: None (if necessary I'll grab one, but balance is secondary here and the setup is a reasonably-tested Open setup)
Players: 21
Open Setup (yes, Open)
Day Start
Flavor Sample: See here.
<0a> Like captains, Mods must value certainty over correctness in a pinch. If you disagree with a mod decision and I have indicated the decision is final, please keep your disagreements to yourself until the game is over. This makes my life easier, and gives everyone involved time to cool off. NOTE: Failure to abide by this may result in modkill. You have been warned.
<1> This is a game. I hope that you have fun. In return, I ask that you not have your fun at the expense of the other players in this game (in other words, don't be a jackass). Repeated or extreme violations of this rule will result in replacement or modkill.
<1a> Attempting to use loopholes in the rules to gain an advantage in the game is considered jackassery, and will be treated as such. This applies to things like encrypted codes, invisible text, editing and deleting posts, trying to use the structure of the role PM to gain an advantage, etc. Please, use your common sense!
<2> If there is a conflict between a role and the rules, the role wins.
<3> Do not edit your posts, on pain of modkill.
<4> Quoting private communications (role PM, mason conversations, etc.) or pretending to do the same will result in a modkill. Paraphrasing, however, is not only acceptable but encouraged unless I explicitly say otherwise.
<4a> If your English/other native language teacher would call it plagiarism, it's not a paraphrase. (This elaborative rule added 4/27/2009 to clarify Rule 4.)
<5> You may not talk with other people about this game outside of the thread (but see Rule 2).
<6> This game will have both a vote count but will have no FoS count.
<6a>
In a Normal game, the FoS count will have no effect on the game other than breaking voting ties at deadline. Theme games make no such guarantee.(I guarantee that FoSes will have no effect on the game at all. Neither will votes.)<7>
To help the game run smoothly, votes should be made in bold text, and use the format Vote: XXXX.(There are no votes this game. See Game-Specific Rules for details.)<8>
If a player has a majority of votes, that player is lynched and cannot be unvoted. You may talk during twilight unless I state otherwise.(There are no votes or lynches this game. See Game-Specific Rules for details.)<9> Each game day will have a deadline of two (2) weeks. (Yes, this is short. Past experience suggests that this is also about five times longer than Day will actually last.)
<10>
If deadline occurs without a full majority and a majority of voting players are voting for a player, that player will be lynched. Otherwise, No Lynch will occur.(There are no lynches this game. See Game-Specific Rules for details.)<11>
You may elect to No Lynch any number of times during the course of the game. In order to No Lynch, one of the two following conditions must be met: either a majority of living players must vote no lynch, or no player receives a majority of votes from voting players before deadline. (To vote No Lynch, please use the format Vote: No Lynch. FoS'es for No Lynch will not be counted.)(Not applicable. See Game-Specific Rules for details.)<12> Don't drink and post, lest ye receive Public Humilitation. (This rule is an injoke and doesn't actually do anything.)
<13> After Day ends, the game will enter Night. Night will last 48 real-life hours unless otherwise indicated. Do not post during Night, upon pain of modkill (though I'll be lenient if it's an accident).
<14> When you die, stop posting. You may make a single "Bah!"/"Frak you!"/etc. post in the thread. You may not include game content in this post. In addition, once you are dead, please do not discuss the game with anyone other than the Mod until the game is over, as this makes the mod's life easier.
<14b> Dead players may or may not be granted access to the spectator thread after death. If such access is granted, dead players may discuss the game in that thread only.
<15> All players need to post at least once every 72 hours, or inform me if this is not possible. If you do not post for 72 hours, you will be prodded. If you are prodded, then you will need to post something (a simple "/prodded" will suffice if you're short on time) within 72 hours or you will be replaced. You will receive an Strike the second time you fail to post for more than 72 hours. The third time you fail to post for 72 hours, you will be replaced.
<15a> If you have limited access, you need to post to this effect in the thread. If I prod you despite you declaring V/LA status, call me on it and I will be duly embarrassed.
<15b> If you post before I get around to handing out the prod, you avoid the prod.
<16> Players may only use one special ability per day/night cycle (but see Rules 2 and 34). Passive abilities and factional abilities are not counted as special abilities for purposes of this rule; any activated abilities inherent to a faction, however, count normally
<17> This game will start on Day 2 after all players have confirmed. (Yes, Day 2. It will become clear shortly.)
<18> Any player who is modkilled automatically loses the game. I will modkill in the fashion that I deem most damaging to the modkilled player's faction.
<19> I reserve the right to add rules if necessary (or if I really, really want to).
<20> Okay, that's enough formal-sounding stuff. Good luck, have fun!
Game-Specific Rules:
<21> There are no votes or lynches this game. Instead, most (but not all) players have daykills.
<21a> All daykills end the day.
<21b> If all town-aligned players with daykills are dead, Mafia victory is inevitable and the game will end immediately.
<22> Once a player with a daykill has fired, he or she cannot fire again until 24 hours have passed in a single Day for each time that player has fired (so a player who has fired twice cannot fire again until 48 hours have passed in a Day).
<23> The mod apologies for any lack of flavor and possible errors (from game pace) in advance.
Background: The original Bad Idea Mafia on MafiaScum. Yeah, that pretty much sums it up.
Setup: Why yes, you get to know the entire setup right here and now (barring last-minute changes)!
Three players will receive the following (Town Cop) role PM:
Two players will receive the following (Mafia Goon) role PM:
One player will receive the following (Mafia Godfather/backup daykiller) role PM:
One player will receive the following (Mafia Godfather/daykiller) role PM:
Fair Warning: Balance? Who needs careful balance? Go shoot someone already.
Mod's Summary: The HILARIOUS setup. (Well, I find it funny at least.)
It is too late for the pebbles to vote."
This is a setup I worked on with Voxx. 13 players, open setup, no role reveal - when people die, their role and alignment are not revealed. Medium complexity, highly skill intensive. Rewards bold plays.
Golden Gun - Instead of making the mafia Night Kill, the mafia can instead use the Golden Gun. The Golden Gun allows them to match a player's name with their role - if they succeed, they kill the player and may choose another player to match their role to.
Mayor - On Day 1, players may vote for a mayor. Being granted mayor status gives the mayor an extra vote.
Ghosts - Dead players can talk and decide to protect a player for the night by plurality vote.
Death Curse - Each Night, a dead mafia player may give up their vote and perform a Death Curse, invalidating the Ghost protection that Night.
Last Gasp - If a mafia member is lynched, then their power continues to work for the Night.
A Mafia game based on the "Slivers" mechanic from Magic. 16 players, medium complexity. All players have a "Hive Mind" ability that affects all other players.
A sort of sequel/reinterpretation of Wheat's Steins;Gate Mafia. 12 players. No role reveal, "Time travel" mechanic that bounces you back Days, unique, flavorful roles. High complexity.
Also, who's been using MafiaScribe in the polls?
{мы, тьма}
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
No idea. Mafiascribe isn't authorized to vote, obviously, so the vote will be disregarded.
Presented by: Sir Karn, Iso, and Prophylaxis
Flavor Sample
Story: The Wu Tang Clan and affiliates are trying to figure out who the backstabbing bastards are amongst them. This will be a highly flavorful game.
Mechanics: 18 players. Some unique roles. No vanillas.
If you guys want, I can change the numbers to reflect as if it hasn't voted.
Mafia Stats
Kill shot: BB
Issue with my shooting? Please visit my helpdesk and help me learn to aim!
To-do list:
- Try to grab a second reviewer for Majora's Mask, just in case. (It *should* be balanced, but another pair of eyes wouldn't hurt.)
- Make sure DRey or said second reviewer can backup mod, just in case. (The things you think about after losing power for half a day... or losing internet access and breaking my dominant wrist in the middle of modding a game two years ago.)
- Wait for Porn Star to finish signups.
- Run The Legend of Zelda: Majora's Mask Mafia
It is too late for the pebbles to vote."
{мы, тьма}
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player
We appreciate everyone else who came out for the contest, and will be anticipating seeing your entries in future FTQs and PCQs.
Congrats everyone, I have participated in some setups and I must say: there are lot of very good games ready out there. Next batches of FTQ and PCQ will certainly be awesome.
Is this game really going to run next? Which slot it will be using?
Mythic rarity is not destroying the game. People whine too much for no good reason. Magic is more popular than ever, so keep calm, brew some decks and play some damn cards.
{мы, тьма}
2012: Best (False?) Role Claim - Worst Town Performance (Group) - Best Mafia Performance (Group) - Best SK Performance - Best Overall Player
2013: Best Non-SK Neutral Performance
2014: Best Town Performance (Individual) - Best Town Performance (Group) - Most Interesting Role - Best Game - Best Overall Player
2015: Worst Mafia Performance (Group) - Best Read
2016: Best Town Performance (Group) - Best Town Player - Best Overall Player