Mafia Discussion

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Re: Mafia Discussion

Postby zioy » Wed Aug 27, 2014 7:57 pm

Should I just add another millwright, or a jester, or just let replace the millwright with a townie?

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Re: Mafia Discussion

Postby Paper » Wed Aug 27, 2014 8:18 pm

KoolKat wrote:Should I just add another millwright, or a jester, or just let replace the millwright with a townie?
The most latter option is the best one. The most former one doesn't even make any damn sense. The middle one is doable, but probably will over complicate things. So, replace that yellow dude with a townie ma boi!
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Re: Mafia Discussion

Postby zioy » Wed Aug 27, 2014 9:08 pm

M6 – Colorful Catastrophe

Capacity – 20

Godfather – Leader of the Mafia, cardflips green. Is immune to nightkills.
Mafioso – Can decide, along with the other Mafiosos, who to kill each night.
Mafioso
Artistic Mafioso – Paints whoever the Mafia kills. Can choose any color, even if it’s not part of the game. Also known as the artist.


Sheriff – Can inspect one person (or dead body) each night. This ability is affected by the artist and painter.
Doctor – Can heal one person each night if they die. Can self-heal until it works.
Vigilante – Has one kill each night. If his victim is blue or green, he loses this ability. This is affected by the artist.
Janitor – Can “clean” one person each night and reset them to their original color. This can also be done to dead bodies.


Townsperson – Basic role. Must submit a lynch vote each day.
Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Jailer – Normal townsperson, cannot be painted.

Miller – Normal townsperson, cardflips red.
Painter – Can paint people and dead bodies either red, yellow, green, or blue. They can also paint themself. Mostly used to conceal blues.
Conductor – Normal townsperson, cardflips blue.

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Re: Mafia Discussion

Postby Magna » Wed Aug 27, 2014 9:12 pm

Mafia 6: "Boiling Point"
-Mafia-
Godfather: Leader of the Mafia. Can choose any player to kill each night. He is also immune to nightkills.
Propagandist: Can spread "propaganda" each night that will be shown to everyone by the host the next day phase. It will be a fake host message made by him.
Negotiator: Can paint any players color once per night. That player that got painted dies with his new painted color.

-Town-
Sheriff: Can inspect any player each night. His color will be revealed to the sheriff only.
Night Officer: Can be alert at night and check any player every night and see if anyone attempted to do something to this player.
Medic: Can heal any player he chooses at night if that player dies. Has only one self heal.
Vigilante: Can choose to kill any player at night. If he kills an innocent, he loses his ability for one night.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Miller: A normal townsperson that cardflips red.
Millwright: A normal townsperson that cardflips yellow.
Millrong: A normal townsperson that cardflips purple.

-Rioters-
Rioter: Doesn't like the way the government treats its citizens. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the anti-rioters.
Rioter: Doesn't like the way the government treats its citizens. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the anti-rioters.
Rioter: Doesn't like the way the government treats its citizens. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the anti-rioters.

-Anti-Rioters-
Anti-Rioter: A government agent to calm down the rioters. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the rioters.
Anti-Rioter: A government agent to calm down the rioters. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the rioters.
Anti-Rioter: A government agent to calm down the rioters. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the rioters.




Breakdown:
This may seem confusing with all these different groups but let me make it simple.
The town is:
Town

The warring are:
Rioters
Anti-Rioters

The mafia is:
Mafia

Winning the game:
Mafia wins if there are an equal or less amount of Townspeople, Rioters, and Anti-rioters remaining as Mafia.
The Town win if all Mafia are killed.
The Rioters win if the Mafia and Anti-Rioters are dead.
The Anti-Rioters win if the Mafia and Anti-Rioters are dead.

Rules:
-If either the all the rioters or anti-rioters die, then the Mafia gets to know any random role of townie who still alive. This may result in the town team collaborating more with the rioters and anti-rioters in order to win. <-- New rule.
-Mafia knows who the other. Mafiosi are.
-Rioters/Anti-rioters know who the other Rioters/Anti-rioters are.
-The town doesn't know who the other townspeople are.
-A propagandist cannot make a "propaganda" of someone getting killed. Any other type of "propaganda" besides someone getting killed and is possible in-game is allowed.
-If the night officer is alert and checks on the godfather, the night officer gets killed.
-One spokesperson from both the rioters and anti-rioters (the spokesperson can be chosen by each group every night) will PM the host of who they'd like to kill that night.
-If a vigilante kills an innocent, he loses his ability for one night. If a rioter or anti-rioter kills an innocent, one of their members roles gets revealed to the enemy group the next day.
-An innocent is anyone from the Town group.
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Re: Mafia Discussion

Postby zioy » Wed Aug 27, 2014 9:18 pm

Blue Dread wrote:Mafia 6: "Boiling Point"
-Mafia-
Godfather: Leader of the Mafia. Can choose any player to kill each night. He is also immune to nightkills.
Propagandist: Can spread "propaganda" each night that will be shown to everyone by the host the next day phase. It will be a fake host message made by him.
Negotiator: Can paint any players color once per night. That player that got painted dies with his new painted color.

-Town-
Sheriff: Can inspect any player each night. His color will be revealed to the sheriff only.
Night Officer: Can be alert at night and check any player every night and see if anyone attempted to do something to this player.
Medic: Can heal any player he chooses at night if that player dies. Has only one self heal.
Vigilante: Can choose to kill any player at night. If he kills an innocent, he loses his ability for one night.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Miller: A normal townsperson that cardflips red.
Millwright: A normal townsperson that cardflips yellow.
Millrong: A normal townsperson that cardflips purple.

-Rioters-
Rioter: Doesn't like the way the government treats its citizens. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the anti-rioters.
Rioter: Doesn't like the way the government treats its citizens. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the anti-rioters.
Rioter: Doesn't like the way the government treats its citizens. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the anti-rioters.

-Anti-Rioters-
Anti-Rioter: A government agent to calm down the rioters. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the rioters.
Anti-Rioter: A government agent to calm down the rioters. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the rioters.
Anti-Rioter: A government agent to calm down the rioters. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the rioters.




Breakdown:
This may seem confusing with all these different groups but let me make it simple.
The town is:
Town

The warring are:
Rioters
Anti-Rioters

The mafia is:
Mafia

Winning the game:
Mafia wins if there are an equal or less amount of Townspeople, Rioters, and Anti-rioters remaining as Mafia.
The Town win if all Mafia are killed.
The Rioters win if the Mafia and Anti-Rioters are dead.
The Anti-Rioters win if the Mafia and Anti-Rioters are dead.

Rules:
-If either the all the rioters or anti-rioters die, then the Mafia gets to know any random role of townie who still alive. This may result in the town team collaborating more with the rioters and anti-rioters in order to win. <-- New rule.
-Mafia knows who the other. Mafiosi are.
-Rioters/Anti-rioters know who the other Rioters/Anti-rioters are.
-The town doesn't know who the other townspeople are.
-A propagandist cannot make a "propaganda" of someone getting killed. Any other type of "propaganda" besides someone getting killed and is possible in-game is allowed.
-If the night officer is alert and checks on the godfather, the night officer gets killed.
-One spokesperson from both the rioters and anti-rioters (the spokesperson can be chosen by each group every night) will PM the host of who they'd like to kill that night.
-If a vigilante kills an innocent, he loses his ability for one night. If a rioter or anti-rioter kills an innocent, one of their members roles gets revealed to the enemy group the next day.
-An innocent is anyone from the Town group.


I feel like the Rioters/Anti-Rioters have too much of a disadvantage for winning chances. Also, the town wins if the Rioters/Anti-Rioters win, instawin for two groups. Which doesn't work.

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Re: Mafia Discussion

Postby Magna » Wed Aug 27, 2014 9:35 pm

Added some super important, game changing new rules. You could say I tied the loose ends of my game.
Spoiler: show
Mafia 6: "Boiling Point"
-Mafia-
Godfather: Leader of the Mafia. Can choose any player to kill each night. He is also immune to nightkills.
Propagandist: Can spread "propaganda" each night that will be shown to everyone by the host the next day phase. It will be a fake host message made by him.
Negotiator: Can paint any players color once per night. That player that got painted dies with his new painted color.

-Town-
Sheriff: Can inspect any player each night. His color will be revealed to the sheriff only.
Night Officer: Can be alert at night and check any player every night and see if anyone attempted to do something to this player.
Medic: Can heal any player he chooses at night if that player dies. Has only one self heal.
Vigilante: Can choose to kill any player at night. If he kills an innocent, he loses his ability for one night.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Townsperson: A normal player with no special abilities. They vote each day to get someone lynched.
Miller: A normal townsperson that cardflips red.
Millwright: A normal townsperson that cardflips yellow.
Millrong: A normal townsperson that cardflips purple.

-Rioters-
Rioter Leader: Is the mouth piece of the Rioters. Can also choose one player per night to "convert" to their team. If it is a town special, it will have its old role but will still be a Rioter.
Rioter: Doesn't like the way the government treats its citizens. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the anti-rioters.
Rioter: Doesn't like the way the government treats its citizens. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the anti-rioters.

-Anti-Rioters-
Anti-Rioter Leader: Is the mouth piece of the Anti-Rioters. Can also choose one player per night to "convert" to their team. If it is a town special, it will have its old role but will still be a Anti-Rioter.
Anti-Rioter: A government agent to calm down the rioters. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the rioters.
Anti-Rioter: A government agent to calm down the rioters. They will all decide each night one person to kill. If they kill an innocent, then one of their roles is revealed to the rioters.




Breakdown:
This may seem confusing with all these different groups but let me make it simple.
The town is:
Town

The warring are:
Rioters
Anti-Rioters

The mafia is:
Mafia

Winning Conditions:
If the Mafia lose first, then all the remaining Townspeople leave the game and claim themselves as the first winners. Then, the remaining Rioters and Anti-Rioters battle to the death.
If the Town loses first, the remaining Mafia will battle with the remaining Rioters and Anti-Rioters while those two battle each other., not able to hurt the Mafia until one of those two teams loses.
If the Rioters lose first, then the Anti-Rioters join the Town team under purple cardflip colors and try to defeat the Mafia. They may still as a group decide on one person to kill but they focus on helping the town with the Mafia now.
If the Anti-Rioters lose first, then the Rioters join the Town team under yellow cardflip colors and try to defeat the Mafia. They may still as a group decide on one person to kill but they focus on helping the town with the Mafia now.

Rules:
-Rioters and Anti-Rioters cannot hurt Mafia before they kill the opposite team. If the try to group kill a Mafia one night, that Mafia will just kill one of their members without knowing them. This results n the Rioters/Anti-Rioters in wanting to kill the opposing team first before killing the Mafia. <--SUPER IMPORTANT NEW RULE!!!
-Once either the Anti-Rioters or Rioters win, they will continue to play the game and join the Town team under their groups cardflip color. Their goal from then on is with the rest of the town to beat the Mafia. The game ends until either the Mafia or the Town wins. <--SUPER IMPORTANT NEW RULE!!!
-If this happens ^, the game will continue until either the Mafia or Town has been defeated. <--SUPER IMPORTANT NEW RULE!!!
-Once either the Rioters or Anti-Rioters have killed the opposite group, they can still use their old abilities and each night decide on one person to kill as a group. <--SUPER IMPORTANT NEW RULE!!!
-The Leader of the team who beat the other team can still use his abilities to make someone join his group, but since this group joined the town, the person who converts simply stays on the Town team but becomes a townie with purple/yellow card flip color. Leaders are at this point on simply Negotiators but on the town team. <--SUPER IMPORTANT NEW RULE!!!

-If either all the rioters or anti-rioters die, then the Mafia gets to know any random role of a townie who still alive. This may result in the town team collaborating more with the rioters and anti-rioters in order to win. <-- New rule.
-The rioters and anti-rioters do not have to rely on town, but they can use them including their specials to help them. <-- New rule.
-If the Rioter Leader or Anti-Rioter Leader chooses a Mafioso to convert, he will get night-killed. <-- New rule.
-If the Rioter or Anti-Rioter leader chooses a member of the opposite team, he will be only be a member of that team in cardflip color only. He will remain on the team he was originally and will serve as a sort of spy to gain info from the team he fake-joined. <-- New Rule

-Mafia knows who the other Mafiosi are.
-Rioters/Anti-rioters know who the other Rioters/Anti-rioters are.
-The town doesn't know who the other townspeople are.
-A propagandist cannot make a "propaganda" of someone getting killed. Any other type of "propaganda" besides someone getting killed and is possible in-game is allowed.
-If the night officer is alert and checks on the godfather, the night officer gets killed.
-If a vigilante kills an innocent, he loses his ability for one night. If a rioter or anti-rioter kills an innocent, one of their members roles gets revealed to the enemy group the next day.
-An innocent is anyone from the Town group.
Last edited by Magna on Thu Aug 28, 2014 9:53 am, edited 3 times in total.
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Re: Mafia Discussion

Postby Sancles-Chan » Thu Aug 28, 2014 7:08 am

WELL I HAVE AN IDEA FOR A GAME (caps)

M6-Politics and Plotting

Godfather- Same as a mafia member, except green.
Politician-may paint a player red at night (1 night cooldown)
Mafioso-Votes for a player to kill each night
Mafioso

Doctor-May heal 1 person at night
Sheriff-May Inspect 1 Person at night and get their color
Security Guard-May protect 1 townsperson at night, if he does the attacker dies and
Film Director- May "Film" one player at night, if the player gets killed, the film director gets the name of the person who killed the player.
Townsperson- Votes each day for someone to get lynched
Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Townsperson
Townsperson

Merchant-May sell a Medkit to 1 player, that player may use it at will
Serial Killer-May kill a person at night
Plotter-may paint a player Yellow at night (1 night cooldown)

Rules:
Power Use is optional, but you need to PM the host if you aren't.
Townspeople have to vote each day.
Mafia knows who the other mafiosos are.
The Mafia must choose who will go out to kill the person they decided to kill. (because of the film director
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Re: Mafia Discussion

Postby Zeldamaster12 » Thu Aug 28, 2014 6:53 pm

Man, Mafia really looks fun. I'm playing next game (first time though, IDK how well I'll do).
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Re: Mafia Discussion

Postby zioy » Thu Aug 28, 2014 6:58 pm

Zeldamaster12 wrote:Man, Mafia really looks fun. I'm playing next game (first time though, IDK how well I'll do).
I'd recommend looking at M4 or M5, without looking at the postgame, and trying too see how many players' roles you got correct. If you got none correct, try playing it for yourself and getting good (in M6 of course :D), if you got 10+ correct you have a knack for it, like me :P

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Re: Mafia Discussion

Postby Zeldamaster12 » Thu Aug 28, 2014 7:01 pm

Yeah, I watched M4 and M5 to get a gist on how to play and what to do.
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Re: Mafia Discussion

Postby zioy » Thu Aug 28, 2014 7:06 pm

Zeldamaster12 wrote:Yeah, I watched M4 and M5 to get a gist on how to play and what to do.
I basically did that, but I also used to play it on Mafia Zone (which got closed down) about 2 years ago.

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Re: Mafia Discussion

Postby Magna » Thu Aug 28, 2014 7:22 pm

Hope the next game starts soon.
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Re: Mafia Discussion

Postby zioy » Thu Aug 28, 2014 7:23 pm

Blue Dread wrote:Hope the next game starts soon.
Once Joey gets on, he'll start the host signups.

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Re: Mafia Discussion

Postby Sancles-Chan » Thu Aug 28, 2014 7:27 pm

does anyone have any comment on my game.
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Re: Mafia Discussion

Postby zioy » Thu Aug 28, 2014 7:35 pm

Little Boo wrote:does anyone have any comment on my game.
Looks decent, pretty much a watered-down version of Colorful Catastrophe though.

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Re: Mafia Discussion

Postby zioy » Fri Aug 29, 2014 8:28 pm

M6 - WW2 in Denmark

Capacity - 22

Hitler - Leader of the Nazis, cardflips green.
Nazi - Each night, they decide on who to kill.
Nazi
Security Guard - Each night, they choose one person. If that person escapes, they will be killed.


Detective - Can inspect one person each night to know their color.
Medic - Can save one person from dying each night. May only self-heal once.
Hider - Can choose one person to "hide" each night. This person will be safe from the Nazis and sabotage, but cannot use any special abilities. The "hidden" person will stay hidden until 3 people are in hiding. Once 3 people are hidden, the following morning they will be *dealt.
Smuggler - They can choose two people each night. The following morning, they will be *dealt.


Citizen - No special abilities.
Citizen
Citizen
Citizen
Citizen
Citizen
Citizen

Jew - Their goal is to escape. When this happens, they are out of the game, but can still communicate to other players (unlike dead players).
Jew
Jew
Jew
Jew
Jew


Resistance Leader - Leader of the Resistance.
Resistance Member - Each night, they decide on who to sabotage. That person's ability will be permanently nullified, including a Nazi's ability to submit a kill vote.


* Being dealt means that the following morning, one of the following will occur:
1. If the player is Hitler or a Nazi, the Hider/Smuggler will die.
2. If the player is a Citizen or a Blue, they will return to "home" and be able to use their abilities.
3. If the player is a Jew, they will escape.


Win Conditions:
-If all the Jews are dead, the Nazis win.
-If all the Jews escape or all the Nazis have been sabotaged, the citizens/Resistance win.

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Re: Mafia Discussion

Postby Aero » Fri Aug 29, 2014 8:43 pm

Is this a thing? Please tell me this is a thing.
As long as one man goes hungry nobody should eat until everyone is full.

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Re: Mafia Discussion

Postby zioy » Fri Aug 29, 2014 8:46 pm

GhostHawk wrote:Is this a thing? Please tell me this is a thing.
You mean my game? I came up with it during school today, actually.

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Re: Mafia Discussion

Postby Magna » Fri Aug 29, 2014 8:47 pm

KoolKat wrote:M6 - WW2 in Denmark

Capacity - 22

Hitler - Leader of the Nazis, cardflips green.
Nazi - Each night, they decide on who to kill.
Nazi
Security Guard - Each night, they choose one person. If that person escapes, they will be killed.


Detective - Can inspect one person each night to know their color.
Medic - Can save one person from dying each night. May only self-heal once.
Hider - Can choose one person to "hide" each night. This person will be safe from the Nazis and sabotage, but cannot use any special abilities. The "hidden" person will stay hidden until 3 people are in hiding. Once 3 people are hidden, the following morning they will be *dealt.
Smuggler - They can choose two people each night. The following morning, they will be *dealt.


Citizen - No special abilities.
Citizen
Citizen
Citizen
Citizen
Citizen
Citizen

Jew - Their goal is to escape. When this happens, they are out of the game, but can still communicate to other players (unlike dead players).
Jew
Jew
Jew
Jew
Jew


Resistance Leader - Leader of the Resistance.
Resistance Member - Each night, they decide on who to sabotage. That person's ability will be permanently nullified, including a Nazi's ability to submit a kill vote.


* Being dealt means that the following morning, one of the following will occur:
1. If the player is Hitler or a Nazi, the Hider/Smuggler will die.
2. If the player is a Citizen or a Blue, they will return to "home" and be able to use their abilities.
3. If the player is a Jew, they will escape.


Win Conditions:
-If all the Jews are dead, the Nazis win.
-If all the Jews escape or all the Nazis have been sabotaged, the citizens/Resistance win.
I feel that my game somewhat inspired yours.
Join this great chill forum here: http://forums.krazynet.net

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Raster
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Joined: Fri Dec 20, 2013 12:35 pm
Current Project: The Invasion 3

Re: Mafia Discussion

Postby Raster » Fri Aug 29, 2014 8:49 pm

why does hitler cardflip green?


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