Re: Mafia 52 Host Signups
Posted: Tue Jun 12, 2018 12:33 pm
Taycamgame wrote: ↑Sun Jun 10, 2018 5:19 amM52: A song of Ice and Fire
RULES:
16 players.
3 team Faction Game plus third party.
Players cardflip the colour of their role when killed / inspected unless stated otherwise.
Lynches are mandatory.
Deaths are announced publically, inspection results given privately.
Everyone is unaware of eachother's role / colour initially.
The planet of Elements has always been peaceful, until recent times. The community split into three equal factions - The Ice Elementals, the Fire Beasts, and the Rock Creatures. The war was always destined to happen, but no-one knew it would come so soon...
Ice Elementals - 5 players
Ice Lord - Once per night chooses to either KILL or INSPECT a player of their choice. If that player is on the Ice Elementals, they will flip BLUE, but if they are on any other team, they will flip DARK BLUE. Does not learn roles, only colours, of players. Votes to lynch a player of their choice each day.
Ice Heir - A normal Ice Elementals townie that becomes the Ice Lord upon the death of the original Ice Lord. Does not know they are the Ice Heir initially. Votes to lynch a player of their choice each day. Votes are worth double if the original Ice Lord has been killed, plus gains all powers of the Ice Lord.
Ice Elementals Townie x3 - A normal Ice Elementals townsperson who votes to lynch a player of their choice each day.
The Ice Elementals lose if all their players die.
Fire Beasts - 5 players
Fire Lord - Once per night chooses to either KILL or INSPECT a player of their choice. If that player is on the Fire Beasts, they will flip RED, but if they are on any other team, they will flip DARK RED. Does not learn roles, only colours, of players. Votes to lynch a player of their choice each day.
Fire Heir - A normal Fire Beast townie that becomes the Fire Lord upon the death of the original Fire Lord. Does not know they are the Fire Heir initially. Votes to lynch a player of their choice each day. Votes are worth double if the original Fire Lord has been killed, plus gains all powers of the Fire Lord.
Fire Beasts Townie x3 - A normal Fire Beasts townsperson who votes to lynch a player of their choice each day.
The Fire Beasts lose if all their players die.
Rock Creatures - 5 players
Rock Lord - Once per night chooses to either KILL or INSPECT a player of their choice. If that player is on the Rock Creatures, they will flip PINK, but if they are on any other team, they will flip PURPLE. Does not learn roles, only colours, of players. Votes to lynch a player of their choice each day.
Rock Heir - A normal Rock Creatures townie that becomes the Rock Lord upon the death of the original Rock Lord. Does not know they are the Rock Heir initially. Votes to lynch a player of their choice each day. Votes are worth double if the original Rock Lord has been killed, plus gains all powers of the Rock Lord.
Rock Creatures Townie x3 - A normal Rock Creatures townsperson who votes to lynch a player of their choice each day.
The Rock Creatures lose if all their players die.
3rd Party - 1 player
The Smuggler - Once per night can SMUGGLE two players of their choice. Can choose to kill one, both, or neither smuggled player(s) the following day. Smuggled players are roleblocked. If The Smuggler chooses not to kill either player, they are released (and unroleblocked). Can never smuggle more than 2 players at the same time. When inspected, flips the same colour as the inspector's (e.g. if inspected by The Ice Lord, then The Smuggler flips BLUE). When killed, flips a random colour out of BLUE, RED or PINK.
WIN CONDITIONS:
Ice Elementals - Wins if The Fire Beasts are reduced to one or less players.
Fire Beasts - Wins if The Rock Creatures are reduced to one or less players.
Rock Creatures - Wins if The Ice Elementals are reduced to one or less players.
(Win Conditions are similar to rock paper scissors.)
3rd Party - Wins if still alive at the end of the game; steals the win in the process.
PixelPest wrote:Forcing players to use their abilities randomly really seems to destroy the purpose of those roles, since it could backfire very easily by killing a person on your team, inspect someone you don't care about knowing the role of, etc. Also there could be up to 5 kills each Night with the current set-up which is really over the top. The Smuggler also is really underpowered since they're all alone and if they kill they lose their ability for a Night. Smuggler is now really OP. Especially by the end of the game, they'll be really powerful and also there's no way as far as I can tell that people will know or even be able to guess that the Smuggler is in the game still or not as they don't inspect as their colour or cardflip the right colour. Also I just feel like this game lost a lot of its flair when you added a third team as it now really only has four special roles so I just feel like it'dbe pretty boring since there's only ever one person on each team who can ever use an ability, which wouldn't be very exciting.ShadowStarX wrote:I agree with all the issues PixelPest had mentioned above before I wrote up my review. (RNG and underpowered Third Party) Making a faction game with 2 teams plus a 3rd party is not feasible. (I'm speaking from experience) In the case of the third party dying, the game would become very boring. I personally recommend making 3 teams with 5 members each plus a stronger third party then the current one. Remove the randomness factor as much as you can. You could go with teams of Sheriff/Deputy/Vigilante/Sidekick/a 5th type of role.
Having only 4 types of roles is just not a good idea in a faction game. The smuggler just looks overpowered AND complicated. Also the fact that therre are 3 townies in each team (out of 5 members) just ruins the game and makes it uninteresting. In a faction game, it's a trend to grant everybody a special ability of some sort, even if it just doublevoting. Also if you want a faction game, have variety between the roles in order not to make it uninteresting.Warlock wrote:Looks a lot better now. Approved!