Mafia Games....

Just some thoughts.



24 is alot of people for a mafia game...good luck getting that many people to sign up. To get that many folks, you'd probably need to recruit a lot of new players, and then lurking and UD rates might be high.

Keeping the game balanced so that no side has an advantage over the other will be key. You've got a huge game with 24 people, and only a few town power roles...kinda stacked in the mafia's favor. You might consider a couple more town PRs....maybe a second cop, a couple of masons.



What do you mean they can also lynch a Mafia person twice?

Also, this is just a crummy role. As I recall, it was from a game that was put together rather quickly. The game mod didn't anticipate all that was involved with modding and ended up recruiting someone else to take over modding duties mid-game. There were all kinds of question regarding the mayor role, and neither of the mods were exactly sure what was intended of the role.



Can the doc protect against the lynch or hit?



I assume that you mean the Don decides who gets whacked, not lynched as it says in your role description.

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If I'm remembering correctly, this was a messed up game....poorly modded with some crummy roles (mayor in particular). I'd recommend looking for another game to model your game off of. Just a thought.

EDIT: I'm assuming that this was the game run by KOTD/DP. If it's not, then I'm probably wrong about it being poorly modded. ;)

Which God would you like to be in my game Mad, I'm handpicking the roles.

Also, which politician would you like to be FF?

I'm also writing another role into my game.

You are the Potatoe Farmer. You will spell it Canadianly- Your job is to grow potatoes, and accept potatoes were invented by Canadians, just like many other great things, like Pamela Anderson's boobs to mention a couple.

This role will be chosen randomly.
 
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I'm looking at my game, #67, coming up. I wanted to run an idea by and see what you guys think. Also, let me know if there's a past game like this one.

It's 3 teams. 1 standard mafia team, 1 innocents team, and 1 cultist team.

The mafia is a standard team with invests, I have to tweak their hit ability some though, I'm still thinking about that.

The innocent team is; Doc, Detective, Psychic and the dead.

The cultist starts as just the cult leader.

The cultist wins if he survives the game and recruits >51% of the survivors. Each night the cultist recruits 1 player. The recruited player will now be able to communicate outside of the thread with the cult leader. If the recruited player could previously communicate with other players, that ability is lost. If the lead cultist is killed everyone he recruited goes back to their original team, with pre-recruitment communication abilities restored. Recruited players are forbidden to reveal their roles or the known roles of other players to other cultists.

The innocent team wins if the mafia and cult are eliminated. The doctor may protect one person each night, not themselves. The detective can investigate 1 person each night; if they find the doctor then they may communicate. The psychic will receive their own investigation results each night provided by the innocent dead.

The mafia will win if they outnumber the rest of the town and the cult is eliminated. They will have a don who can investigate each night. And they as a team will have the ability to make hits. I'm still fudging with how many hits the mafia team gets, unlimited seems to break the game though.

The innocent dead? When a townie is lynched, or a previously innocent cult member is killed they turn into a ghost who can communicate outside of the thread with other ghosts. Each night they will be able to investigate a player. The investigation results will be sent to the psychic. Dead scum will continue to communicate with the cult until the game is over or the cult leader is killed. Then they may communicate with the mafia. Dead cult members are useless to the cult and therefore return to their previous teams.


Please give me some feedback, my plan b is a back to basics game if there's some reason this won't work or sounds stupid.

I like this. I would change the pyschic role though.

Call it the Beta-Zoid.
 
I'm looking at my game, #67, coming up. I wanted to run an idea by and see what you guys think. Also, let me know if there's a past game like this one.

It's 3 teams. 1 standard mafia team, 1 innocents team, and 1 cultist team.

The mafia is a standard team with invests, I have to tweak their hit ability some though, I'm still thinking about that.

The innocent team is; Doc, Detective, Psychic and the dead.

The cultist starts as just the cult leader.

The cultist wins if he survives the game and recruits >51% of the survivors. Each night the cultist recruits 1 player. The recruited player will now be able to communicate outside of the thread with the cult leader. If the recruited player could previously communicate with other players, that ability is lost. If the lead cultist is killed everyone he recruited goes back to their original team, with pre-recruitment communication abilities restored. Recruited players are forbidden to reveal their roles or the known roles of other players to other cultists.

The innocent team wins if the mafia and cult are eliminated. The doctor may protect one person each night, not themselves. The detective can investigate 1 person each night; if they find the doctor then they may communicate. The psychic will receive their own investigation results each night provided by the innocent dead.

The mafia will win if they outnumber the rest of the town and the cult is eliminated. They will have a don who can investigate each night. And they as a team will have the ability to make hits. I'm still fudging with how many hits the mafia team gets, unlimited seems to break the game though.

The innocent dead? When a townie is lynched, or a previously innocent cult member is killed they turn into a ghost who can communicate outside of the thread with other ghosts. Each night they will be able to investigate a player. The investigation results will be sent to the psychic. Dead scum will continue to communicate with the cult until the game is over or the cult leader is killed. Then they may communicate with the mafia. Dead cult members are useless to the cult and therefore return to their previous teams.


Please give me some feedback, my plan b is a back to basics game if there's some reason this won't work or sounds stupid.

I really like that you're keeping the dead players involved in the game. And the plans sounds good to me. Keep in mind, I've never modded so I can't predict the little things.

Annie: I totally want to be buddha
 
Ok, im pretty sure that the game i cut and pasted form was game 4, modded by RB. Im open to ideas by the way and ill keep looking.
 
Ok found another game:
Mafia 38 Revenge

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Mafia #23

Game Mechanics

1) Each game day, everyone in the town (including mafia) can vote to lynch someone. You vote by saying (in bold)… I vote to lynch so and so.

a. You must vote each day,but you cannot vote for No One. If you do not vote within 2 game days you will die an untimely death.

b. If you decide to switch your vote, state in bold you are doing so and the new vote.

c. Do not put your vote in your signature.

2) Whoever has the most votes gets lynched. If you have two and everyone else has one vote… you get lynched.

3) In the event of a tie, there will be no lynch.

a. The priority of night time happenings is:

Doctor’s Protection
Town Lynch
Mafia Hit
Untimely Deaths
Investigations

b. I will use a random number generator to determine which Mafia groups' hit goes through.

c. The Doctor can protect hits only, not lynchings.


3) If you do not vote within 2 game days, then you will pass away from some strange (probably embarrassing) illness that I will give you.

4) Everything stays in the game, no PMing people and setting up deals or alliances, or discussing issues in this game on other sites. The sole exception to this is the authorization by me for special role players to do so.

I STRONGLY SUGGEST THAT AUTHORIZED PEOPLE COMMUNICATE VIA AN OFF SITE MESSAGING BOARD LIKE MSN/AIM/ICQ.

5) You can say whatever you want in the game, but you can't 'prove it' with my PM to you.

6) Anyone can declare to be the detective, or any other power role; indeed, I've seen the bad guys do so quite effectively for a short time.

7) Either Mafia team can win, when they outnumber the Innocents, and the other Mafia team, after night’s events.

8) The Innocents win if they lynch all the Mafia.

9) If you have any questions, PM me. If it's important to all, I'll post it.

10) No one, unless authorized to do so, are to discuss the game outside of the thread. That's kind of the point. If you are discussing things, then everyone else doesn't get the benefit of your deliberations. Think town hall rather than internet chat room.

11) Do not edit your posts!

12) NO AFTER DEATH POSTS!


Some are Innocents; the remaining are 2 groups of Mafia (Old School/New School); the Mafia will be divided into 2 teams and only know who is in their respective group; they can communicate only with their own group. Each group will get 3 investigations, if they find a member of the other Mafia group they will show as an Innocent.

The Doctor...has the ability to protect one person each game night, from a hit only; they cannot protect on a lynch. They do this by sending me a PM at game nightfall on who is to be protected that night. Be sure to protect the right person, Doctor! The Doctor may protect them self one time. The Doctor can communicate with the Detective.

The Detective...investigates the Town Residents to confirm Mafia identities, and find other special role players. The Detective can do one investigation each game night by PM to me and I will confirm the identity. The Detective can communicate with the Doctor. The Don will show as innocent the first 2 game days.

The Mafia Teams - I will pick a leader among each group to PM me your hit. If the leader dies you will need to send in your own hits/investigations. Each Mafia group will get an investigation per night, it will show mafia, but the Don will show as innocent the first 2 game days.
At the start of Game Day 1, each Mafia Don will PM me two choices for someone they want on their team and I will randomly pick one for your team.

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My addition, if the leader dies, the team loses communication for 2 days wile they re-organize, no hits from that team.
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Each Mafia team will only get 3 investigations per game. The Mafia group that gets the hit completed doesn't get an investigation completed; the Mafia group whose hit didn't go through will get an investigation completed. A non completed investigation will not count against your allotted amount.

Botched Hit/Lynch - One night I will use a random number generator to see if there will be a botched hit or lynch. I will then use the random number generator to see if the chosen botch works or not. The night is random and will be chosen at game start by pulling numbers out of a hat. It will be in the 1st week though.

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My change: it will only work for the hit, not the lynch, there is no guarantee that it will even happen, there will be 2, one for each team. The team will not know about it till night, and it may take out a mafia from another team, not the same one though.
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The Blackmail…this person can stop someone’s vote from counting, one time. The PM must be sent as soon as possible after a nightfall (beginning of a new game day), for use the next night. You cannot reveal you were the blackmail person to anyone.
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My addition, he can do this 3 time, not once. he can use all 3 in one day or 1 at a time.
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If for any reason you need to leave the game, please PM me, do not post it in the thread. IF YOU POST THAT YOU QUIT YOU DIE AS SOON AS I SEE THE POST. NO EXCEPTIONS. YOUR ROLE WILL BE REVEALED. I don't care if you recant the quit you will still die.

"In the game you will get accused, grilled, made to look like an idiot, and a hundred other things. IN THE GAME. Do not take anything personally or make ANY personal attacks."


Note: With this as an Evil build, the Doctor or Detective could be on a Mafia Team.

Note: The Blackmailed Person will be chosen by one of the two Dons, randomly, at the start of a given Game Day.

The first two game days will be 48 hours...then it will be 24 hour nightfalls from there on out.
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If you have any questions or concerns about this set-up let me know.
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Roles will be sent out soon...do not post in this thread until I say Game on.
Any questions before game start or after PM me.
_________________
My stuff
My addition is that i will go with as many people as possible once we get the min, but will start on my start date as long as the min is met.
 
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I have an original idea yay!

The Mafia IN SPACE!

Background
The people of the colony ship AC1.20, are in danger of rebellion.

The rebels
Are in place of the mafia.
There will be 4 of them to start with, but one day 2 they can recruit 2 other players (crew, colonists). If u are recruited and you were a power role then that role will be given to a colonist.
The leader is called the don, for lack of a better name. He can kill one other person.

The Crew
Are the current controllers of the ship. They can also imprison (person cannot do anything for the following day, not even vote, it will not count as a bad thing) someone. There are 4 of them. Only 4, no more.
The captain can veto any ejection (from the airlock) once. If the captain dies then the entire crew needs to agree on who to imprison.

The Engineer.
Is in place of the doctor. With his amazing mechanics he can protect one person every day, except himself.

The detective
Can do what detectives do and contact the engineer (if he finds him first). He can invest one person every night, until he dies.

The Colonists
Are innocent bystanders of this whole thing, and can only vote to eject someone. They want to get rid of the Rebellion. Good luck, you my need it.

The rules are the same as any other.

You cannot post outside of this thread, unless you are the crew/ rebellion.

You cannot call people names.

You cannot use my PMs to prove anything.

If u are the Captain or Don you cannot say so (it would be stupid).

If you want to leave just post it on the thread, I will see and you will die, no matter what.

If you get ejected you cannot post.

If you try to cheat and are caught you will die, no questions asked. If you are on a team that team will not be affected. If u can prove that someone on your team is cheating then you will get … nothing! It will help the game become more fun though.

The rebellion wins when all the crew are dead. The Crew win when all the Rebellion are dead.

If all the colonists die then the game is over and neither team wins.


The order of things.

At night

1. any ejections will be shown
2. Any imprisonments will be shown.
3. Any Hits will be shown.
4. Any uds will be shown.
5. Any hints (possible) will be shown.
Hints are when bala does something abnormal, in witch case be ready for an unexpected thing the next night.

Things that can happen: Aliens (1 random revival), Hull breach (1 random death), computer failure (botched vote/hit). You will not know what happens until it does, but Bala may just warn you in an unexpected way.

I want this game to have at least 16 people.

4 crew, 6 rebellion, 8 colonists.

The doctor, engineer, and detective will be chosen semi-randomly from the colonists.

PLZ tell me what you think.
 
Ok, im pretty sure that the game i cut and pasted form was game 4, modded by RB. Im open to ideas by the way and ill keep looking.

Okay. I just checked back, and I was confusing it with Mafia 3... Mafia 3 was poorly modded with crummy roles, not Mafia 4...you might want to use 4 after all.
 
I'm looking at my game, #67, coming up. I wanted to run an idea by and see what you guys think. Also, let me know if there's a past game like this one.

It's 3 teams. 1 standard mafia team, 1 innocents team, and 1 cultist team.

The mafia is a standard team with invests, I have to tweak their hit ability some though, I'm still thinking about that.

The innocent team is; Doc, Detective, Psychic and the dead.

The cultist starts as just the cult leader.

The cultist wins if he survives the game and recruits >51% of the survivors. Each night the cultist recruits 1 player. The recruited player will now be able to communicate outside of the thread with the cult leader. If the recruited player could previously communicate with other players, that ability is lost. If the lead cultist is killed everyone he recruited goes back to their original team, with pre-recruitment communication abilities restored. Recruited players are forbidden to reveal their roles or the known roles of other players to other cultists.

You might consider tweaking the cultist role a bit so that only innocent townies may be recruited into the cult. Also, any town PRs recruited should probably lose their ability to investigate, protect, etc. If the cult leader tries to recruit scum, the leader dies, and the cult may no longer recruit....the cult doesn't disband, and the remaining cultists must eliminate all other non-cultists to win.

Allowing the cult to recruit scum might not be a great idea. As recruited scum will no longer be able to communicate with their former team, remaining mafium will know if one of their own has been recruited.

Here's a little info on cults that may be useful (or not) ;) http://www.mafiascum.net/wiki/index.php?title=Cult

The innocent dead? When a townie is lynched, or a previously innocent cult member is killed they turn into a ghost who can communicate outside of the thread with other ghosts. Each night they will be able to investigate a player. The investigation results will be sent to the psychic.

Maybe consider making the detective and doctor atheists so that they may not communicate after death. Kinda unfair to the mafia if they pop the doc and or cop, and that dead doc/cop is still allowed to somehow relay their information.
 
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