Mafia Games....

don't joke, that monkey is undead...we might never get rid of him...

OMG, I was thinking the same thing! "Lynched me, ha! I laugh at death!" :D
 
don't joke, that monkey is undead...we might never get rid of him...

Nope. Looks like FF went and got himself banned...

I'd be very suspicious of any newbs trying to hop into a game, in the near future, who like to post every 30 seconds, and can't spell very well.
 
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Nope. Looks like FF went and got himself banned...

I'd be very suspicious of any newbs trying to hop into a game, in the near future, who like to post every 30 seconds, and can't spell very well.

lol what did he do?
 
Whoever starts the next game...if you could send me a PM when the sign up thread is posted that would be great. I'm gonna try to play the next one.

:y220e:
 
Mafia 92: Pirates (Spring 2011)




Arr matey, you are on a large boat named The Bala somewhere in the Atlantic Ocean. There is some strange stuff going on around here. Crew members are turning up dead. A letter is found in the bunk room talking about how British officers, anti-pirates, boarded the ship in disguise in order to take it over and use it for non-evil purposes. It is the crew’s job to weed out the British officers out and to save the ship from capture!



Roles:
All roles will be selected through a random number generator, but I may switch around a few to give both teams a better chance.

You may only make a role claim if the following circumstances are true:
*The 2nd nightfall has passed.
*Less than 40% of the town has a vote on you at present.

If you break the above rule, you will become a deck hand (townie) and your role will not be replaced.

Captain and Assistants (PR’s):
You are the good guys. Your goal is to help steer the crew towards victory. You will have a QuickTopic page to communicate, but hits, protects, and invests must be sent via PM. All PM’s must be sent before nightfall, or they will not count.

Captain (vigilante + detective) (1): You are the owner and navigator of The Bala. You have a large red parrot that is smarter than he looks. Before each nightfall, you whisper the name of the person you want to investigate into your parrot’s ear, and during the night he will rummage through the persons items and determine the role of that person. After your own investigations and examinations, and after advice from your first mate, you have the one-time ability to kill someone during the night who you suspect is scum. Doing this will reveal your role. You will PM me before each nightfall. You are the PR negotiator for the merchant.

First Mate (bodyguard) (1): Your sole job is to protect the potential victims. Being a very muscular person, the odd musket ball to the chest doesn’t damage you too badly. This gives you the ability to protect someone you think the British officers may be hitting. You can protect yourself one time, and anyone else, unlimited times. Before each nightfall, you will PM me the person you wish to protect.



British Officers (scum):
The amount of scum will be as close to 25% without going over as the total amount of players (8-11 players-2 scum, 12-15 players-3 scum, 16-19 players-4 scum, etc.). They will have a QuickTopic page to communicate, but hits must be sent via PM. They get a hit every night, but they can switch it for an investigation. Once their numbers are cut in half (or less) from the original amount (Started with 3, now have 1), they can switch their hit that night for a turn. This can only be used once. They will give me 3 names, and I will randomly select one of them (to prevent them choosing a PR). Under some circumstances, I may revoke the rule.

You may not role claim as a scum, but false role claims are OK.


Head British Officer (don) (1): You are the leader of the small group of scum infiltrating the ship. After examining the game and talking it over with your scum, you choose someone that will be hit by the scum each night. You will PM the hit in before each nightfall.

British Officer (mafia) (1+): You are standard scum. You talk with your fellow scum and help advise the head officer decide on who to hit.


Merchant:

Merchant (1): You owe no alliance to either side. At the beginning, you find some clues about either team. You will not know the members of the teams. The teams will know the hint you have about them. Each nightfall after that, you may receive some new information. Before each nightfall, you will decide which team you will barter with to give the information to, and what hint you will receive from them. You can also give them made-up information. All communications between merchant and other players will happen in a QuickTopic board for the designated team (Scum-trading board and PR-trading board). The merchant will post under the name “merchant” and the scum and PR will post as “scum” and “pr” in their respective threads.

Crew:

Deck Hand (townie) (3+): Your mates are being killed off! It is your job to find out who the scum are and eradicate them.




Game Procedure:

Vote by stating in the thread *In bold*
I vote to send so-and-so off the plank.
Retract by stating in the thread *In bold*
I retract my vote on so-and-so [and vote to send so-and-so off the plank].

*I will not be anal about saying ‘off the plank’, but I would really prefer it if you did.


*You only have one retraction, so use it wisely.

*You must have a semi-complex case when you vote. Gut feelings are fine, but at least show which post is creeping you out.

Treasure Chest: Every other nightfall (1, 3, 5...), a randomly selected non-PR will be given a special gift. The gift will be randomly selected. The gift could be a vague hint about a member of the opposing team, a self-protection for the next night, or if you've been really good, a hit that you can save for when you want it. (Hint-6/10, Protect-3/10, Hit-1/10)

Strange Fog: At one or more point in the game, the strange fog may come into effect. Strange fog (very similar to blue mist) is known for doing strange things, hence the name. It has the ability to bring back a player, leave a hint for the crew, leave a hint for the scum, or other mysterious things. It tends to help a team that is losing pretty badly. It could never be seen, or it could happen all the time. Nobody knows. (ex: There are 3 scum and 4 townies left. It’s not looking too good for the town… it will leave a vague hint that will help settle the score up a bit better.)

Rules:
*No out of game communication unapproved by me.


*Do not put your vote in your signature.


*No personal attacks, excessive rambling, or seriously offensive posting. If I feel you are doing any of these, I may warn you or just UD you.

*More on rambling: A little is fine, but if you are disrespectful to anyone (including me) or someone asks you to stop and you continue, you’re breaking the rules.


*2 rules above apply to PR/Scum/Dead chats. That will be a lot looser, but if I am contacted by another player in that chat that feels you are doing the above things, I will warn you, and if it happens again, I will UD you.

*No after-death posting, period. I may or may not set up a dead chat.


*No editing of posts.

*There should be no mention of PM’s in the game.


*If you are going to quit, PM me, and you will die/be replaced at nightfall. You will still have the opportunity to un-quit before nightfall, and it also gives me time to possibly find a replacement. If your quit is posted in the game, you immediately UD and cannot change your mind.


*I have the right to change the game as I see fit, or to UD any player I felt has broken rules.

Please note: This is a rather complex game and will require complex thinking and lots of participation, if you plan to be silent and piggyback vote, don’t play. I want this to be a step or two up from a standard mafia game. If you are a new player, I welcome you with open arms, but you should be prepared to jump in with both feet. (Hehe, see the limb reference? Arms, feet? No, you don’t see it? Never mind…)

How to win:

Scum: Have your population equal ½ or more of the town’s. (Example: 10 players left (including scum), 5 scum remain)

Innocents: Eradicate all scum.

Order of events:

Votes, hits, invests, etc. will not count if placed after the planned time of nightfall. (If nightfall is at 9:00pm, and you vote/send hit in at 9:03pm, even though I don’t call night until 9:05pm, it will not count.)

Walking off Plank
Protection
Scum-hit
Captain-hit
Invest
Gift



I wish everyone the best of luck, and I hope it’s a good game.




This is still pretty rough, I'm unsure abotu the merchant...
 
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