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==Terms & Conditions== | ==Terms & Conditions== | ||
*'''Cops''' return 'Guilty' upon investigating Mafia, 'Not Guilty' otherwise. | *'''Cops''' return 'Guilty' upon investigating Mafia, 'Not Guilty' otherwise. | ||
*'''Bodyguard protections can save deaths which are due to the resolution of role abilities - e.g, they can save a hider's death or the death of another bodyguard (but explicitly not that of a Red Goo's kill.) | *'''Bodyguard protections''' can save deaths which are due to the resolution of role abilities - e.g, they can save a hider's death or the death of another bodyguard (but explicitly not that of a Red Goo's kill.) | ||
*A player '''Vanillerized''' at night loses any abilities they have, effective immediately the next morning. The player is informed of this. | *A player '''Vanillerized''' at night loses any abilities they have, effective immediately the next morning. The player is informed of this. | ||
*When mentioned, the '''abilities''' of a role refer to all of their role details which are unrelated to their faction or win condition. | *When mentioned, the '''abilities''' of a role refer to all of their role details which are unrelated to their faction or win condition. |
Revision as of 12:30, 17 September 2013
Cracking Idea Mafia is a goofy British (look, redundancy!) semi-open setup intended to maximise the playability of Greater Idea Mafia. Xdaamno felt a top-down design effort on this bottom-up setup idea would be fun to play.
Introduction to Cracking Idea Mafia
Here's how the 'Greater Idea' idea works: each player is randomly dealt two roles from the deck. They must immediately choose one to keep and discard the other. Once every player has chosen a role, the mod checks the game is satisfactory (e.g., they may require between 2-4 anti-town roles) - otherwise the game is rerolled. The game begins with any factional/partnered roles being informed of their partners. At the start of Day 1, every player's discarded role is publicly revealed - this information is usually sufficient to replace the random vote stage.
In this setup, anti-town roles are in three main factions: Mafia, Aliens and Goo. Aliens have a limited number of teamkills, and the Goo have no teamkill. Picking either of these factions generally give you more fun abilities, but the downsides are a lack of teamkills and teammates - so, sometimes, they're functionally equivilent to serial killers. There are a lot of wacky roles, so before playing, skim the list and get to know how most of them work. There are a couple of new roles on the town side to counter the Alien and Goo threats. For example, some games may revolve around the six Conspiracy Theorists, each of which investigate each other as being Alien. Others may contain a mason group, but complicated by the presence of the Chameleon Goo.
Greater Idea is necessarily an unpredictable goofy game, but the setup mitigates this by attempting to reduce the number of 'opaque' setups for which the town has no chance of deciphering the roles in the game. For this reason, some common roles like Serial Killers, Strongmen and straightforward scum Roleblockers are omitted. Finally, some invented roles which would be unusual in standard games fit neatly into the Greater Idea format, such as the Lynchbait, the Coroner and the Pseudojester.
Setup
- Vanilla Townie
- Vanilla Townie
- Vanilla Townie
- Vanilla Townie
- Vanilla Townie
- Vanilla Townie
- Vanilla Townie
- Vanilla Townie
- Bulletproof Townie
- Bulletproof Townie
- Doctor
- Doctor
- Coroner (can target a dead player to discover which role(s) killed them, but not the player who owns it; can also target a living player, succeeding if they die that night)
- Coroner
- Coroner
- Bodyguard
- Bulletproof Bodyguard (can die from own ability)
- One-shot Commuter
- Watcher
- Tracker
- Cop
- Cop
- Ascetic Cop
- Backup Cop (becomes a Cop if a Cop, Ascetic Cop, Traitor Cop or Jack Of All Trades dies)
- Hider (dies if successfully targets a Mafia, Alien or Goo, or a player that died that night; immune to night actions if successfully targets a player otherwise)
- Ascetic Hider
- Area 51 Detective (target is roleblocked if Alien)
- Area 51 Immunologist (permanently renders target immune to any kind of death by Aliens)
- Conspiracy Theorist (gets result for "Alien" or "Not Alien"; immune to Alien kills; investigates as "Alien")
- Conspiracy Theorist
- Conspiracy Theorist
- Conspiracy Theorist
- Conspiracy Theorist
- Conspiracy Theorist
- Clairvoyant (immediately informed about how many factions there are; lyncher/pseudojester count as factions)
- Clairvoyant
- Clairvoyant
- Clairvoyant
- Compulsive Roleblocker
- Jailkeeper
- Jailkeeper
- Jack Of All Trades (cop/doc/roleblock abilities, all one-shot)
- Mason
- Mason
- Ascetic Mason
- Mason Compulsive Bodyguard
- Mason Compulsive Bodyguard
- One-shot Vigilante
- Miller Vigilante
- One-shot Day Vigilante
- One-shot Paranoid Gun Owner (activates on the first night they are targeted, and kill all roles which target them that night.)
- Nymphomaniac (compulsively chooses a lover on night 1; the other lover is not informed)
- Excellent Sense of Smell Townie (immediately informed which goo roles are in the game)
- Excellent Sense of Smell Townie
- Ugly Townie (immediately informed which goo roles are in the game; can win with the goo survivor-style; investigates as Alien)
- Ugly Townie
- Ugly Townie
- Treestump
- Lynchbait (guaranteed to be the target of the Lyncher, if one exists)
- Macho One-shot Kingmaker (cannot be protected)
- Macho Death Kingmaker (cannot be protected; kingmaker action activates upon death, applies to the next day)
- Supersaint
- Vengeful Townie
- One-shot Unlynchable Townie
- Universal Backup (acquires current abilities of first killed town player)
- Universal Backup
- Mafia Goon
- Mafia Goon
- Mafia Goon
- Mafia Goon
- Ascetic Mafia Goon
- Ascetic Mafia Goon
- Bulletproof Mafia Goon
- Bulletproof Mafia Goon
- Mafia Tracker
- Mafia Tracker
- Mafia One-Shot Role Cop
- Mafia One-Shot Role Cop
- Mafia Traitor Cop (initially unaware of teammates, and vice-versa)
- Mafia Conspiracy Theorist (immune to Alien kills; gets result for "Alien" or "Not Alien"; investigates as either "Alien" or "Mafia")
- Mafia Conspiracy Theorist
- Mafia Clairvoyant (immediately informed about how many factions there are; lyncher/pseudojester count as factions)
- Mafia Clairvoyant
- Mafia One-shot Day Vigilante
- Mafia Godfather
- Alien Avenger (supersaint)
- Alien Avenger
- Alien Vanillerizer
- Alien Vanillerizer
- Alien Psychotrooper (while alive, all roles which expect a result receive 'no result' as if role blocked)
- Alien One-Shot Psychomagnet (all night actions are redirected to the target)
- Alien Monarch (bulletproof unlynchable day-vigilante - but loses all abilities when any ability is activated; bulletproof ability can absorb multiple shots in one night; Alien Monarch isn't told explicitly when the bulletproof ability activates)
- Baby Alien Monarch (on the dawn of Day 4, becomes an Alien Monarch; the town is publicly informed of the presence of this role; until then, cannot perform Alien factional kills)
- Baby Alien Monarch
- Lyncher (game ends if lyncher wins; lyncher becomes vanilla townie if target is killed; mod personally selects a lynchee target after all players have chosen their roles)
- Pseudojester (one-shot unlynchable; converts to the alignment of the hammering player when lynched; cannot win otherwise)
- Red Goo (goo-aligned; targeted player unstoppably dies, even if bulletproof etc; one-shot; cannot be redirected/blocked; mod announces the death being due to a Red Goo)
- Red Goo
- Grey Goo (goo-aligned; anyone who successfully targets Grey Goo with an action becomes goo-aligned and vanillerized. Immediately after night 2, Grey Goo (unblockably) dies)
- Chameleon Goo (same as grey goo; also a mason)
Terms & Conditions
- Cops return 'Guilty' upon investigating Mafia, 'Not Guilty' otherwise.
- Bodyguard protections can save deaths which are due to the resolution of role abilities - e.g, they can save a hider's death or the death of another bodyguard (but explicitly not that of a Red Goo's kill.)
- A player Vanillerized at night loses any abilities they have, effective immediately the next morning. The player is informed of this.
- When mentioned, the abilities of a role refer to all of their role details which are unrelated to their faction or win condition.
- Lynching an unlynchable role brings the game to night, but with no role reveal.
- Roleblocks only work on targeting actions - but roleblocking effects cannot be roleblocked. Roleblockers (followed by the redirector, then the psychomagnet) have top priority.
- No roles can self-target.
Factional Notes
- Aliens have a limited number of teamkills corresponding to the number of players:
- 3-6 players: 1 kill
- 7-10 players: 2 kills
- 11-14 players: 3 kills
- 15-18 players: 4 kills
- (etc)
- Goo have no teamkills, but beat anything in endgames.
- Factional kills must be performed by a specified member of the team.
Role PMs
Really? Yes. See /RolePMs