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Draft Mafia: Difference between revisions
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#Sirius9121 | #Sirius9121 | ||
*Gypyx has a pack with a N3 | *Gypyx has a pack with a N3 Tracker and a 2-shot Doctor, he picks N3 Tracker. | ||
*If the mafia chooses 2 slots, Datisi will receive a pack with a 2-shot Doctor at the start of the next night. | *If the mafia chooses 2 slots, Datisi will receive a pack with a 2-shot Doctor at the start of the next night. | ||
*If the mafia chooses 2 slots and The worst is killed, Jingle will receive a pack with a 2-shot Doctor at the start of the next night. | *If the mafia chooses 2 slots and The worst is killed, Jingle will receive a pack with a 2-shot Doctor at the start of the next night. | ||
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#Multitasking | #Multitasking | ||
#Multitasking | #Multitasking | ||
# | #Night 1 [[Tracker]] | ||
# | #Night 2 Tracker | ||
# | #Night 3 Tracker | ||
# | #Night 4 Tracker | ||
# | #Night 5 Tracker | ||
# | #Night 1 [[Watcher]] | ||
# | #Night 2 Watcher | ||
# | #Night 3 Watcher | ||
# | #Night 1 [[Follower]] | ||
# | #Night 2 Follower | ||
# | #Night 3 Follower | ||
# | #Night 1 [[Voyeur]] | ||
# | #Night 2 Voyeur | ||
# | #Night 3 Voyeur | ||
# | #Night 4 [[Vigilante]] | ||
# | #Night 2 [[Gunsmith]] | ||
# | #Night 3 Gunsmith | ||
# | #Night 4 Gunsmith | ||
#[[Delayed]] Gunsmith | #[[Delayed]] Gunsmith | ||
#Odd-Night Doctor | #Odd-Night Doctor | ||
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#2-shot Doctor | #2-shot Doctor | ||
#2-shot Doctor | #2-shot Doctor | ||
# | #Night 2 [[Jailkeeper]] | ||
# | #Night 3 Jailkeeper | ||
# | #Night 3 [[Traffic Analyst]] | ||
# | #Night 4 Traffic Analyst | ||
#1-shot [[Psychologist]] | #1-shot [[Psychologist]] | ||
#1-shot [[Novice]] Psychologist | #1-shot [[Novice]] Psychologist |
Revision as of 21:19, 12 April 2021
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Draft Mafia is a flexible setup ranging from mostly normal to role madness/bastard depending on what type of game the moderator chooses to run. The unique mechanics allow for role picking throughout the course of the game.
Draft mafia started as a closed setup created by Gypyx. Many people enjoyed the unique drafting mechanics and so the roles and mechanics have been modified to turn it into an open setup that can be run repeatedly. Feedback about this setup should be directed to the discussion thread.
Setup
The setup is designed for 10 townies and 3 mafia, though it could be modified to run with any numbers with similar balance.
All games are played with a base deck of 104 roles. Optionally, the moderator can add in as many additional boosters of 13 cards as they wish. Information about the boosters being used in the setup should be provided to all players. At the beginning of the game, 65 roles are selected from the role list (base pack plus boosters) without replacement (meaning a role on the list a single time can appear in the list only a single time). These roles are then distributed across 13, 5-role packs.
At the beginning of the game, each player receives a single, randomly chosen pack. Each night, all players pick a single role from their pack and, optionally, perform a single action from their “hand” of roles. Actions can be used the same night they are picked. Night specific actions can still be chosen on any night but may only be used on the night specified. The mafia team also decides the number of slots down the playerlist to move when passing packs. This number must be less than the current number of alive players minus one (i.e. the packs must actually be passed). This number is revealed at daystart.
Example |
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Playerlist:
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Packs are received at the beginning of each night. A pack that is owned by a player who dies or is eliminated is removed from the game. Player alignment and picked roles (but not the rest of the pack) are revealed upon flip. Pack passing is executed after night actions, all other actions are resolved using natural action resolution. See the Clarification of Confusing Interactions Section for more info.
The game uses daystart. Mafia has daytalk but no multitasking, with the exception of a factional nightkill which can be performed alongside a pack action.
Base Pack
Role List |
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Booster Packs
booster packs to be added later
Clarification of Confusing Interactions
- Once a role is selected, it becomes a permanent part of that player's role, even if all shots are used.
- Role selection (and therefore, role modification) occurs before any other actions take place. Pack swapping occurs after all other actions have been resolved.
- A single neighborhood thread is created on game start for anyone who drafts the role "Neighbor" if it is available in any of the packs. Players are given access to the thread upon picking the role, with no in-thread announcement made by the moderator.
- Neighborizer shots create separate neighbor threads from the thread created on game start for the "Neighbor" role.
- A single masonry thread is created on game start for anyone who drafts the role "Mason" if it is available in any of the packs. Any alignment may pick the "Mason" role. If a member of the town selects "Mason" they are added to a Mason thread, otherwise selecting the role has no effect and "Mason" is not added to the role of the player.
- Passive roles such as "Multitasking" are permanent modifiers unless stated otherwise.
- Gunsmith receives a "no gun" result if a member of the mafia has a doctor role. If a player has multiple roles that lead to conflicting gunsmith results (e.g. doctor and vigilante), the gunsmith should receive a "has a gun" result.
- Novice roles cannot be used on the night they are picked.
- Rolecops should receive full role names regardless of shot usage. Rolecops do not receive information about unpicked roles or previous packs.
- Commuters execute before roleblockers who execute before jailkeepers, in cases of action resolution conflicts.
Role PMs
Role PMs to be added later
History
History |
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