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The "choose 2" mechanic can become confusing, but it becomes easier when you think of the setup in terms of all possible alignments (Town, Mafia, Werewolf, Alien, Cult, Self-Aligned), '''then''' think about the abilities that associate with specific roles. Many zany combinations are possible, but become simpler when (for instance) you realize a Vanilla Townie + 2-Shot BP SK is either just a Town 2-Shot BP Vigilante or a Survivor (Vanilla Self-Aligned). Any gray areas are up to the moderator's discretion, but a good rule of thumb is to take away any abilities (in this example, the 2-Shot BP and the nightkill) and associate them only with the role itself, rather than the alignment.
The "choose 2" mechanic can become confusing, but it becomes easier when you think of the setup in terms of all possible alignments (Town, Mafia, Werewolf, Alien, Cult, Self-Aligned), '''then''' think about the abilities that associate with specific roles. Many zany combinations are possible, but become simpler when (for instance) you realize a Vanilla Townie + 2-Shot BP SK is either just a Town 2-Shot BP Vigilante or a Survivor (Vanilla Self-Aligned). Any gray areas are up to the moderator's discretion, but a good rule of thumb is to take away any abilities (in this example, the 2-Shot BP and the nightkill) and associate them only with the role itself, rather than the alignment.


When originally played at the 2013 Baltimore "Balto" Scummers meet, the Greatest Idea setup included a secret addition in the form of a Self-Aligned "Pikachu" role card, which was required to be kept and not discarded. The Pikachu was the only card that would serve as both role and alignment, and its only function/ability was that it not be discovered. If the entire game passed without mention of the correct player holding the role of Pikachu, or if that player died and flipped before this occurred, the Pikachu player would win with any other faction(s) at the end of the game. Original [[Face-to-Face]] also play included slightly arbitrary rules and mechanics thought up by Scummers at the meet in an attempt to troll later arrivals.
When originally played at the 2013 Baltimore "Balto" Scummers meet, the Greatest Idea setup included a secret addition in the form of a Self-Aligned "Pikachu" role card, which was required to be kept and not discarded. The Pikachu was the only card that would serve as both role and alignment, and its only function/ability was that it not be discovered. If the entire game passed without mention of the correct player holding the role of Pikachu, or if that player died and flipped before this occurred, the Pikachu player would win with any other faction(s) at the end of the game. Original [[Face-to-Face]] play also included slightly arbitrary rules and mechanics thought up by Scummers at the meet in an attempt to troll later arrivals.


*If only one Mason or Lover is chosen, then they are essentially a named Vanilla Townie.
*If only one Mason or Lover is chosen, then they are essentially a named Vanilla Townie.

Revision as of 00:33, 10 June 2013

Greatest Idea Mafia is a semi-open setup, based on Great Idea Mafia and Greater Idea Mafia, designed to be flexible while adding quite a few extra layers of WIFOM, a creative UPick-esque role choice aspect, and almost entirely removing the need for random votes.

In this setup, each player is dealt three cards from a deck; the same used in Greater Idea Mafia (shown below for convenience). Two of these three cards are combined to produce the player's role and alignment (more on this below) and the final card is discarded. Two cards must be used, so no player may choose a single card to indicate both role and alignment. Once every player has chosen their two cards - and there is at least one antitown role in the game (if all town, abandon or reshuffle) - all players inform the moderator of their role/alignment combination and any roles with partners are informed of their partners.

At the start of Day 1, every player's discarded card is publicly revealed.

Greater Idea Setup

  1. Vanilla Townie
  2. Vanilla Townie
  3. Vanilla Townie
  4. Vanilla Townie
  5. Vanilla Townie
  6. Vanilla Townie
  7. Vanilla Townie
  8. Vanilla Townie
  9. Vanilla Townie
  10. Vanilla Townie
  11. Vanilla Townie
  12. Vanilla Townie
  13. Watcher
  14. Tracker
  15. Cop
  16. Cop
  17. Cop Lover
  18. Seer
  19. FBI Agent
  20. Doctor
  21. Doctor
  22. Roleblocker
  23. Jailkeeper
  24. Bodyguard
  25. Vigilante
  26. One-shot Vigilante
  27. One-shot Dayvig
  28. One-shot Dayvig
  29. Bulletproof Townie
  30. Supersaint
  31. One-shot Paranoid Gun Owner
  32. Mason
  33. Mason
  34. Mason
  35. Mason
  36. Mason Doctor
  37. Mason Lover
  38. Lover
  39. Lover
  40. Lover
  41. Jack-of-all-trades (One Roleblock, One Cop, One Doctor)
  42. Vengeful Townie
  43. Retired Werewolf Hunter
  44. Retired Marine (Immune to Serial Killer kills)
  45. Miller
  46. Hirsute Townie (Investigates as Werewolf)
  47. Evangelistic Townie (Investigates as Cult)
  48. Tentacled Townie (Investigates as Alien)
  49. Watchlisted Townie (Investigates as Serial Killer)
  50. Wrong Place at the Wrong Time Townie (Universal Miller)
  51. Black Goo (Town; anyone who targets it with an action becomes Cult)
  52. Ascetic Townie
  53. Private Investigator (Gets result "Cult" or "Not Cult")
  54. Gravedigger (Shows up as targeting all nightkilled players to Trackers and Watchers on night of said players' deaths)
  55. Nymphomaniac (Compulsively chooses a Lover on Night 1)
  56. One-shot Governor
  57. One-shot Unlynchable Townie
  58. Town Godfather
  59. Innocent Child
  60. Hider
  61. Enabler
  62. Treestump
  63. Conspiracy Theorist (Gets result "Alien" or "Not Alien"; investigates as "Alien")
  64. Conspiracy Theorist (Gets result "Alien" or "Not Alien"; investigates as "Alien")
  65. Conspiracy Theorist (Gets result "Alien" or "Not Alien"; investigates as "Alien")
  66. One-shot Kingmaker
  67. Weak Jailkeeper
  68. Bloodhound (Gets result "Town" or "Not town")
  69. Judas
  70. Saulus
  71. Mafia Goon
  72. Mafia Goon
  73. Mafia Goon
  74. Mafia Goon
  75. Mafia Goon
  76. Mafia Godfather
  77. Mafia Tracker
  78. Mafia Doctor
  79. Mafia Roleblocker
  80. Mafia Lover
  81. Mafia Seer
  82. Mafia One-shot Dayvig
  83. Mafia One-shot Governor
  84. Mafia Strongman
  85. Mafia Reflexive Doctor (protects anyone who targets them)
  86. Hirsute Goon
  87. Mafia Cupid (Targets player Night 1; all OTHER players who targeted same player become Lovers with target)
  88. Werewolf
  89. Werewolf
  90. Werewolf
  91. Werewolf
  92. Alpha Werewolf
  93. Werewolf Roleblocker
  94. Werewolf One-shot Bulletproof
  95. Werewolf Cop
  96. Werewolf Mason
  97. Werewolf Watcher
  98. Werewolf FBI Agent
  99. Ninja Werewolf
  100. Werewolf One-shot PGO
  101. Werewolf Miller (investigates as Mafia)
  102. Werewolf Supersaint
  103. Alien One-shot Unlynchable
  104. Alien Prober (targets one player; target is roleblocked and Prober gets investigation result of "Werewolf" or "Not werewolf")
  105. Alien Vanillaiser
  106. Alien Silencer
  107. Bulletproof Alien Lover
  108. Alien Psychotrooper (While alive, all cops with 'guilty/not guilty' format results are Insane)
  109. Alien Psychomagnet (Once per game, choose a player at night. All other players are redirected to that player that night, making the Psychomagnet essentially a 1-Shot Lightning Rod-izer)
  110. Survivor
  111. Compulsive Bodyguard Survivor
  112. Survivor Mason
  113. Lyncher (target to the left; or on forum: target above in playerlist)
  114. Lyncher (target to the right; or on forum: target below in playerlist)
  115. Serial Killer (Two-shot Bulletproof)
  116. Serial Killer (Immune to Mafia kills)
  117. Serial Killer (Immune to Werewolf kills)
  118. One-shot Cult Recruiter

Possible additions

  1. Reflexive CPR Doctor

Possibly Confusing Setup-Specific Things

The "choose 2" mechanic can become confusing, but it becomes easier when you think of the setup in terms of all possible alignments (Town, Mafia, Werewolf, Alien, Cult, Self-Aligned), then think about the abilities that associate with specific roles. Many zany combinations are possible, but become simpler when (for instance) you realize a Vanilla Townie + 2-Shot BP SK is either just a Town 2-Shot BP Vigilante or a Survivor (Vanilla Self-Aligned). Any gray areas are up to the moderator's discretion, but a good rule of thumb is to take away any abilities (in this example, the 2-Shot BP and the nightkill) and associate them only with the role itself, rather than the alignment.

When originally played at the 2013 Baltimore "Balto" Scummers meet, the Greatest Idea setup included a secret addition in the form of a Self-Aligned "Pikachu" role card, which was required to be kept and not discarded. The Pikachu was the only card that would serve as both role and alignment, and its only function/ability was that it not be discovered. If the entire game passed without mention of the correct player holding the role of Pikachu, or if that player died and flipped before this occurred, the Pikachu player would win with any other faction(s) at the end of the game. Original Face-to-Face play also included slightly arbitrary rules and mechanics thought up by Scummers at the meet in an attempt to troll later arrivals.

  • If only one Mason or Lover is chosen, then they are essentially a named Vanilla Townie.
  • If more than 2 Masons or Lovers are chosen, then all the Masons form one Mason group, and all the Lovers form one Lover group (rather than separate pairs). The Nymphomaniac, however, creates a separate Lover group when it uses its action on Night 1. It is possible to unite the two groups if the Nymphomaniac targets an existing Lover, however.
  • The One-Shot PGO is activated on the first night during which someone targets it. Any and all players who target it in that one night die.
  • On the forum, it is strongly advised to only run setups that start with at least 50% Town roles. This should also be advertised to the players. Broken setups are no fun. On scumchat or Skype or a Marathon Day, go crazy. Crazy setups ARE fun.
  • The Alien faction has only a one-shot factional nightkill for the whole game. The faction was designed to appear rarely but have powerful role actions.
  • The Innocent Child can choose to reveal itself at whatever moment it chooses. It is not revealed automatically at the start of Day 1.
  • The Enabler affects one randomly mod-selected other player. If the Enabler dies, its Enablee can no longer use any role powers other than a factional nightkill.

Mechanics

  • Roles are assigned to players via the Random.org List Randomizer.
  • Balance is explicitly not guaranteed.
  • Because of the special "choose 2" mechanic, many new and bastard roles are possible given certain role combinations. The following is a list of blacklisted combinations that should be advertised to players before a game.
  1. Mafia Mason
  2. Werewolf Lover
  3. Mafia Innocent Child
  4. Werewolf Innocent Child
  5. Alien Innocent Child
  6. Serial Killer Innocent Child
  7. Survivor Innocent Child
  8. Cult Innocent Child
  9. Lyncher Innocent Child
  10. Judas Innocent Child
  11. Saulus Innocent Child

Setup Design

The Greater Idea setup was invented as a Face-to-Face game at the UK Scummers Meet 2013, using a constantly expanded card deck. The setup is intentionally goofy and designed for slightly shorter, less serious games - at the meet, it was frequently played at night. The initial deck was designed by ChannelDelibird but was modified and then vastly expanded by all the other attendees of the UK meet.

A small expansion of 19 cards added to the Greater Idea deck at the 2013 Baltimore meet by the attendees thereof was also intended to serve as the Greatest Idea Mafia deck. CDB was going make a separate page for that game, but Maestro did so instead (with full permission), intending on using it as the basis for the first forum iteration of the game, run a short time after Balto in Summer 2013.

See Also