You are viewing the MafiaScum.net Wiki. To play the game, visit the forum.
Two-Fold JK9++
|
Two-Fold JK9++' (alternatively known as JK18++) is an experimental 18 player semi-open setup designed by mhsmith0 with some tweaks by TBD that is currently in design phase. Inspipurple by the Two-Fold C9++ setup, this game uses a randomization system similar to JK9++ but in a Multiball, Modular Open format. Role modules are distributed to the town that, with few specific exceptions, work against a specific scumteam.
Mechanics
- This setup uses a Daystart
- Scum choose which of the assigned power roles they get Pre-Game.
- All investigative roles are guaranteed to be sane
Generating the Setup
First, roll 7 random numbers 1-100 to determine Mafia roles and anti-mafia modules. Each number is turned into a letter as follows:
- 1-50 = T
- 51-65 = I
- 66-80 = D
- 81-90 = H
- 91-95 = K
- 96-100 = R
Role modules are accumulated depending on how many of each letter are generated. For example, when looking at the "I" list, look at how many Is you received and add the corresponding roles. If you get no Is, do not add any roles from the I list (exception: "T" list has a set of roles to be added if 0 Ts are generated). If you draw more letters than are listed in a category, just reroll and try again.
Mafia Roll
Scum Roles
POWER TIER 1
TTTTTTT = 1-shot Elder + (Strongman/Ninja) + TOWN Doctor
TTTTTT = 1-shot Elder + (Strongman/Ninja)
TTTTT = 1-shot Elder + (Strongman/Ninja)
POWER TIER 2
TTTT = 1-shot Elder + Goon + (Roleblocker/Role Seer)
TTT = 1-shot Elder + Goon + (Roleblocker/Role Seer)
POWER TIER 3
TT = 1-shot Elder + (Roleblocker/Role Seer) + (Strongman/Ninja)
T = 1-shot Elder + (Roleblocker/Role Seer) + (Strongman/Ninja)
0 Ts = 1-shot Elder + (Roleblocker/Role Seer) + Ninja Strongman
Abilities are chosen pregame.
I Roles
I = Tracker
Ix2 = Tracker, 1-Shot Tracker
Ix3 = 2 Trackers, 1-Shot Tracker
Ix4 = 2 Trackers, 2 1-Shot Trackers
Ix5 = 3 Trackers, 2 1-Shot Trackers
D Roles
Dx1 = Doctor
Dx2 = Doctor, 1-shot BP
Dx3 = 2 Doctors, 1-shot BP
Dx4 = 2 Doctors, 2 1-shot BP's
Dx5 = 3 Doctors, 2 1-shot BP's
H Roles
Hx1 = Witness Protection
Hx2 = Witness Protection, 1-shot commuter
Hx3 = 2 Witness Protections, 1-shot commuter
Hx4 = 2 Witness Protections, 2 1-shot commuters
K Roles
Kx1 = Vigilante OR Vengeful
Kx2 = Vigilante, Vengeful
R Roles
Rx1 = Role Cop OR Gunsmith
Rx2 = Role Cop, Gunsmith
Wolf Roll
Now repeat the first step, now rolling for the following wolf roles and anti-wolf modules.
Scum Roles
POWER TIER 1
TTTTTTT = 1-shot BP + (Strongman/Stealth Wolf) + TOWN Guardian
TTTTTT = 1-shot BP + (Strongman/Stealth Wolf)
TTTTT = 1-shot BP + (Strongman/Stealth Wolf)
POWER TIER 2
TTTT = 1-shot BP + Goon + (Roleblocker/Role Cop)
TTT = 1-shot BP + Goon + (Roleblocker/Role Cop)
POWER TIER 3
TT = 1-shot BP + (Roleblocker/Role Cop) + (Strongman/Stealth Wolf)
T = 1-shot BP + (Roleblocker/Role Cop) + (Strongman/Stealth Wolf)
0 Ts = 1-shot BP + (Roleblocker/Role Cop) + Stealth Wolf Strongman
I Roles
I = Stalker
Ix2 = Stalker, 1-Shot Stalker
Ix3 = 2 Stalkers, 1-Shot Stalker
Ix4 = 2 Stalkers, 2 1-Shot Stalkers
Ix5 = 3 Stalkers, 2 1-Shot Stalkers
D Roles
Dx1 = Guardian
Dx2 = Guardian, 1-shot Elder
Dx3 = 2 Guardians, 1-shot Elder
Dx4 = 2 Guardians, 2 1-shot Elders
Dx5 = 3 Guardians, 2 1-shot Elders
H Roles
Hx1 = Zoo-Phobe
Hx2 = Zoo-Phobe, 1-shot commuter
Hx3 = 2 Zoo-Phobes, 1-shot commuter
Hx4 = 2 Zoo-Phobes, 2 1-shot commuters
K Roles
Kx1 = Vigilante OR Vengeful
Kx2 = Vigilante, Vengeful
R Roles
Rx1 = Role Seer OR Fangsmith
Rx2 = Role Seer, Fangsmith
Inter-Scum Balancing
Now, compare the Power Tiers between the Scum, and award one side a helpful role module based on the difference. Additional role modules should go to a Mafia Goon/Normal Wolf slot.
- Tier 1 vs. Tier 2 = Tier 1 team gets a Traitor (Mafia) or Defector (Wolves)
- Tier 1 vs. Tier 3 = Tier 1 team gets a Traitor/Defector + JOAT module (Role Cop, Roleblock, Commute)
- Tier 2 vs. Tier 3 = Tier 2 team gets a (Strong Will/2-Shot Commute) module.
Power Notes
Doctor and BP only guards the Mafia or Vigilante kill, Guardian and Elder only guards the Wolf or Vigilante kill.
Trackers and Stalkers work a little differently; they reliably track all actions, except kills. The wolf kill is invisible to Trackers, and the Mafia kill is invisible to Stalkers.
"Hiders work much differently.
Anti-mafia hiders (Witness Protection) are NOT automatically killed if they visit a werewolf or traitor, and anti-werewolf hiders (Zoo-phobes) are NOT automatically killed if they visit a mafia or defector. Hiders CAN visit other hiders or commuters, as well, even if their target is hiding or commuting. A hider dies ONLY if one of the following happens:
- they visit a ""targeted"" faction player (traitor/defector does NOT count) who does not commute that night; - they visit a player who is shot and killed; - they visit a player who commutes or hides but is shot at.
A hider does NOT die due to:
- visiting a ""targeted"" faction player who commutes - visiting a hider who dies while hiding at a different player - visiting a player who is attacked but survives due to doctor, guardian, BP, Elder, or roleblock"
Role Cop only detects Mafia or Town roles, Role Seer only detects Werewolf or Town roles.
Finalization
Determine the amount of Wolves and Mafia, then add a number of townies until the game has 17 players.
Then, randomly distribute the role modules to everyone who counts as town, according to the following rules:
- No player may have more than two role modules.
- No player may have two modules targeting the same faction (no tracker/doctor, no vig from anti-mafia rand + role cop, etc)
- Traitors/Defectors may not receive powers that work against their favopurple team, or any "K" type powers.
Example Role PM's
Townie
Welcome, [Player Name], you are Town.
You have the following abilities [Max 2]:
- 1-Shot Tracker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
- Tracker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
- 1-Shot Stalker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
- Stalker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
- Doctor: Each night phase, you may choose to protect a player in the game from the Mafia's nightkill.
- Guardian: Each night phase, you may choose to protect a player in the game from the Werewolves' nightkill.
- 1-Shot Bulletproof: ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.
"*Witness Protection: You are an anti-mafia hider. Each night phase, you may choose to target a player. You will automatically avoid any actions that target you. You will die if one of the following things occur: You target a player who is part of the Mafia faction (traitor does not count), unless they commute; You target a player who commutes and is shot at; You target a player who does not commute and is killed that night"
"*Zoo-Phobe: You are an anti-werewolf hider. Each night phase, you may choose to target a player. You will automatically avoid any actions that target you. You will die if one of the following things occur: You target a player who is part of the Werewolf faction (defector does not count), unless they commute; You target a player who commutes and is shot at; You target a player who does not commute and is killed that night"
- Vigilante: Each night phase, you may choose to kill a player.
- Vengeful: If you are lynched, you may choose to kill one of the players who voted for your lynch during twilight by PM'ing the mod or posting in thread. This ability is optional and cannot be blocked by any means.
- Role Cop: Each night phase, you may investigate a player to find out their Role Powers. If you target a player in the werewolf faction (other than defector), you will receive a Vanilla result.
- Gunsmith: Each night phase, you may investigate a player to find out if they have a gun. You will receive "has a gun" if you target any of the following: Vigilante; Vengeful; Role Cop; Gunsmith; Role Seer; Fangsmith; Mafia (other than traitor)
- Role Seer: Each night phase, you may investigate a player to find out their Role Powers. If you target a player in the mafia faction (other than traitor), you will receive a Vanilla result.
- Fangsmith: Each night phase, you may investigate a player to find out if they have fangs. You will receive "has fangs" if you target any of the following: Vigilante; Vengeful; Role Cop; Gunsmith; Role Seer; Fangsmith; Werewolf (other than defector)
- [If rolled no abilities] You have no night actions; you are a Vanilla Townie.
Win condition:
- You win when all threats to the town have been eliminated and there is at least one town player alive.
Town Traitor
Welcome, [Player Name]. You are a Town Traitor. You have agreed to help the Mafia, who consist of [Player Name] and [Player Name].
You have the following abilities [Max 1]:'
- 1-Shot Stalker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
- Stalker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
- Guardian: Each night phase, you may choose to protect a player in the game from the Werewolves' nightkill.
- 1-Shot Bulletproof: ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.
"*Zoo-Phobe: You are an anti-werewolf hider. Each night phase, you may choose to target a player. You will automatically avoid any actions that target you. You will die if one of the following things occur: You target a player who is part of the Werewolf faction (defector does not count), unless they commute; You target a player who commutes and is shot at; You target a player who does not commute and is killed that night"
- Role Seer: Each night phase, you may investigate a player to find out their Role Powers. If you target a player in the mafia faction (other than traitor), you will receive a Vanilla result.
- Fangsmith: Each night phase, you may investigate a player to find out if they have fangs. You will receive "has fangs" if you target any of the following: Vigilante; Vengeful; Role Cop; Gunsmith; Role Seer; Fangsmith; Werewolf (other than defector)
- [If rolled no abilities] You have no night actions; you must help the Mafia with your voice and vote alone.
Win condition:
- You win when the Werewolves are dead and the Mafia obtain a majority over the town, or nothing can prevent this from occurring. You will be endgamed and removed from the game if both of your allies die.
Town Defector
Welcome, [Player Name]. You are a Town Defector. You have agreed to help the Werewolves, who consist of [Player Name] and [Player Name].
You have the following abilities [Max 2]:
- 1-Shot Tracker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
- Tracker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
- Doctor: Each night phase, you may choose to protect a player in the game from the Mafia's nightkill.
- 1-Shot Bulletproof: ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.
"*Witness Protection: You are an anti-mafia hider. Each night phase, you may choose to target a player. You will automatically avoid any actions that target you. You will die if one of the following things occur: You target a player who is part of the Mafia faction (traitor does not count), unless they commute; You target a player who commutes and is shot at; You target a player who does not commute and is killed that night"
- Role Cop: Each night phase, you may investigate a player to find out their Role Powers. If you target a player in the werewolf faction (other than defector), you will receive a Vanilla result.
- Gunsmith: Each night phase, you may investigate a player to find out if they have a gun. You will receive "has a gun" if you target any of the following: Vigilante; Vengeful; Role Cop; Gunsmith; Role Seer; Fangsmith; Mafia (other than traitor)
- [If rolled no abilities] You have no night actions; you must help the Werewolves with your voice and vote alone.
Win condition:
- You win when the Mafia are dead and the Wolves obtain a majority over the town, or nothing can prevent this from occurring. You will be endgamed and removed from the game if both of your allies die.
Mafia
Welcome, [Player1] and [Player2] (and [Player3]), you are the Mafia.
All of you have access each night phase to a private discussion topic {here}, and can carry out a factional kill every night.
[Player1] is a Mafia 1-Shot Bulletproof; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.
OR
[Player1] is a Mafia JOAT, with the following single-use abilities:
- Role Seer: Investigate someone to find out their role powers.
- Roleblock: Target a player to prevent them from taking any active night actions.
- 'Commute: Leave town for one night and be immune to all night actions. Please note that you CANNOT perform the factional kill if you do this.
- Mafia 1-Shot Bulletproof; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.
OR
[Player1] is a Mafia Strong-Willed JOAT, who cannot be roleblocked and has the following single-use abilities:
- 'Commute: Leave town for one night and be immune to all night actions. Please note that you CANNOT perform the factional kill if you do this.
- 'Commute: Leave town for one night and be immune to all night actions. Please note that you CANNOT perform the factional kill if you do this.
- Mafia 1-Shot Bulletproof; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.
[Player2] must choose pregame between being a Strongman or a Ninja.
- Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
- Ninja: Your actions become totally undetectable to Tracker-type roles.
OR
([Player2] must choose pregame between being a Roleblocker or a Role Seer.
- Roleblocker: Each night phase, you may target a player. Any active role actions the player attempts to take that night will be canceled.
- Role Seer: Each night phase, you may investigate a player to find out their Role Powers.)
[Player3] is a Mafia Goon; they have no extra powers.
OR
([Player2] must choose pregame between being a Roleblocker or a Role Cop.
- Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
- Ninja: Your actions become totally undetectable to Tracker-type roles.)
OR
([Player3] has both the "Ninja" and "Strongman" powers.
- Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
- Ninja: Your actions become totally undetectable to Tracker-type roles.)
(You also have a Traitor somewhere out there, willing to help you.)
Win condition:
- You win when the Werewolves are dead and the Mafia obtain a majority over the town, or nothing can prevent this from occurring.
Werewolves
Welcome, [Player1] and [Player2] (and [Player3]), you are the Werewolves.
All of you have access each night phase to a private discussion topic {here}, and can carry out a factional kill every night.
[Player1] is a Werewolf 1-Shot Bulletproof; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.
OR
[Player1] is a Werewolf JOAT, with the following single-use abilities:
- Role Cop: Investigate someone to find out their role powers.
- Roleblock: Target a player to prevent them from taking any active night actions.
- 'Commute: Leave town for one night and be immune to all night actions. Please note that you CANNOT perform the factional kill if you do this.
- Werewolf 1-Shot Bulletproof; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.
OR
[Player1] is a Werewolf Strong-Willed JOAT, who cannot be roleblocked and has the following single-use abilities:
- 'Commute: Leave town for one night and be immune to all night actions. Please note that you CANNOT perform the factional kill if you do this.
- 'Commute: Leave town for one night and be immune to all night actions. Please note that you CANNOT perform the factional kill if you do this.
- Werewolf 1-Shot Bulletproof; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.
[Player2] must choose pregame between being a Strongman or a Stealth Wolf.
- Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
- Stealth Wolf: Your actions become totally undetectable to Tracker-type roles.
OR
([Player2] must choose pregame between being a Roleblocker or a Role Cop.
- Roleblocker: Each night phase, you may target a player. Any active role actions the player attempts to take that night will be canceled.
- Role Cop: Each night phase, you may investigate a player to find out their Role Powers.)
[Player3] is a Werewolf Goon; they have no extra powers.
OR
([Player2] must choose pregame between being a Roleblocker or a Role Cop.
- Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
- Stealth Wolf: Your actions become totally undetectable to Tracker-type roles.)
OR
([Player3] has both the "Stealth Wolf" and "Strongman" powers.
- Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
- Stealth Wolf: Your actions become totally undetectable to Tracker-type roles.)
(You also have a Defector somewhere out there, willing to help you.)
Win condition:
- You win when the Mafia are dead and the Werewolves obtain a majority over the town, or nothing can prevent this from occurring.
Example Setups
Example #1
Anti-Mafia Rand
5 -> T
28 -> T
69 -> D
70 -> D
16 -> T
61 -> I
75 -> D
Anti-Werewolf Rand
55 -> I
44 -> T
47 -> T
41 -> T
39 -> T
71 -> D
20 -> T
Mafia Roles
1-shot Elder
Goon
Roleblocker or Role Seer
Werewolf Roles
1-shot BP
Stealth Wolf OR strongman
Defector
Town Roles
Doc
1-shot BP
Tracker
Guardian
Stalker
Rest VT's
Example #2
Anti-Mafia Rand
65 -> I
16 -> T
95 -> K
59 -> I
45 -> T
55 -> I
34 -> T
Anti-Werewolf Rand
5 -> T
44 -> T
67 -> D
80 -> D
59 -> I
29 -> T
73 -> D
Mafia Roles
1-shot Elder
Goon
Roleblocker or Role Seer
Werewolf Roles
1-shot BP
Goon
Roleblocker or Role Cop
Town Roles
Vigilante
Tracker
Tracker
1-shot Tracker
Guardian
Guardian
1-shot Elder
Stalker
Rest VT's
Example #3
Anti-Mafia Rand
21 -> T
22 -> T
83 -> H
2 -> T
36 -> T
25 -> T
49 -> T
Anti-Werewolf Rand
75 -> D
81 -> H
55 -> I
99 -> R
76 -> D
6 -> T
12 -> T
Mafia Roles
1-shot Elder AND JOAT Module (Role Seer, Roleblock, Commute)
Ninja OR strongman
Traitor
Werewolf Roles
1-shot BP
Roleblocker or Role Cop
Stealth Wolf OR strongman
Town Roles
Witness Protection
Stalker
Guardian
1-shot Elder
Zoophobe
Role Seer
Rest VT's
History
TBD