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Cracking Idea Mafia

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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 one-shot teamkill, 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 will revolve around the six Conspiracy Theorists, each of which investigate each other as being Alien.

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

  1. Vanilla Townie
  2. Vanilla Townie
  3. Vanilla Townie
  4. Vanilla Townie
  5. Vanilla Townie
  6. Vanilla Townie
  7. Vanilla Townie
  8. Bulletproof Townie
  9. Bulletproof Townie
  10. Doctor
  11. Doctor
  12. 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)
  13. Coroner
  14. Bodyguard
  15. Bulletproof Bodyguard (can only die from own ability)
  16. One-shot Commuter
  17. Watcher
  18. Tracker
  19. Cop
  20. Cop
  21. Ascetic Cop
  22. Backup Cop (becomes a Cop if a Cop, Ascetic Cop, Traitor Cop or Jack Of All Trades dies)
  23. Hider (dies if the target is Mafia - otherwise, is protected from kills)
  24. Ascetic Hider
  25. Area 51 Detective (target is roleblocked if Alien)
  26. Area 51 Immunologist (permanently renders target immune to any kind of death by Aliens)
  27. Conspiracy Theorist (gets result for "Alien" or "Not Alien"; immune to Alien kills; investigates as "Alien")
  28. Conspiracy Theorist
  29. Conspiracy Theorist
  30. Conspiracy Theorist
  31. Conspiracy Theorist
  32. Conspiracy Theorist
  33. Clairvoyant (immediately informed about how many factions there are; lyncher/pseudojester count as factions)
  34. Clairvoyant
  35. Clairvoyant
  36. Roleblocker
  37. Compulsive Roleblocker
  38. Redirector
  39. Jailkeeper
  40. Jailkeeper
  41. Jack Of All Trades (cop/doc/roleblock abilities, all one-shot)
  42. Mason
  43. Mason
  44. Ascetic Mason
  45. Mason Compulsive Bodyguard
  46. Mason Hesitant Cop Doctor (targets a player, investigating and protecting them; this ability only works if the Mason Hesitant Cop Doctor is targeted by another player that night)
  47. One-shot Vigilante
  48. Miller Vigilante
  49. One-shot Day Vigilante
  50. One-shot Paranoid Gun Owner (activates on the first night they are targeted, and kill all roles which target them that night.)
  51. Nymphomaniac (compulsively chooses a lover on night 1; the other lover is not informed)
  52. Macho One-shot Kingmaker (cannot be protected)
  53. Macho Death Kingmaker (cannot be protected; kingmaker action activates upon death, applies to the next day)
  54. Excellent Sense of Smell Townie (immediately informed which goo roles are in the game)
  55. Excellent Sense of Smell Townie
  56. Excellent Sense of Smell Townie
  57. Ugly Townie (immediately informed which goo roles are in the game; can win with the goo survivor-style; investigates as Alien)
  58. Ugly Townie
  59. Treestump
  60. Lynchbait (guaranteed to be the target of the Lyncher, if one exists)
  61. Supersaint
  62. Vengeful Townie
  63. One-shot Unlynchable Townie
  64. Universal Backup (acquires current abilities of first killed town player)
  65. Universal Backup
  66. Mafia Goon
  67. Mafia Goon
  68. Mafia Goon
  69. Mafia Goon
  70. Ascetic Mafia Goon
  71. Ascetic Mafia Goon
  72. Bulletproof Mafia Goon
  73. Bulletproof Mafia Goon
  74. Mafia Tracker
  75. Mafia Tracker
  76. Mafia One-Shot Role Cop
  77. Mafia One-Shot Role Cop
  78. Mafia Traitor Cop (initially unaware of teammates, and vice-versa)
  79. Mafia Conspiracy Theorist (immune to Alien kills; gets result for "Alien" or "Not Alien"; investigates as either "Alien" or "Mafia")
  80. Mafia Conspiracy Theorist
  81. Mafia Clairvoyant (immediately informed about how many factions there are; lyncher/pseudojester count as factions)
  82. Mafia Clairvoyant
  83. Mafia One-shot Silencer (target is voteless for the following day)
  84. Mafia One-shot Day Vigilante
  85. Mafia Godfather
  86. Alien Avenger (supersaint)
  87. Alien Avenger
  88. Alien One-Shot Vigilante (cannot be used at the same time as the teamkill)
  89. Alien Vanillerizer
  90. Alien Vanillerizer
  91. 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)
  92. Baby Alien Monarch (on the dawn of Day 4, becomes an Alien Monarch; the town is publicly informed of this development; until then, cannot perform the Alien factional kill)
  93. Alien Psychotrooper (while alive, all roles which expect a result receive 'no result' as if role blocked)
  94. Alien Psychomagnet (all night actions are redirected to the target; one-shot)
  95. 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)
  96. Pseudojester (one-shot unlynchable; converts to the alignment of the hammering player when lynched; cannot win otherwise)
  97. Blue Goo (goo-aligned; untargetable)
  98. 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)
  99. 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)
  100. Chameleon Goo (same as grey goo; also a mason)

Terms & Conditions

  • Cops return 'Guilty' upon investigating Mafia, 'Not Guilty' otherwise.
  • 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 one-shot teamkill.
  • Goo have no teamkill, but beat anything in endgames.
  • Factional kills must be performed by a specified member of the team.

Role PMs

Really? Yes. See /RolePMs

See Also