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Draft Mafia
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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 between 1 and the current number of alive players minus two (i.e. the packs must actually be passed). This number is revealed at daystart.
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Playerlist:
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Packs are received at the beginning of each night (except the first, as players will already have their first pack). 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
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Booster Packs
booster packs to be added later
Clarification of Confusing Interactions
- Players are all vanilla townies or mafia goons until they have selected a non-vanilla role.
- 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.
- All roles and modifiers are the normal version, unless otherwise stated.
- 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.
- Vengeful is deactivated in ELo situations.
Example Role PMs
Role | Text |
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Town | Welcome! You are aligned with the Town.
Every night, you must pick a role from your pack; this can be done simultaneously with any action. In general, actions can be used the same night they are picked. You win when all threats to town are eliminated. The game thread is [here]. Your starting pack contains the following roles: |
Mafia | Welcome! You are aligned with the Mafia. Your partners are [Player] and [Player]. You can talk to them [here].
Every night, you must pick a role from your pack; this can be done simultaneously with any action. Additionally, one of you may perform a factional night kill. This can be done in addition to pack actions. In general, actions can be used the same night they are picked. You win when all townies are dead or nothing can prevent this. The game thread is [here]. Your starting pack contains the following roles: |
Vanilla | This role provides no power and does not modify your role. |
Neighbor | This role provides access to a private thread with all other players who have selected this role. |
1-shot Neighborizer | Once during the game, you may add someone to a private thread you and your target have access to. |
Even-Night Neighborizer | On even nights, you may add someone to a private thread you and your targets have access to. |
Mason | If town, this role provides access to a private thread with all other townies who have selected this role. If not town, this role provides no power and does not modify your role. |
Multitasking | You may perform multiple actions each night. |
Night 1 Tracker | On Night 1, you can target a player to learn who that player visited. You will get "No result" if this action fails and "You did not see anything" if your target did not visit anyone. |
Night 2 Tracker | On Night 2, you can target a player to learn who that player visited. You will get "No result" if this action fails and "You did not see anything" if your target did not visit anyone. |
Night 3 Tracker | On Night 3, you can target a player to learn who that player visited. You will get "No result" if this action fails and "You did not see anything" if your target did not visit anyone. |
Night 4 Tracker | On Night 4, you can target a player to learn who that player visited. You will get "No result" if this action fails and "You did not see anything" if your target did not visit anyone. |
Night 5 Tracker | On Night 5, you can target a player to learn who that player visited. You will get "No result" if this action fails and "You did not see anything" if your target did not visit anyone. |
Night 1 Watcher | On Night 1, you can target a player to learn who else visited that player with an action. You will get "No result" if this action fails and "You did not see anything" if your target was not visited by anyone. |
Night 2 Watcher | On Night 2, you can target a player to learn who else visited that player with an action. You will get "No result" if this action fails and "You did not see anything" if your target was not visited by anyone. |
Night 3 Watcher | On Night 3, you can target a player to learn who else visited that player with an action. You will get "No result" if this action fails and "You did not see anything" if your target was not visited by anyone. |
Night 1 Follower | On Night 1, you can target a player to learn what type of action that player took. You will get "No result" if this action fails and "You did not see anything" if your target did not take an action. |
Night 2 Follower | On Night 2, you can target a player to learn what type of action that player took. You will get "No result" if this action fails and "You did not see anything" if your target did not take an action. |
Night 3 Follower | On Night 3, you can target a player to learn what type of action that player took. You will get "No result" if this action fails and "You did not see anything" if your target did not take an action. |
Night 1 Voyeur | On Night 1, you can target a player to learn what type of actions were performed on them. You will get "No result" if this action fails and "You did not see anything" if no actions were performed on your target. |
Night 2 Voyeur | On Night 2, you can target a player to learn what type of actions were performed on them. You will get "No result" if this action fails and "You did not see anything" if no actions were performed on your target. |
Night 3 Voyeur | On Night 3, you can target a player to learn what type of actions were performed on them. You will get "No result" if this action fails and "You did not see anything" if no actions were performed on your target. |
Night 4 Vigilante | On Night 4, you may kill a player. |
Night 2 Gunsmith | On Night 2, you can target a player to see if they have a gun or not. Mafia, vigilantes, and other gunsmiths all have guns. Doctors (including mafia doctors) do not have guns. If a player has both types of roles, you will receive a "has gun" result. |
Night 3 Gunsmith | On Night 3, you can target a player to see if they have a gun or not. Mafia, vigilantes, and other gunsmiths all have guns. Doctors (including mafia doctors) do not have guns. If a player has both types of roles, you will receive a "has gun" result. |
Night 4 Gunsmith | On Night 4, you can target a player to see if they have a gun or not. Mafia, vigilantes, and other gunsmiths all have guns. Doctors (including mafia doctors) do not have guns. If a player has both types of roles, you will receive a "has gun" result. |
Delayed Gunsmith | You can target a player to see if they have a gun or not. Mafia, vigilantes, and other gunsmiths all have guns. Doctors (including mafia doctors) do not have guns. If a player has both types of roles, you will receive a "has gun" result. You will receive your result at the end of the next night. |
Odd-Night Doctor | On odd nights, you may protect someone from one kill. |
Even-Night Doctor | On even nights, you may protect someone from one kill. |
2-shot Doctor | Twice per game, you may protect someone from one kill. |
Night 2 Jailkeeper | On Night 2, you may target a player to protect them from kills while roleblocking them. |
Night 3 Jailkeeper | On Night 3, you may target a player to protect them from kills while roleblocking them. |
Night 3 Traffic Analyst | On Night 3, you may target a player to determine if they have access to a private topic with another player. |
Night 4 Traffic Analyst | On Night 4, you may target a player to determine if they have access to a private topic with another player. |
1-shot Psychologist | Once during the game, you can target a player to learn if they have the ability to kill. Negative results are returned if a player cannot kill or has already killed. |
1-shot Novice Psychologist | Once during the game, you can target a player to learn if they have the ability to kill. Negative results are returned if a player cannot kill or has already killed. You cannot use this ability on the same night you pick it. |
1-shot Detective | Once during the game, you can target a player to learn if they have killed another player. |
1-shot Novice Detective | Once during the game, you can target a player to learn if they have killed another player. You cannot use this ability on the same night you pick it. |
1-shot Hider | Once during the game, you can hide behind another player to become immune to night kills targeting you. If the player you are hiding behind is killed, you will both die. |
1-shot Commuter | Once during the game, you can prevent all actions from affecting you. |
Announcing Motion Detector | You may target a player to determine if they used an action or an action was used on them. Your target will be informed they were visited by a motion detector. |
Complex Motion Detector | You may target a player to determine if they used an action or an action was used on them. Your action will fail if your target is vanilla. |
Odd-Night Motion Detector | On odd nights, you may target a player to determine if they used an action or an action was used on them. |
Even-Night Motion Detector | On even nights, you may target a player to determine if they used an action or an action was used on them. |
Two-shot Motion Detector | Twice per game, you may target a player to determine if they used an action or an action was used on them. |
Loud Fruit Vendor | You may target a player to send fruit to them. Your target will receive a message informing them they were sent fruit. They will also receive a message stating you targeted them. |
Simple Fruit Vendor | You may target a player to send fruit to them. Your target will receive a message informing them they were sent fruit. Your action will fail if the player has taken a non-vanilla role. |
1-shot Loyal Fruit Vendor | You may target a player to send fruit to them. Your target will receive a message informing them they were sent fruit. Your action will fail if the player is not aligned with you. |
3-shot Fruit Vendor | Three times this game, you may target a player to send fruit to them. Your target will receive a message informing them they were sent fruit. |
Novice Fruit Vendor | You may target a player to send fruit to them. Your target will receive a message informing them they were sent fruit. You may not send fruit the same night you pick this role. |
Announcing Checker | You may target a player and will receive a result about whether that action was successful. The player you target will be informed they were checked. |
1-shot Disloyal Checker | You may target a player and will receive a result about whether that action was successful. Your action will fail if used on a member of the same faction. |
Even-Night Checker | On even nights, you may target a player and will receive a result about whether that action was successful. |
Odd-Night Checker | On odd nights, you may target a player and will receive a result about whether that action was successful. |
Self Checker | You may target yourself and will receive a result about whether that action was successful. |
1-Shot Bulletproof | You are immune from a single kill. This effect is activated automatically. |
Vengeful | Upon your elimination, you may choose a player to kill. This effect does not activate if you are killed by an action or if the number of townies is one greater than the number of mafia at the time of your elimination. |
1-Shot Activated Strongman | Once per game, you may activate this ability to prevent a killing action from being prevented through protection. Strongman cannot be used to kill a commuter. |
1-Shot Activated Ascetic | Once per game, you may activate this ability to prevent any non-killing actions from affecting you. |
1-Shot Rolecop | Once per game, you may target a player to learn all the roles they have taken. You will not receive alignment information. |
1-Shot Roleblocker | Once per game, you may target a player to prevent their action from succeeding. |
History
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