So based on the thundercats mafia seen on chatroom mafia, I guess "Item Mafia" would exist.
The roles are inside items instead of being integrated into persons. Some role(s) can steal items and thus gaining power of those roles.
EDIT : ... or all roles can steal in some "robbing phase" (rob phase then mafia kill phase then lynch phase).
Mafia Variants Thread
Moderator: Milldawg
- Ricky_Honejasi
- Xel'naga Solar Moderator
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- Joined: Wed Aug 16, 2006 3:50 pm
Re: Mafia Variants Thread
Last edited by Ricky_Honejasi on Tue Oct 28, 2008 11:37 pm, edited 1 time in total.
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- Zerg Hydralisk Nail Stylist
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Re: Mafia Variants Thread
How about a Sleeper Cell Mafia. The roles are assigned as usual, but there is only one mafia. Then 3-4 people are randomly made 'sleeper agents', regardless of their actual role. They do not know that they are agents. At night, the mafia designates people for his agents to kill. (IE Mucky will kill Thal, RIcky will kill Arcan, ect) In this variant, in addition to detecting people, the detectives may alternatively choose to investigate the previous night's murders to find out who committed them.
- mAc Chaos
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Re: Mafia Variants Thread
What if we did like... ELIMINATION MAFIA.
One person is the mafia until they are lynched. There are no other roles. Then once they die, a new mafia is chosen at random and the process repeats. LAST MAN STANDING WINS
One person is the mafia until they are lynched. There are no other roles. Then once they die, a new mafia is chosen at random and the process repeats. LAST MAN STANDING WINS
http://sanctuary-inc.net/
- AA7Dragoon
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Re: Mafia Variants Thread
^ That actually sounds pretty awesome, mAc. I would love to host that game.
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- SaintKerrigan
- Terran Nuclear Silo Safety Inspector
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Re: Mafia Variants Thread
Well, here's my contribution to the ideas thread. Sorry if it seems a little complicated...
Saint_Kerrigan's 3-For-All Mafia
INTRODUCTION
It's just another day in Smalltown, USA. Suddenly, it is announced that the mayor has been horrifically murdered in his office. This indicates one thing: the MAFIA is in town!
As the law attempts to restore order to a panicked populace and track down the perpetrators of this horrific deed, rumors circulate about a group of paranormal freaks that have arrived in the town.
The once-peaceful city of Smalltown, USA has because a three-way struggle for control between the Mafia, the side of law and order (Justice), and the Paranormals. As the innocent civilians find themselves quickly caught in the crossfire, one question bears answering most of all:
Who will emerge victorious from this conflict?
GAMEPLAY
This is a variant of regular Mafia, in which there are three teams, each team consisting of three unique roles, and a variable amount of civilians (considered to be on Team Justice). The moderator (me) is considered GOD. Don't try to piss GOD off. ;) Turns consist of two phases: the night phase and the day phase.
START: The game starts in a night phase.
ROLES: Each role (except for three) has a role-specific day action and a role-specific night action. A player can perform both a day action and a night action in the same turn. Some actions have a limit imposed on the amount of times they can be used. There is only one person per role, except for civilians.
(NOTE: Two roles have special abilities instead of day/night actions. See role explanations for further clarification. Civilians, obviously, just sit around and vote.)
TEAMS: All players are divided into three teams: Team Mafia, Team Justice, and Team Paranormal. One team (Mafia) has a team-specific advantage. At the start of the game, players only know their own roles (exception: the Mafia Team Advantage allows all of its members to know each other's roles at the start of the game).
OBJECTIVE: The goal for each team is to be the last team standing, regardless of how many members of it are still alive. Whichever team is the last one standing is declared the winner.
LYNCHING: During the day phase, all players must vote on a player to lynch (a.k.a. kill). There are three voting options:
#1: LYNCH "(insert player name)": Chooses to lynch the named player.
#2: NO LYNCH: Chooses not to lynch anyone that day.
#3: ABSTAIN: Chooses not to vote.
Please note that AN ABSTAIN IS NOT THE SAME AS A NO LYNCH!!!
If one person votes to lynch Player "X" and everyone else votes to ABSTAIN, Player "X" is lynched. But if one person votes to lynch Player "X" and everyone else votes NO LYNCH, then no lynches occur that day.
Also, ALL FINAL VOTES MUST BE IN BOLDFACE. Once your vote is in boldface, you cannot change it, so think carefully and vote wisely.
DEADLINES: As of now, there are no official deadlines to complete a turn. However, if things start to drag out over a couple of real-life days I (that is, GOD) may have to make an imperious time limit for the phase so the game can go on.
PM-ing: With certain role exceptions, you are not allowed to PM each other about game events. Post your actions (excluding those certain role exceptions) on the forum.
POST-EDITS: Simple, really. DON'T DO IT! FOR ANY REASON! If you misspelled something and it irks you, just make another post that corrects your spelling errors. Or maybe just proofreed what you write.
(Cont. in next post)
Saint_Kerrigan's 3-For-All Mafia
INTRODUCTION
It's just another day in Smalltown, USA. Suddenly, it is announced that the mayor has been horrifically murdered in his office. This indicates one thing: the MAFIA is in town!
As the law attempts to restore order to a panicked populace and track down the perpetrators of this horrific deed, rumors circulate about a group of paranormal freaks that have arrived in the town.
The once-peaceful city of Smalltown, USA has because a three-way struggle for control between the Mafia, the side of law and order (Justice), and the Paranormals. As the innocent civilians find themselves quickly caught in the crossfire, one question bears answering most of all:
Who will emerge victorious from this conflict?
GAMEPLAY
This is a variant of regular Mafia, in which there are three teams, each team consisting of three unique roles, and a variable amount of civilians (considered to be on Team Justice). The moderator (me) is considered GOD. Don't try to piss GOD off. ;) Turns consist of two phases: the night phase and the day phase.
START: The game starts in a night phase.
ROLES: Each role (except for three) has a role-specific day action and a role-specific night action. A player can perform both a day action and a night action in the same turn. Some actions have a limit imposed on the amount of times they can be used. There is only one person per role, except for civilians.
(NOTE: Two roles have special abilities instead of day/night actions. See role explanations for further clarification. Civilians, obviously, just sit around and vote.)
TEAMS: All players are divided into three teams: Team Mafia, Team Justice, and Team Paranormal. One team (Mafia) has a team-specific advantage. At the start of the game, players only know their own roles (exception: the Mafia Team Advantage allows all of its members to know each other's roles at the start of the game).
OBJECTIVE: The goal for each team is to be the last team standing, regardless of how many members of it are still alive. Whichever team is the last one standing is declared the winner.
LYNCHING: During the day phase, all players must vote on a player to lynch (a.k.a. kill). There are three voting options:
#1: LYNCH "(insert player name)": Chooses to lynch the named player.
#2: NO LYNCH: Chooses not to lynch anyone that day.
#3: ABSTAIN: Chooses not to vote.
Please note that AN ABSTAIN IS NOT THE SAME AS A NO LYNCH!!!
If one person votes to lynch Player "X" and everyone else votes to ABSTAIN, Player "X" is lynched. But if one person votes to lynch Player "X" and everyone else votes NO LYNCH, then no lynches occur that day.
Also, ALL FINAL VOTES MUST BE IN BOLDFACE. Once your vote is in boldface, you cannot change it, so think carefully and vote wisely.
DEADLINES: As of now, there are no official deadlines to complete a turn. However, if things start to drag out over a couple of real-life days I (that is, GOD) may have to make an imperious time limit for the phase so the game can go on.
PM-ing: With certain role exceptions, you are not allowed to PM each other about game events. Post your actions (excluding those certain role exceptions) on the forum.
POST-EDITS: Simple, really. DON'T DO IT! FOR ANY REASON! If you misspelled something and it irks you, just make another post that corrects your spelling errors. Or maybe just proofreed what you write.

(Cont. in next post)
Last edited by SaintKerrigan on Sat Apr 04, 2009 6:11 pm, edited 1 time in total.
Tremble before my wrath!
- SaintKerrigan
- Terran Nuclear Silo Safety Inspector
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Re: Mafia Variants Thread
TEAMS/ROLES
TEAM MAFIA
Dedicated to killing all opposition and ruling the town for themselves.
GOAL: Eliminate Teams Justice and Paranormal.
ADVANTAGE: All members automatically know each other's identities at the start of the game.
MAFIOSO
A shadowy killer, the end of many an innocent life.
NIGHT ACTION: ASSASSINATION
-Kill 1 player during the night.
DAY ACTION: DERRINGER
-Kill 1 player in daytime.
-Single use only.
-Reveals the MAFIOSO's identity.
-Must be used before the lynch vote tally is finalized. Forces a lynch revote after use.
INFILTRATOR
A dark figure with questionable operating practices.
NIGHT ACTION: PARALYZE
-Removes 1 player from the game for a full turn. The targeted player is unable to perform a day/night action for that turn, or cast a lynch vote.
-This ability is only usable two times for the entire game.
DAY ACTION: MISINFORMATION
-Allows the INFILTRATOR to publicly state a false lynch vote, while PM-ing GOD his real lynch vote.
-The identity of the INFILTRATOR is not revealed.
-If Hex (see WITCH) is used to nullify the false lynch vote, the real lynch vote is also discounted.
DON
The mastermind of the Mafia.
SPECIAL ABILITY (PERSISTENT): CONNECTIONS
-Allows the members of the MAFIA (MAFIOSO, INFILTRATOR, DON) to PM each other during the game concerning strategy and information.
-If the DON is killed, this ability is lost.
SPECIAL ABILITY: CRACKDOWN
-Allows the DON to kill any player at any time, unless the target was protected by the DOCTOR.
-If this is the case, the DOCTOR's identity is revealed to the DON.
-Single use only.
-If Crackdown is used on a CIVILIAN who has initiated Call Authorities in that same phase, the DON's identity is revealed to the DETECTIVE.
TEAM JUSTICE
Determined to restore law and order to the town.
GOAL: Eliminate Teams Mafia and Paranormal.
ADVANTAGE: None.
DETECTIVE
A private investigator, gathering information.
NIGHT ACTION: INVESTIGATION
-Reveals role of targeted player to the DETECTIVE.
DAY ACTION: LEAK INFORMATION
-PMs GOD to anonymously reveal the role of 1 player already investigated by the DETECTIVE to all players.
-Usable once every two turns.
DOCTOR
A man dedicated to saving the lives of the innocent.
NIGHT ACTION: PROTECTION
-Prevents 1 player from being killed during the night.
DAY ACTION: HOUSE CALL
-Prevents 1 player from being killed during the day by special ability/day action.
-Does not prevent a player from being lynched.
(NOTE: If Crackdown is used on either Protection or House Call, the DOCTOR's identity is revealed to the DON.)
AGENT
A secret agent of the government.
NIGHT ACTION: WIRETAP
-Allows AGENT to know which individuals had a night action or special ability performed on them and the action/ability, but not who performed the actions.
-Cannot detect Connections.
DAY ACTION: VETO
-Allows the AGENT to nullify the result of a lynch vote for that day.
-The first use of Veto automatically reveals the AGENT's identity to all remaining players.
CIVILIAN
The CIVILIAN is a bystander, but not necessarily innocent. There can be more than one civilian.
SPECIAL ABILITY: SELL DRUGS
-Prevents the target player from committing an action in whichever phase the CIVILIAN sold the drugs in.
-The CIVILIAN sends the name of his target to GOD via PM.
-Single use only.
-If two civilians give each other drugs, both lose their special ability.
SPECIAL ABILITY: CALL AUTHORITIES
-All actions (with exceptions, see below) against the CIVILIAN in the phase the call was made in are canceled, and any other actions made against the CIVILIAN in that phase are considered null.
-The exceptions are: MAFIOSO's Derringer, DON's Crackdown, DETECTIVE's Investigation, DOCTOR's Protection and House Call, and PSYCHIC's Mind Control.
-Single use only.
-Using this ability reveals the CIVILIAN's identity.
TEAM PARANORMAL
Freaks of nature, outcasts of society, bent on vengeance!
GOAL: Eliminate Teams Mafia and Justice.
ADVANTAGE: None.
WITCH
A mysterious person with extensive knowledge of black magic.
NIGHT ACTION: RESURRECTION
-Brings 1 previously killed player back from the dead.
-Usable once every two turns.
-Cannot use on self.
DAY ACTION: HEX
-Nullifies the lynch vote of 1 player. PM GOD with the vote you want to Hex.
-You can use Hex on your own vote.
PSYCHIC
A Russian science experiment gone horribly wrong.
NIGHT ACTION: CONFUSION
-Scrambles the night action/special ability of 1 player, causing it to occur to a random player selected by GOD.
-If used on the AGENT, makes Wiretap useless that night.
-If used on Resurrection, causes a random dead person to be resurrected instead of the original target unless only one person died up to that point.
-If used on the CHANGELING, prevents Mimicry from being used (in other words, it makes the CHANGELING useless that turn).
DAY ACTION: MIND CONTROL
-Usurps control of 1 player's day action and lynch vote for a single phase.
-Forces the targeted player to vote with the PSYCHIC.
-The target player is not made aware of the PSYCHIC's identity.
-The PSYCHIC is made aware of the target's identity.
-Does not affect the DON or the CHANGELING.
-Useable once every three turns.
CHANGELING
An odd creature of unknown origin.
SPECIAL ABILITY: MIMICRY
-Allows the CHANGELING to perform either the night action or day action of any other role in the game, except for the PSYCHIC's Mind Control.
-Since the DON only has Special Abilities, the CHANGELING cannot use Mimicry on him.
-Once the CHANGELING has used a role, it cannot use that role again for the rest of the game.
-Also, the CHANGELING takes the appearance of the role it's mimicking, so if the original role is targeted for a day/night action, the CHANGELING receives the result of that action instead of the original role.
-This also means if the person with the original role is voted to be lynched, the CHANGELING is lynched instead, and its identity will be revealed.
-The CHANGELING player himself can still be targeted.
OTHER ROLES
GOD
Moderator of the game, observes all proceedings of the lowly mortals. Also receives the PMs for certain actions.
SPECIAL ABILITY: GOD DAMN YOU!!!
-Boots the target player from the game and sends them to hell for being a cheat.
-Is used at GOD's discretion, to ensure all people are following the rules.
-Can be used at any time.
-Immune to Mind Control and Mimicry.
SPECIAL ABILITY: IMMUNE TO ALL ACTIONS CAUSED BY A PLAYER
-Exactly what it looks like it means.
END OF LONG AND LENGTHY EXPLANATIONS
If you have further questions, just PM me. Have fun playing the game!
TEAM MAFIA
Dedicated to killing all opposition and ruling the town for themselves.
GOAL: Eliminate Teams Justice and Paranormal.
ADVANTAGE: All members automatically know each other's identities at the start of the game.
MAFIOSO
A shadowy killer, the end of many an innocent life.
NIGHT ACTION: ASSASSINATION
-Kill 1 player during the night.
DAY ACTION: DERRINGER
-Kill 1 player in daytime.
-Single use only.
-Reveals the MAFIOSO's identity.
-Must be used before the lynch vote tally is finalized. Forces a lynch revote after use.
INFILTRATOR
A dark figure with questionable operating practices.
NIGHT ACTION: PARALYZE
-Removes 1 player from the game for a full turn. The targeted player is unable to perform a day/night action for that turn, or cast a lynch vote.
-This ability is only usable two times for the entire game.
DAY ACTION: MISINFORMATION
-Allows the INFILTRATOR to publicly state a false lynch vote, while PM-ing GOD his real lynch vote.
-The identity of the INFILTRATOR is not revealed.
-If Hex (see WITCH) is used to nullify the false lynch vote, the real lynch vote is also discounted.
DON
The mastermind of the Mafia.
SPECIAL ABILITY (PERSISTENT): CONNECTIONS
-Allows the members of the MAFIA (MAFIOSO, INFILTRATOR, DON) to PM each other during the game concerning strategy and information.
-If the DON is killed, this ability is lost.
SPECIAL ABILITY: CRACKDOWN
-Allows the DON to kill any player at any time, unless the target was protected by the DOCTOR.
-If this is the case, the DOCTOR's identity is revealed to the DON.
-Single use only.
-If Crackdown is used on a CIVILIAN who has initiated Call Authorities in that same phase, the DON's identity is revealed to the DETECTIVE.
TEAM JUSTICE
Determined to restore law and order to the town.
GOAL: Eliminate Teams Mafia and Paranormal.
ADVANTAGE: None.
DETECTIVE
A private investigator, gathering information.
NIGHT ACTION: INVESTIGATION
-Reveals role of targeted player to the DETECTIVE.
DAY ACTION: LEAK INFORMATION
-PMs GOD to anonymously reveal the role of 1 player already investigated by the DETECTIVE to all players.
-Usable once every two turns.
DOCTOR
A man dedicated to saving the lives of the innocent.
NIGHT ACTION: PROTECTION
-Prevents 1 player from being killed during the night.
DAY ACTION: HOUSE CALL
-Prevents 1 player from being killed during the day by special ability/day action.
-Does not prevent a player from being lynched.
(NOTE: If Crackdown is used on either Protection or House Call, the DOCTOR's identity is revealed to the DON.)
AGENT
A secret agent of the government.
NIGHT ACTION: WIRETAP
-Allows AGENT to know which individuals had a night action or special ability performed on them and the action/ability, but not who performed the actions.
-Cannot detect Connections.
DAY ACTION: VETO
-Allows the AGENT to nullify the result of a lynch vote for that day.
-The first use of Veto automatically reveals the AGENT's identity to all remaining players.
CIVILIAN
The CIVILIAN is a bystander, but not necessarily innocent. There can be more than one civilian.
SPECIAL ABILITY: SELL DRUGS
-Prevents the target player from committing an action in whichever phase the CIVILIAN sold the drugs in.
-The CIVILIAN sends the name of his target to GOD via PM.
-Single use only.
-If two civilians give each other drugs, both lose their special ability.
SPECIAL ABILITY: CALL AUTHORITIES
-All actions (with exceptions, see below) against the CIVILIAN in the phase the call was made in are canceled, and any other actions made against the CIVILIAN in that phase are considered null.
-The exceptions are: MAFIOSO's Derringer, DON's Crackdown, DETECTIVE's Investigation, DOCTOR's Protection and House Call, and PSYCHIC's Mind Control.
-Single use only.
-Using this ability reveals the CIVILIAN's identity.
TEAM PARANORMAL
Freaks of nature, outcasts of society, bent on vengeance!
GOAL: Eliminate Teams Mafia and Justice.
ADVANTAGE: None.
WITCH
A mysterious person with extensive knowledge of black magic.
NIGHT ACTION: RESURRECTION
-Brings 1 previously killed player back from the dead.
-Usable once every two turns.
-Cannot use on self.
DAY ACTION: HEX
-Nullifies the lynch vote of 1 player. PM GOD with the vote you want to Hex.
-You can use Hex on your own vote.
PSYCHIC
A Russian science experiment gone horribly wrong.
NIGHT ACTION: CONFUSION
-Scrambles the night action/special ability of 1 player, causing it to occur to a random player selected by GOD.
-If used on the AGENT, makes Wiretap useless that night.
-If used on Resurrection, causes a random dead person to be resurrected instead of the original target unless only one person died up to that point.
-If used on the CHANGELING, prevents Mimicry from being used (in other words, it makes the CHANGELING useless that turn).
DAY ACTION: MIND CONTROL
-Usurps control of 1 player's day action and lynch vote for a single phase.
-Forces the targeted player to vote with the PSYCHIC.
-The target player is not made aware of the PSYCHIC's identity.
-The PSYCHIC is made aware of the target's identity.
-Does not affect the DON or the CHANGELING.
-Useable once every three turns.
CHANGELING
An odd creature of unknown origin.
SPECIAL ABILITY: MIMICRY
-Allows the CHANGELING to perform either the night action or day action of any other role in the game, except for the PSYCHIC's Mind Control.
-Since the DON only has Special Abilities, the CHANGELING cannot use Mimicry on him.
-Once the CHANGELING has used a role, it cannot use that role again for the rest of the game.
-Also, the CHANGELING takes the appearance of the role it's mimicking, so if the original role is targeted for a day/night action, the CHANGELING receives the result of that action instead of the original role.
-This also means if the person with the original role is voted to be lynched, the CHANGELING is lynched instead, and its identity will be revealed.
-The CHANGELING player himself can still be targeted.
OTHER ROLES
GOD
Moderator of the game, observes all proceedings of the lowly mortals. Also receives the PMs for certain actions.
SPECIAL ABILITY: GOD DAMN YOU!!!
-Boots the target player from the game and sends them to hell for being a cheat.
-Is used at GOD's discretion, to ensure all people are following the rules.
-Can be used at any time.
-Immune to Mind Control and Mimicry.
SPECIAL ABILITY: IMMUNE TO ALL ACTIONS CAUSED BY A PLAYER
-Exactly what it looks like it means.

END OF LONG AND LENGTHY EXPLANATIONS
If you have further questions, just PM me. Have fun playing the game!
Last edited by SaintKerrigan on Sat Apr 04, 2009 8:14 pm, edited 1 time in total.
Tremble before my wrath!
Re: Mafia Variants Thread
Not enough people have joined StarCraft Mafia, so I am posting here in the hope it will attract some attention.
Signups are open until this Thursday. Go here: http://www.campaigncreations.org/forum/index.php?topic=1586.0 to sign up and read the rules.
Signups are open until this Thursday. Go here: http://www.campaigncreations.org/forum/index.php?topic=1586.0 to sign up and read the rules.