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MAFIA Brainstorming

Posted: Wed Jun 16, 2010 10:22 pm
by Krazy
So I've been thinking about a "Starcraft/Starcraft 2/Mob Wars" themed mafia game.

The 'big thing' of this game would be that there would be two opposing mafia teams.  Obviously I'm still working on fluff, but I'm wondering if anyone would be at all interested in a game like this and if you have any balance or role suggestions.  This is obviously based on the recent games we've played, which is mostly based on mAc's rules.

Mob Wars / Starcraft 2


RULES: 2 mafia teams, for 4 total mafia, 1 night kill for each team, 1(+) doctor, 1(+) Terran detective, 54 hour day timer, 21 hour night timer. (7 player bare minimum, 10 player preferred minimum)

    1. STRUCTURE
Each night, each mafia team can kill 1 (one) innocent victims as long as all are still alive. During the day, everybody discusses and votes on who they think the culprit is. Each mafia team and the innocents want to bring them to justice before they are all killed.

    2. FACTIONS

The Terrans – The town.

Zerg / Infested Terrans – First mafia team.  Can kill one player a night, and pass themselves off as Terran during the day.

Protoss / Mind Controlled – Second mafia team.  Can kill one player a night, and pass themselves off as Terran during the day.

    3. ROLES

  Possible Terran Roles

Medic – Doctor role, keeps one player alive at night.  (Considering “Paladin” role—prevent secondary abilities?)

Ghost – Detective role, learn the true identify of one player at night.

Forensic Scientist (Optional, 11+ players) – The night after a player is killed, learn what type of weapon (which mafia team) killed someone.  OR, learn the role of a dead player the night after they died(?) (Maybe two roles?)

Hackers (Optional, 14+ players) –  Paired with another hacker, they know they are both Terran and can communicate through PM.

Science Vessel (Optional, 14+ players) – Can choose to see who targets a player, or who that player targets, but not both at the same time (possibly two roles?)

  Possible Zerg Roles

Infested Ghost – (Dark Detective) Can kill one player at night with Zerg weapons so long as the teammate does not, OR can learn the true role of someone.

Defiler – (Husher) Can kill one target at night with Zerg weapons, or can prevent another player at night from using its special role (except hacker).

Infested Terran (alternate)-- (Standard Mafia) Can kill one player at night.

  Possible Protoss Roles

Templar – (Dark Detective) See Infested Ghost, except with Protoss weapons.

Dark Archon
– See Defiler, except with protoss weapons.

Dark Templar (alternate) --  See Infested Terran, except with protoss weapons.

      3. VOTING

The villagers will have three options when they vote:
Lynch
Abstain
No Lynch (See below for more details)

Night falls when all votes are cast, or a decisive number of votes are cast.

The player with the most votes is lynched. If there is a tie, then the first player to reach enough votes is lynched. If more than two players are tied, then nobody dies.  A No Lynch occurs if there are more No Lynch votes than for the player with the most votes. 

Votes must be placed in bold to be considered final, and final votes may not be changed.  If you are from a mobile device, then you can say BOLD after your vote in caps and that will count.  “Vote Krazy BOLD”

    4. TIMING
Night falls when all votes are cast. Day breaks when night time runs out.

Players inactive for 98 hours without notice will earn the WRATH OF GOD.


    5. COMMUNICATION
Don't give anything away outside the game: we want to play based on what occurs in the game itself, not what we hear outside of it.

The Mafia, however, are allowed to communicate among themselves in whichever way they choose.

    6. DEATH
When a player dies, their role will not be revealed. Speaking after you die is not allowed, except a "bah" post the night or day you are killed.

    7. WIN CONDITIONS
The game is over when no innocents or Mafia are left alive. However, a tie will result in a Mafia win.  (obviously this needs some clarification)



Sample breakdowns:

7 players: 1 zerg, 1 protoss, 1 detective, 1 doctor, 3 civilians (including possibly 2 hackers).

10 players: 2 zerg, 2 protoss, 1 detective, 1 doctor, 1 forensic scientist, 3 civilians (including possibly 2 hackers).

15 players: 3 zerg, 3 protoss, 2 detectives, 2 doctors, 1 forensic scientist, 1 science vessel, 3 civilians (including possibly 2 hackers).

Order for inclusion for zerg and protoss: Dark Detective, Husher, Regular Mafia.  So in 7 players each would be dark detective, in 10 dark detective + husher, etc.

Re: MAFIA Brainstorming

Posted: Wed Jun 16, 2010 10:31 pm
by thebrowncloud
I'll play. That last game seem pretty interesting. First time playing, though, so I don't think I'll be providing any suggestions for gameplay.

Re: MAFIA Brainstorming

Posted: Wed Jun 16, 2010 10:40 pm
by Black Dream
I think that there is a LOT of roles if they were all used.  Perhaps don't use all of them. 

Perhaps increase the number of civillian roles, but make it so the mafia teams could get one.  Also, reduce the number of mafia-specific roles.

Also, the zerg roles should probably be more like "Infested Terran" instead of Baneling.

I would play, though.  It seems like a lot of people are necessary.

Re: MAFIA Brainstorming

Posted: Wed Jun 16, 2010 10:52 pm
by Krazy
Yes, only some of the protoss/zerg roles would work.  This is why I'm still thinking about balance.

If I went with 2 detectives for town, and then protoss and zerg both had Infested Ghost/Templar, then there would be 4 total detectives in the game.  I'm trying to figure out what this would mean.

Partly it's inspired by the Sanctuary game, where everyone had a role.  I liked that, as it meant a lot was going on. 

10 players is a big demand...

I suppose if it comes down to it, we could maybe get it down to 7 players if we did 1 zerg, 1 protoss, 1 detective, 1 doctor, 3 regular.  At 2 whacks a night, it would still be a fast game (almost sudden death).

I would prefer at least 10 players, though, because then it would justify the forensic scientist role: 2 zerg, 2 protoss, 1+ detective, 1+ doctor, 1 forensics, 3 regular. 

I haven't really talked to mAc or Thalraxal yet about this, maybe they would be down with hosting it at their mafia board since it seems there's a few more players there in total. 

Now that I'm thinking about it, in a way the town might not need 2 detectives if each mafia team has their own detective...  obviously this still needs some tweaking. 
Perhaps increase the number of civillian roles, but make it so the mafia teams could get one.  Also, reduce the number of mafia-specific roles.
So one mafia role with only whack and nothing else?

Re: MAFIA Brainstorming

Posted: Thu Jun 17, 2010 12:32 am
by Krazy
I edited the OP a little bit, took out some of the alternative roles that I'm pretty sure won't make the cut.

Right now (for the first game at least) I'm thinking the default team for protoss and zerg is one husher + one dark detective.

Re: MAFIA Brainstorming

Posted: Thu Jun 17, 2010 11:21 am
by Venca
ok, count me in

Re: MAFIA Brainstorming

Posted: Fri Jun 18, 2010 11:22 pm
by Krazy
I'm continuing to try to make the rules and roles as straightforward as possible.  Still looking for more feedback!  I know the 'hacker' role might be confusing at first, but just think of it as a dedicated civilian role.

Mob Wars / Starcraft 2

RULES: 2 mafia teams, for 4 total mafia, 1 night kill for each team, 1 doctor, 1 Terran detective, 54 hour day timer, 21 hour night timer. (7 player bare minimum, 10 player preferred minimum)

    1. STRUCTURE
Each night, each mafia team can kill 1 (one) innocent victims as long as all are still alive. During the day, everybody discusses and votes on who they think the culprit is. Each mafia team and the innocents want to bring them to justice before they are all killed.

    2. FACTIONS

The Terrans – The town.
[imgwh 450x300]http://i18.photobucket.com/albums/b134/ ... marine.jpg[/imgwh]

Zerg / Infested Terrans – First mafia team.  Can kill one player a night, and pass themselves off as Terran during the day.

[imgwh 388x343]https://www.student.gsu.edu/~jestes6/zerg.jpg[/imgwh]

Protoss / Mind Controlled – Second mafia team.  Can kill one player a night, and pass themselves off as Terran during the day.

[imgwh 400x300]https://www.student.gsu.edu/~jestes6/protoss.jpg[/imgwh]

    3. ROLES

  Possible Terran Roles

SCV (Civilian Role) -- The regular town.

Hackers (Dedicated Civilian Role) –  Paired with another hacker, they know they are both Terran and can communicate through PM.

Medic – Doctor role, keeps one player alive at night.

Ghost – Detective role, learn the true identify of one player at night.

Forensic Scientist (Optional, 10+ players) – Learn the role of a dead player the night after they died (at least 24 hours, cannot investigate lynch victims the same day as they die)

  Possible Zerg Roles

Infested Ghost – (Husher) Can kill one player at night with Zerg weapons so long as the teammate does not, OR can EMP a player and prevent their night action.

Infested Terran – (Mafia) Can kill one target at night with Zerg weapons.

  Possible Protoss Roles

Mind Controlled Ghost {Dark Archon} – (Husher) See Infested Ghost, except with Protoss weapons.

Mind Controlled Terran {Dark Archon}  -- (Mafia) See Infested Terran, except with protoss weapons.

    3. VOTING
The villagers will have three options when they vote:
Lynch
Abstain
No Lynch (See below for more details)

Night falls when all votes are cast, or a decisive number of votes are cast.

The player with the most votes is lynched. If there is a tie, then the first player to reach enough votes is lynched. If more than two players are tied, then nobody dies.  A No Lynch occurs if there are more No Lynch votes than for the player with the most votes. 

Votes must be placed in bold to be considered final, and final votes may not be changed.  If you are from a mobile device, then you can say BOLD after your vote in caps and that will count.  “Vote Krazy BOLD”

    4. TIMING
Night falls when all votes are cast. Day breaks when night time runs out.

Players inactive for 72 hours without notice will earn the WRATH OF GOD.

    5. COMMUNICATION
Don't give anything away outside the game: we want to play based on what occurs in the game itself, not what we hear outside of it.

The Mafia, however, are allowed to communicate among themselves in whichever way they choose.

    6. DEATH
When a player dies, their role will not be revealed. Speaking after you die is not allowed, except a "bah" post the night or day you are killed.

    7. WIN CONDITIONS
The game continues until there are at most two teams left.
If there are no mafia left alive, the Terrans win.
If there are two players left, and both are mafia of different teams, the game ends in a draw.
If one mafia team has living members, the other mafia team does not, and their number is greater than or equal to the town's living members, the mafia team wins.

Sample breakdowns:

7-9 players: 1 zerg, 1 protoss, 1 detective, 1 doctor, 2 hackers, 1-3 civilians.

10+ players: 2 zerg, 2 protoss, 1 detective, 1 doctor, 1 forensic scientist, 2 hackers, 1+ civilians.

Zerg and protoss will never have more than one husher for each team.

Re: MAFIA Brainstorming

Posted: Sat Sep 25, 2010 1:17 pm
by Krazy
I'm currently hosting this on mAc's site, and now need a replacement for a player that had real life stuff come up. If anyone would be interested, please post here or send me a PM immediately!

Re: MAFIA Brainstorming

Posted: Sat Sep 25, 2010 1:41 pm
by Church
I'll sign up.

Re: MAFIA Brainstorming

Posted: Sat Sep 25, 2010 2:38 pm
by Krazy
Check your pms

Re: MAFIA Brainstorming

Posted: Sat Sep 25, 2010 6:20 pm
by Krazy
We're still looking for more replacements.

Re: MAFIA Brainstorming

Posted: Sat Sep 25, 2010 6:42 pm
by Lavarinth
I'd verify that with mAc first, Krazy, it's his forum.

Re: MAFIA Brainstorming

Posted: Sat Sep 25, 2010 7:40 pm
by Krazy
Lavarinth wrote:I'd verify that with mAc first, Krazy, it's his forum.

You underestimate me, Lavarinth ;)