MAFIA Brainstorming
Posted: Wed Jun 16, 2010 10:22 pm
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.
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.