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[Approved] GT Mafia Games (MOVED)

8,878
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9
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  • Get-Together Mafia

    Ok so I have put two setups in here, will be running one and then potentially the other depending on how fast the first one goes.

    Points - 50 for each participant, 100 for each player on the winning team.
    Discord requirement? - Yes, I will be running Mafia etc. teams in group DMs on Discord as this is the quickest way for them to decide things. Otherwise, the games will be run on the forums. IF no Moderoids are playing, I will then have the chat and a dead chat on the server.
    Rules - Standard Mafia rules and setup, being:
    - Day and Night Phases are both 24 hours.
    - Majority vote will be who is lynched.
    - Players that do not vote twice in a row will not be allowed to use their Night Action the following phase.
    - If players continue to not vote, they will be removed from the game.
    - Inactive players will not be allowed to use their Night Action the following phase (I won't enforce a specific limit, but will keep an eye on the game).
    - Do not speak of anything about the game outside of the game itself or in the dead chat if there is one.
    - Votes to be formatted as [Vote] Player
     
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    8,878
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    9
    Years
  • Joker Mafia Setup

    This is based on around 15-18 players, so with 9-12 available and therefore potentially 3 Night Phase before everyone is recruited.

    Roles

    Leaders x 3

    Leaders have the following abilities:
    - Recruit one player every night
    - Block another Leader's recruit once per game
    - Kill one member of their chat any point in the game, once a game

    They cannot die until they are the only member of their team left. This means that NO players in their group are allied with them. Otherwise, all killing actions will not work (but blocking etc. will). Everyone will know who the Leaders are.

    Power Roles x 4-6

    Mostly to spice things up and to give teams the edge, adding the following PRs to the game:
    - Vigilante (visits one player each night and kills them)
    - Doc (visits one player each night and prevents kills on them)
    - Troublemaker (can choose at the beginning of the Day Phase to cause trouble, meaning all players vote for TWO people)
    - Cop (visits one player each night and learns what chats a player is in, along with which player they're aligned to)
    - Lightning Rod (chooses one player each night - all actions directed at that player will be redirected to the Lightning Rod) OPTIONAL
    - Monitor (chooses one player each night - any feedback messages they receive will also be received by the Monitor) OPTIONAL

    Mechanics

    - Players can be recruited into multiple chats. Players are aligned with the last Leader that recruited them. This means that they can swap to and fro Leaders.
    - If a player is targeted by multiple Leaders in one Night phase, they will enter both chats but will get to choose who they ally with. I will only let them know how many people are in each chat before making the decision.
    - Leaders can kill ANYONE in their chat, regardless of alliance.
    - Phases and voting are the same as normal.
    - The game ends once one Leader and their team remains, even if unrecruited players are alive at the end.
    - Any unrecruited players will not win, even if alive at the end of the game.
    - Recruitment will trump ALL actions apart from the Lightning Rod. This is mostly so that if the Cop checks a player, they will see who someone is recruited with, rather than seeing them unrecruited when they are not and leading to misinformation.
    - Leaders will be unkillable N0. This is to prevent one Leader dying immediately.
     
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    8,878
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  • Resident Evil 2 (Zombie Mafia) Setup

    For this one, it will be better to just link the setup, as it's on the old Mafia Wiki we used to run. All the details are there. The premise is that there are no Mafia, it is Town vs. souped-up Zombies and it's a race to either convert or die.

    Basically all-custom PRs mayhem designed to end fast, I'm thinking running this one first and then if it finishes, running the Joker game after this.
     
    25,553
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  • You could just give recruits priority over kills instead of having retainers. You could also just have recruiters unkillable on n0.
     
    8,878
    Posts
    9
    Years
  • You could just give recruits priority over kills instead of having retainers. You could also just have recruiters unkillable on n0.

    I could... actually I think I will do that because one gripe was that Retainers were stuck and had no opportunity to leave if they wanted to jump ship. Setup adjusted to reflect this!
     
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