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Guess Your Role

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Guess Your Role is a "Lucid Dreamers" type game, with a twist, designed for chat mafia or marathon games. It is intended for 3+ players.


Setup

  • Roles are chosen and assigned before the game starts.
  • Role distribution is hidden and players do not receive a role PM.
  • The Town win condition should be posted in the OP.


Mechanics

  • Day start
  • (7p+ only) Plurality lynch at deadlines. If there is a tie, one of the tied players are chosen randomly to be lynched.
  • Upon lynch, the player's full role is revealed. In the forum version, all actions submitted, are also revealed; however, whether they were successful or not, and any results the lynched player may have received, are not revealed until End Game.
  • Players may submit any number of actions of any type at any time. Successful actions based on the player's assigned role will be carried out normally.
  • Players may guess their alignment once per day/night cycle (so if the player guesses incorrectly on Day 1, they may not guess again until Day 2, and alternatively, if they guess on Night 1, they may not guess again until Night 2) and may guess their role once per day and once per night.

Resolving Actions and other stuff

Investigative roles

  • Can look through people's belongings and receive clues about the alignment/role (depending on the base role).
  • Can visit people's houses, look in cupboards, follow, track, etc, depending on the base role.

Non-Town-aligned roles

  • All investigation-type actions on town-aligned players are successful, depending on the base role (i.e., a rolecop can learn the role, but he can't track a player).
  • In games with multiple anti-town factions, investigations are only successful on those within one's own faction.

Blocking/protective roles

  • Docs and other protective-type roles can do things like give people medicine, revive, etc, depending on the base role.
  • Jailkeepers and other blocking type roles can do things like lock a player in a closet, tie them to a table, put them in someone ELSE'S house (since they aren't home, who can target them?), etc, depending on the base role.

Timing of actions

  • Keep in mind the timing of an action depending on the player's base role.
  • Day vigs attempting to shoot at night are unsuccessful, as are mafia players attempting to kill during the day, etc.

QTs

  • Players who belong to a faction that would normally have a QT only gain access once their alignment is discovered. The player does not need to learn their role to gain access. This applies to mason's as well.
  • In larger games, it is up to the mod if the player learns that they are in the same faction as Player X, Y, Z, etc, at the start of the game, or not. However, faction alignment should not be revealed until the player does something that would allow them to have this information confirmed.


Examples of why this game is awesome

  • Player A gives Player X $5. Player X "hires" Player B to protect Player A. Player B is told, "You have been hired to protect Player A. You now have $5". Player B then decides if he wants to perform the action or not. If he does, its success depends on Player B's role: if Player B is a protective role, then it succeeds unless otherwise blocked. If not, nothing happens, and he now has $5.
  • Player B now has $5. He decides he wants to buy a gun with it. If he is a role that could conceivably own a gun (jailkeeper, cop, mafia, vig, etc), then he does and is told he has a gun. If he's not, then nothing happens. Alternatively, he can buy the gun regardless of role, but any use of the gun would depend on whether his role allows this type of action. It is up to mod as long as the end result complies with the base role.
  • Let's say Player B now has a gun but he can't use it. He decides to give it to Player C, who is a vigilante. He tries to shoot Player X on Day 4, but since his role restricts him to night shooting, the gun jams.
  • Like Lucid Dreamers, players can interact with others via their actions and most will be successful unless otherwise blocked or restricted by either player's role/alignment. This means post restriction assignments, giving items, etc, may all be successful, at the Mod's discretion.


Other Notes

  • When a player correctly guesses only their alignment, they are also given their faction's win condition, and access to any QTs the faction may have.
  • When a player correctly guesses only their role, they are given a role PM without the alignment/win condition.
  • When a player correctly guesses both their role and their alignment, they receive a full role PM. Players do not need to learn both at the same time, but upon learning the second, should receive the role PM in full.
  • Players interacting with others via submitted actions are dependent on both players' roles.
  • Non-standard actions may apply, based on the player's "base" role. For instance, actions that do not affect the game are up to the discretion of the mod (e.g., "Give everyone a piece of fruit" may be allowed, or "Poke Player X in the eyehole").
  • Mods and players are encouraged to be creative and come up with unconventional solutions.
  • Players are not told WHY any action fails or succeeds, only the results if there are any. However, unrelated or slightly related reasons for action failure can be revealed and are encouraged, such as "You did not shoot Player X because your gun jammed" if the player has a gun (see Resolving Actions below); or "You could not hire Player Y to protect Player Z because you don't have enough money."
  • Every result, or lack of result, is a clue!