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Cracking Idea Mafia: Difference between revisions

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#[[Vanilla Townie]]
#[[Vanilla Townie]]
#Vanilla Townie
#Vanilla Townie
#Vanilla Townie
#Vanilla Townie
#Vanilla Townie
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#Area 51 Immunologist (permanently renders target immune to Alien kills)
#Area 51 Immunologist (permanently renders target immune to Alien kills)
#Conspiracy Theorist (gets result for "Alien" or "Not Alien"; immune to Alien kills; investigates as "Alien")
#Conspiracy Theorist (gets result for "Alien" or "Not Alien"; immune to Alien kills; investigates as "Alien")
#Conspiracy Theorist
#Conspiracy Theorist
#Conspiracy Theorist
#Conspiracy Theorist
#Conspiracy Theorist

Revision as of 10:09, 15 June 2013

Cracking Idea Mafia is a goofy British (look, redundancy!) semi-open setup intended to maximise the playability of Greater Idea Mafia. Xdaamno felt a top-down design effort on this bottom-up setup idea would be fun to play.

Rules

As in Greater Idea Mafia, each player is randomly dealt two roles from the deck. They must immediately choose one to keep and discard the other. Once every player has chosen a role, the mod checks that there is at least one anti-town role in the game. The game begins with any factional/partnered roles being informed of their partners. At the start of Day 1, every player's discarded role is publicly revealed - this information is usually sufficient to replace the random vote stage.

Anti-town roles are in three main factions: Mafia, Aliens and Goo. Scum are advised to consider creative fakeclaiming.

Design Elements

The main three main design principles were to stop the splintering of the anti-town groups, to maximise the wacky roles, and yet to ensure that the game isn't obscure to the players (that is to say, that there are a small number of reasonable hypothesis consistent with any information the town has - except if forced by the excellent play of anti-town groups.) For these reasons, Greater Idea-style games have a different set of roles that work as opposed to regular mafia games, so some common roles are omitted (e.g. serial killers, strongmen, etc.) - Xdaamno

Setup

  1. Vanilla Townie
  2. Vanilla Townie
  3. Vanilla Townie
  4. Vanilla Townie
  5. Vanilla Townie
  6. Vanilla Townie
  7. Vanilla Townie
  8. Vanilla Townie
  9. Bulletproof Townie
  10. Bulletproof Townie
  11. Doctor
  12. Doctor
  13. Coroner (can target a dead player to discover which role(s) killed them, but not the player who owns it; can also target a living player, succeeding if they die that night)
  14. Coroner
  15. Coroner
  16. Bodyguard
  17. Bulletproof Bodyguard (can only die from own ability)
  18. One-shot Commuter
  19. Watcher
  20. Watcher
  21. Tracker
  22. Tracker
  23. Cop
  24. Cop
  25. Ascetic Cop
  26. Backup Cop (becomes a Cop if a Cop dies (including Traitor Cop and Jack Of All Trades))
  27. Hider (dies if the target is Mafia - otherwise, is protected from kills)
  28. Area 51 Detective (target is roleblocked if Alien)
  29. Area 51 Immunologist (permanently renders target immune to Alien kills)
  30. Conspiracy Theorist (gets result for "Alien" or "Not Alien"; immune to Alien kills; investigates as "Alien")
  31. Conspiracy Theorist
  32. Conspiracy Theorist
  33. Conspiracy Theorist
  34. Conspiracy Theorist
  35. Conspiracy Theorist
  36. Clairvoyant (told at the start of the game how many factions there are; lyncher/pseudojester count as factions)
  37. Roleblocker
  38. Compulsive Roleblocker
  39. Redirector
  40. Jailkeeper
  41. Jailkeeper
  42. Jack Of All Trades (cop/doc/roleblock abilities, all one-shot)
  43. Mason
  44. Mason
  45. Ascetic Mason
  46. Mason Compulsive Bodyguard
  47. Mason Hesitant Cop Doctor (targets a player, investigating and protecting them; this ability only works if the Mason Hesitant Cop Doctor is targeted by another player that night)
  48. Friendly Neighbor
  49. One-shot Vigilante
  50. Miller Vigilante
  51. One-shot Day Vigilante
  52. One-shot Paranoid Gun Owner (activates on the first night they are targeted, and kill all roles which target them that night.)
  53. Nymphomaniac (compulsively chooses a lover on night 1; the other lover is not informed)
  54. Gravedigger (acquires current abilities of first killed town player)
  55. Gravedigger
  56. Macho One-shot Kingmaker (cannot be protected)
  57. Macho Death Kingmaker (cannot be protected; kingmaker action activates upon death, applies to the next day)
  58. Excellent Sense of Smell Townie (Informed Night 0 regarding the presence or non-presence of Blue Goo, Red Goo, Grey Goo, Chameleon Goo in the game (each individually))
  59. Excellent Sense of Smell Townie
  60. Excellent Sense of Smell Townie
  61. Ugly Townie (town-aligned, but can win with the goo survivor-style; same ability as Excellent Sense of Smell Townie)
  62. Really Ugly Townie (town-aligned, but can win with the goo survivor-style; same ability as Excellent Sense of Smell Townie; investigates as "Alien")
  63. Tentacled Mutant Townie (investigates as Alien; has a one-shot roleblock)
  64. Black Goo (Town-aligned; anyone who successfully targets Black Goo with an action becomes goo-aligned and vanillerized)
  65. Treestump
  66. Lynchbait (guaranteed to be the target of the Lyncher, if one exists)
  67. Supersaint
  68. Vengeful Townie
  69. One-shot Unlynchable Townie
  70. Mafia Goon
  71. Mafia Goon
  72. Mafia Goon
  73. Mafia Goon
  74. Ascetic Mafia Goon
  75. Ascetic Mafia Goon
  76. Bulletproof Mafia Goon
  77. Mafia Conspiracy Theorist (immune to Alien kills; gets result for "Alien" or "Not Alien"; investigates as either "Alien" or "Mafia")
  78. Mafia Conspiracy Theorist
  79. Mafia One-shot Silencer (target is voteless for the following day)
  80. Mafia Clairvoyant (told at the start of the game how many factions there are; lyncher/pseudojester count as factions)
  81. Mafia Clairvoyant
  82. Mafia Cupid (targets a player; all other players who targeted same player become Lovers with target; can only use this action Night 1)
  83. Mafia Roleblocker
  84. Mafia Role Cop
  85. Mafia Traitor Cop (initially unaware of teammates, and vice-versa)
  86. Mafia One-shot Day Vigilante
  87. Mafia Godfather
  88. Alien Avenger (supersaint; fails on players immunized by Area 51 Immunologist)
  89. Alien Mesmerizer (roleblocks and rolecops the target; two-shot)
  90. Alien Vanillerizer
  91. Alien Psychotrooper (while alive, all roles which expect a result receive 'no result' as if role blocked)
  92. Alien Psychomagnet (all night actions are redirected to the target; one-shot)
  93. Alien Monarch (bulletproof unlynchable day-vigilante - but loses all abilities when any ability is activated; bulletproof ability can absorb multiple shots in one night; Alien Monarch isn't told explicitly when the bulletproof ability activates)
  94. Baby Alien Monarch (on the dawn of Day 4, becomes an Alien Monarch; the town is publicly informed of this development; until then, cannot perform the Alien factional kill)
  95. Lyncher (game ends if lyncher wins; lyncher dies if target is otherwise killed; mod personally selects a lynchee target after all players have chosen their roles)
  96. Pseudojester (one-shot unlynchable; converts to the alignment of the hammering player when lynched; cannot win otherwise)
  97. Blue Goo (goo-aligned; untargetable)
  98. Red Goo (goo-aligned; targeted player unstoppably dies, even if bulletproof etc; one-shot; cannot be redirected/blocked)
  99. Grey Goo (goo-aligned; anyone who successfully targets Grey Goo with an action becomes goo-aligned and vanillerized. Immediately after night 2, Grey Goo (unblockably) dies)
  100. Chameleon Goo (same as grey goo; also a mason)

Terms & Conditions

  • Cops return 'Guilty' upon investigating Mafia, 'Not Guilty' otherwise.
  • A player Vanillerized at night loses any abilities they have, effective immediately the next morning; the player is informed of this
  • Ascetic roles are immune to non-kill actions.
  • When mentioned, the abilities of a role refer to all of their role details which are unrelated to their faction or win condition.
  • Lynching an Unlynchable role brings the game to night, but with no role reveal.
  • For the purposes of Clairvoyant roles, Ugly Townie and Really Ugly Townie are not themselves sufficient to be a goo faction.
  • Roleblocks only work on targeting actions - but roleblocking effects cannot be roleblocked. Roleblockers (followed by the redirector, then the psychomagnet) have top priority.
  • No roles can self-target.

Factional Notes

  • Aliens have a one-shot nightkill.
  • Goo have no nightkill, but beat anything in endgames.

See Also