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Cracking Idea Mafia

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Revision as of 14:50, 16 June 2013 by Xdaamno (talk | contribs)
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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.

Introduction to Cracking Idea Mafia

Here's how the 'Greater Idea' idea works: 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.

In this setup, anti-town roles are in three main factions: Mafia, Aliens and Goo. Picking either of the latter two factions generally give you more fun abilities, but the downsides are a lack of teamkills and teammates - so, sometimes, they're functionally equivilent to serial killers. There are a lot of wacky roles, so before playing, skim the list and get to know how most of them work. There are a couple of new roles on the town side to counter the Alien and Goo threats. In particular, some games will revolve around the six Conspiracy Theorists, each of which investigate each other as being Alien.

Greater Idea is necessarily an unpredictable goofy game, but the setup mitigates this by attempting to minimise the number of 'opaque' setups for which the town has no chance of deciphering the roles in the setup. For this reason, some common roles like Serial Killers and Strongmen are omitted. Finally, some invented roles which would be unusual in standard games fit neatly into the Greater Idea format, such as the Lynchbait, the Coroner and the Pseudojester.

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. Vanilla Townie
  10. Vanilla Townie
  11. Bulletproof Townie
  12. Bulletproof Townie
  13. Doctor
  14. Doctor
  15. 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)
  16. Coroner
  17. Coroner
  18. Bodyguard
  19. Bulletproof Bodyguard (can only die from own ability)
  20. One-shot Commuter
  21. Watcher
  22. Watcher
  23. Tracker
  24. Tracker
  25. Cop
  26. Cop
  27. Ascetic Cop
  28. Backup Cop (becomes a Cop if a Cop, Ascetic Cop, Traitor Cop or Jack Of All Trades dies)
  29. Hider (dies if the target is Mafia - otherwise, is protected from kills)
  30. Area 51 Detective (target is roleblocked if Alien)
  31. Area 51 Immunologist (permanently renders target immune to Alien kills)
  32. Conspiracy Theorist (gets result for "Alien" or "Not Alien"; immune to Alien kills; investigates as "Alien")
  33. Conspiracy Theorist
  34. Conspiracy Theorist
  35. Conspiracy Theorist
  36. Conspiracy Theorist
  37. Conspiracy Theorist
  38. Clairvoyant (told at the start of the game how many factions there are; lyncher/pseudojester count as factions)
  39. Roleblocker
  40. Compulsive Roleblocker
  41. Redirector
  42. Jailkeeper
  43. Jailkeeper
  44. Jack Of All Trades (cop/doc/roleblock abilities, all one-shot)
  45. Mason
  46. Mason
  47. Ascetic Mason
  48. Mason Compulsive Bodyguard
  49. 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)
  50. One-shot Vigilante
  51. Miller Vigilante
  52. One-shot Day Vigilante
  53. One-shot Paranoid Gun Owner (activates on the first night they are targeted, and kill all roles which target them that night.)
  54. Nymphomaniac (compulsively chooses a lover on night 1; the other lover is not informed)
  55. Gravedigger (acquires current abilities of first killed town player)
  56. Gravedigger
  57. Macho One-shot Kingmaker (cannot be protected)
  58. Macho Death Kingmaker (cannot be protected; kingmaker action activates upon death, applies to the next day)
  59. 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))
  60. Excellent Sense of Smell Townie
  61. Excellent Sense of Smell Townie
  62. Ugly Townie (town-aligned, but can win with the goo survivor-style; same ability as Excellent Sense of Smell Townie)
  63. Really Ugly Townie (same as Ugly Townie; investigates as Alien)
  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. Mafia Goon
  75. Ascetic Mafia Goon
  76. Ascetic Mafia Goon
  77. Bulletproof Mafia Goon
  78. Mafia Conspiracy Theorist (immune to Alien kills; gets result for "Alien" or "Not Alien"; investigates as either "Alien" or "Mafia")
  79. Mafia Conspiracy Theorist
  80. Mafia One-shot Silencer (target is voteless for the following day)
  81. Mafia Clairvoyant (told at the start of the game how many factions there are; lyncher/pseudojester count as factions)
  82. Mafia Clairvoyant
  83. Mafia Cupid (targets a player; all other players who targeted same player become Lovers with target; can only use this action Night 1)
  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 (rolecops the target, and roleblocks them if they targeted the Alien Mesmerizer)
  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
  • 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.
  • 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