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Draft Mafia

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Name:
  • Draft Mafia
Setup Size:
Players:
  • Designed for 13
Setup Type:
Designers:
Notes: Discussion thread

Draft Mafia is a flexible setup ranging from mostly normal to role madness/bastard depending on what type of game the moderator chooses to run. The unique mechanics allow for role picking throughout the course of the game.

Draft mafia started as a closed setup created by Gypyx. Many people enjoyed the unique drafting mechanics and so the roles and mechanics have been modified to turn it into an open setup that can be run repeatedly. Feedback about this setup should be directed to the discussion thread.

Setup

The setup is designed for 10 townies and 3 mafia, though it could be modified to run with any numbers with similar balance.

All games are played with a base deck of 104 roles. Optionally, the moderator can add in as many additional boosters of 13 cards as they wish. Information about the boosters being used in the setup should be provided to all players. At the beginning of the game, 65 roles are selected from the role list (base pack plus boosters) without replacement (meaning a role on the list a single time can appear in the list only a single time). These roles are then distributed across 13, 5-role packs.

At the beginning of the game, each player receives a single, randomly chosen pack. Each night, all players pick a single role from their pack and, optionally, perform a single action from their “hand” of roles. Actions can be used the same night they are picked. Night specific actions can still be chosen on any night but may only be used on the night specified. The mafia team also decides the number of slots down the playerlist to move when passing packs. This number must be less than the current number of alive players minus one (i.e. the packs must actually be passed). This number is revealed at daystart.

Packs are received at the beginning of each night. A pack that is owned by a player who dies or is eliminated is removed from the game. Player alignment and picked roles (but not the rest of the pack) are revealed upon flip. Pack passing is executed after night actions, all other actions are resolved using natural action resolution. See the Clarification of Confusing Interactions Section for more info.

The game uses daystart. Mafia has daytalk but no multitasking, with the exception of a factional nightkill which can be performed alongside a pack action.

Base Pack

Role List
  1. Vanilla
  2. Vanilla
  3. Vanilla
  4. Vanilla
  5. Vanilla
  6. Vanilla
  7. Vanilla
  8. Vanilla
  9. Vanilla
  10. Vanilla
  11. Vanilla
  12. Vanilla
  13. Vanilla
  14. Vanilla
  15. Vanilla
  16. Vanilla
  17. Vanilla
  18. Vanilla
  19. Vanilla
  20. Vanilla
  21. Vanilla
  22. Vanilla
  23. Neighbor
  24. Neighbor
  25. Neighbor
  26. 1-shot Neighborizer
  27. Even-Night Neighborizer
  28. Mason
  29. Mason
  30. Multitasking
  31. Multitasking
  32. Multitasking
  33. Night 1 Tracker
  34. Night 2 Tracker
  35. Night 3 Tracker
  36. Night 4 Tracker
  37. Night 5 Tracker
  38. Night 1 Watcher
  39. Night 2 Watcher
  40. Night 3 Watcher
  41. Night 1 Follower
  42. Night 2 Follower
  43. Night 3 Follower
  44. Night 1 Voyeur
  45. Night 2 Voyeur
  46. Night 3 Voyeur
  47. Night 4 Vigilante
  48. Night 2 Gunsmith
  49. Night 3 Gunsmith
  50. Night 4 Gunsmith
  51. Delayed Gunsmith
  52. Odd-Night Doctor
  53. Odd-Night Doctor
  54. Even-Night Doctor
  55. Even-Night Doctor
  56. 2-shot Doctor
  57. 2-shot Doctor
  58. 2-shot Doctor
  59. Night 2 Jailkeeper
  60. Night 3 Jailkeeper
  61. Night 3 Traffic Analyst
  62. Night 4 Traffic Analyst
  63. 1-shot Psychologist
  64. 1-shot Novice Psychologist
  65. 1-shot Detective
  66. 1-shot Novice Detective
  67. 1-shot Hider
  68. 1-shot Hider
  69. 1-shot Hider
  70. 1-shot Commuter
  71. 1-shot Commuter
  72. 1-shot Commuter
  73. Announcing Motion Detector
  74. Complex Motion Detector
  75. Odd-Night Motion Detector
  76. Even-Night Motion Detector
  77. 2-shot Motion Detector
  78. Loud Fruit Vendor
  79. Simple Fruit Vendor
  80. 1-shot Loyal Fruit Vendor
  81. 3-shot Fruit Vendor
  82. Novice Fruit Vendor
  83. Announcing Checker
  84. 1-shot Disloyal Checker
  85. Even-Night Checker
  86. Odd-Night Checker
  87. Self Checker
  88. 1-shot Bulletproof
  89. 1-shot Bulletproof
  90. Vengeful
  91. 1-shot Activated Strongman
  92. 1-shot Activated Strongman
  93. 1-shot Activated Strongman
  94. 1-shot Activated Strongman
  95. 1-shot Activated Ascetic
  96. 1-shot Activated Ascetic
  97. 1-shot Rolecop
  98. 1-shot Rolecop
  99. 1-shot Rolecop
  100. 1-shot Roleblocker
  101. 1-shot Roleblocker
  102. 1-shot Roleblocker
  103. 1-shot Roleblocker
  104. 1-shot Roleblocker

Booster Packs

booster packs to be added later

Clarification of Confusing Interactions

  • Players are all vanilla townies or mafia goons until they have selected a non-vanilla role.
  • Once a role is selected, it becomes a permanent part of that player's role, even if all shots are used.
  • Role selection (and therefore, role modification) occurs before any other actions take place. Pack swapping occurs after all other actions have been resolved.
  • A single neighborhood thread is created on game start for anyone who drafts the role "Neighbor" if it is available in any of the packs. Players are given access to the thread upon picking the role, with no in-thread announcement made by the moderator.
  • Neighborizer shots create separate neighbor threads from the thread created on game start for the "Neighbor" role.
  • A single masonry thread is created on game start for anyone who drafts the role "Mason" if it is available in any of the packs. Any alignment may pick the "Mason" role. If a member of the town selects "Mason" they are added to a Mason thread, otherwise selecting the role has no effect and "Mason" is not added to the role of the player.
  • Passive roles such as "Multitasking" are permanent modifiers unless stated otherwise.
  • Gunsmith receives a "no gun" result if a member of the mafia has a doctor role. If a player has multiple roles that lead to conflicting gunsmith results (e.g. doctor and vigilante), the gunsmith should receive a "has a gun" result.
  • Novice roles cannot be used on the night they are picked.
  • Rolecops should receive full role names regardless of shot usage. Rolecops do not receive information about unpicked roles or previous packs.
  • Commuters execute before roleblockers who execute before jailkeepers, in cases of action resolution conflicts.

Example Role PMs

Role Text
Town Welcome! You are aligned with the Town.

Every night, you must pick a role from your pack; this can be done simultaneously with any action.

In general, actions can be used the same night they are picked.

You win when all threats to town are eliminated. The game thread is [here].

Your starting pack contains the following roles:

Mafia Welcome! You are aligned with the Mafia. Your partners are [Player] and [Player]. You can talk to them [here].

Every night, you must pick a role from your pack; this can be done simultaneously with any action.

Additionally, one of you may perform a factional night kill. This can be done in addition to pack actions.

In general, actions can be used the same night they are picked.

You win when all townies are dead or nothing can prevent this. The game thread is [here].

Your starting pack contains the following roles:

Vanilla This role provides no power and does not modify your role.
Neighbor This role provides access to a private thread with all other players who have selected this role.
1-shot Neighborizer Once during the game, you may add someone to a private thread you both have access to.
Even-Night Neighborizer On even nights, you may add someone to a private thread you all have access to.
Mason If town, this role provides access to a private thread with all other townies who have selected this role.
If not town, this role provides no power and does not modify your role.
Multitasking You may perform multiple actions each night.
Night 1 Tracker On night 1, you can target a player to learn who that player targeted. You will get "No result" if this action fails and "You did not see anything" if your target did not visit anyone.
Night 2 Tracker On night 2, you can target a player to learn who that player targeted. You will get "No result" if this action fails and "You did not see anything" if your target did not visit anyone.
Night 3 Tracker On night 3, you can target a player to learn who that player targeted. You will get "No result" if this action fails and "You did not see anything" if your target did not visit anyone.
Night 4 Tracker On night 4, you can target a player to learn who that player targeted. You will get "No result" if this action fails and "You did not see anything" if your target did not visit anyone.
Night 5 Tracker On night 5, you can target a player to learn who that player targeted. You will get "No result" if this action fails and "You did not see anything" if your target did not visit anyone.
Night 1 Watcher On night 1, you can target a player to learn who else targeted that player with an action. You will get "No result" if this action fails and "You did not see anything" if your target was not visited by anyone.
Night 2 Watcher On night 2, you can target a player to learn who else targeted that player with an action. You will get "No result" if this action fails and "You did not see anything" if your target was not visited by anyone.
Night 3 Watcher On night 3, you can target a player to learn who else targeted that player with an action. You will get "No result" if this action fails and "You did not see anything" if your target was not visited by anyone.
Night 1 Follower On night 1, you can target a player to learn what type of action that player took. You will get "No result" if this action fails and "You did not see anything" if your target did not take an action.
Night 2 Follower On night 2, you can target a player to learn what type of action that player took. You will get "No result" if this action fails and "You did not see anything" if your target did not take an action.
Night 3 Follower On night 3, you can target a player to learn what type of action that player took. You will get "No result" if this action fails and "You did not see anything" if your target did not take an action.
Night 1 Voyeur On night 1, you can target a player to learn what type of actions were performed on them. You will get "No result" if this action fails and "You did not see anything" if no actions were performed on your target.
Night 2 Voyeur On night 2, you can target a player to learn what type of actions were performed on them. You will get "No result" if this action fails and "You did not see anything" if no actions were performed on your target.
Night 3 Voyeur On night 3, you can target a player to learn what type of actions were performed on them. You will get "No result" if this action fails and "You did not see anything" if no actions were performed on your target.
Night 4 Vigilante On night 4, you may kill a player.
Night 2 Gunsmith On night 2, you can target a player to see if they have a gun or not. Mafia, vigilantes, and other gunsmiths all have guns. Doctors (including mafia doctors) do not have guns. If a player has both types of roles, you will receive a "has gun" result.
Night 3 Gunsmith On night 3, you can target a player to see if they have a gun or not. Mafia, vigilantes, and other gunsmiths all have guns. Doctors (including mafia doctors) do not have guns. If a player has both types of roles, you will receive a "has gun" result.
Night 4 Gunsmith On night 4, you can target a player to see if they have a gun or not. Mafia, vigilantes, and other gunsmiths all have guns. Doctors (including mafia doctors) do not have guns. If a player has both types of roles, you will receive a "has gun" result.
Delayed Gunsmith You can target a player to see if they have a gun or not. Mafia, vigilantes, and other gunsmiths all have guns. Doctors (including mafia doctors) do not have guns. If a player has both types of roles, you will receive a "has gun" result. You will receive your result at the end of the next night.
Odd-Night Doctor On odd nights, you may protect someone from one kill.
Even-Night Doctor On even nights, you may protect someone from one kill.
2-shot Doctor Twice per game, you may protect someone from one kill.
Night 2 Jailkeeper On Night 2, you may target a player to protect them from kills while roleblocking them.
Night 3 Jailkeeper On Night 3, you may target a player to protect them from kills while roleblocking them.
Night 3 Traffic Analyst On Night 3, you may target a player to determine if they have access to a private topic with another player.
Night 4 Traffic Analyst On Night 4, you may target a player to determine if they have access to a private topic with another player.
1-shot Psychologist Once during the game, you can target a player to learn if they have the ability to kill. Negative results are returned if a player has not killed or has already killed.
1-shot Novice Psychologist Once during the game, you can target a player to learn if they have the ability to kill. Negative results are returned if a player has not killed or has already killed. You cannot use this ability on the same night you pick it.
1-shot Detective Once during the game, you can target a player to learn if they have killed another player.
1-shot Novice Detective Once during the game, you can target a player to learn if they have killed another player. Negative results are returned if a player has not killed or has already killed. You cannot use this ability on the same night you pick it.
1-shot Hider Once during the game, you can hide behind another player to become immune to night kills targeting you. If the player you are hiding behind is killed, you will both die.
1-shot Commuter Once during the game, you can prevent all actions from affecting you.
Announcing Motion Detector You may target a player to determine if they used an action or an action was used on them. Your target will be informed they were visited by a motion detector.

History

History