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Haunted Village

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Name:
  • Haunted Village
Setup Size:
Players:
  • 13
Setup Type:
Designers:

The Haunted Village is a supernatural-themed setup that uses undead as the scum faction and a point system for role distribution. It contains several unique roles and mechanics, all of which are explained on this page.

Setup

Village (10) Undead (3)
Villager
(townie)
Ghoul
(goon)
Priest (3)
(cop)
Vampire (2)
(roleblocker)
Witch Hunter (2)
(JOAT: cop, vig, track)
Death Knight (2)
(avenger*)
Wizard (3)
(vigilante)
Ghost (2)
(framer)
Enchanter (1)
(rolestopper*)
Zombie (3)
(delayed lynchproof*)
Healer (2)
(doctor)
Banshee (2)
(non-consecutive strongman*)
Angel (2)
(day/night vengeful*)
Immortal (3)
(godfather)
Trickster (1)
(non-consecutive commuter*)
Witch (1)
(rolecop)

numbers show the role's weight in § points (see below)


Setup generation

  1. The village start with §5-9 points. The undead start with the same number minus three.
  2. The village are then randomly assigned roles whose combined worth equals their § points. The chance for each role to appear is the following:
    • Priest - 25% (1-25)
    • Witch Hunter - 20% (26-45)
    • Wizard - 15% (46-60)
    • Enchanter - 10% (61-70)
    • Healer - 10% (71-80)
    • Angel - 10% (81-90)
    • Trickster - 10% (91-100)
  3. The undead are told which village roles are in the game and have 24 hours to pick their own powers from their pool (no duplicates allowed).
  4. The game begins when all roles are distributed and confirmed.


Sample setup

  • Village points = rand(5-9) = 8. Undead points = 8-3 = 5.
  • Village roles: {3} -> priest (3/8); {18} -> priest (6/8); {99} -> trickster (7/8); {68*} -> enchanter (8/8)
    *repeat random until a 1-point role is drawn
  • The undead are told there are priests, tricksters and enchanters. They pick immortal, ghost and witch.
  • final setup: 2 priests, enchanter, trickster, 6 villagers, immortal, ghost, witch


Unique role abilities and interactions

Priest, Witch Hunter

  • Holy Water: immortals return favourable (innocent) result; a ghost's possessed target returns unfavourable (guilty) result

Witch Hunter

  • can only use one skill per night
  • if roleblocked or targeting an invisible target, the spells are not wasted

Wizard

  • Fireball: will not kill a healed or shielded target

Enchanter

  • Spell Shield: protects the target from harmful magical abilities, but will not stop normal kills
  • vampires, ghosts, and death knights won't affect shielded targets
  • banshee wails and wizard fireballs won't kill shielded targets
  • shielded zombies won't reanimate for the night
  • witch divinations on shielded targets return "no result" as if roleblocked

Angel

  • Smite (day): if lynched, the angel can choose to smite someone
  • Retribution (night): if the angel dies at night, the heavens will open up and strike one target of its choosing
  • if the angel's target is undead or possessed (but not an immortal), it will instantly die

Trickster

  • Invisibility: the trickster can turn invisible and become immune to all direct night actions except strong kills
  • after turning invisible, a trickster must wait one full night before it can become invisible again

Death Knight

  • Dark Ward: wards a target to kill its killers if it dies
  • since this kill is reactive, it bypasses invisibility but not spell shield

Zombie

  • Reanimation (reactive): if lynched, the zombie will rise from the dead on the next dawn, but only if another undead exists
  • will be slain for good if killed in any way other than lynching
  • if dead and awaiting reanimation, the zombie cannot be put to rest by normal means
  • will not reanimate if doing so will endgame the remaining players

Banshee

  • Death Wail: if the banshee performs the undead kill, it can instead choose to use its wail
  • the wail kills through invisibility and healing, but is blocked by an enchanter's spell shield
  • after wailing, the banshee must wait one full night before it can wail again

Other mechanics