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== Follow The Leader: ==
== CK9++: ==
*Semi-open, nightless setup
[[CK9++]]
**96 hour phases, meant for 8-16 players, (just ask me for how to host it with more than 8)


'''Rolelist:'''
(Insert details about the setup here later)
* 1 Cultist Leader
* 1 Cultist Recruiter
* 1 Mason Leader
* 1 Mason Recruiter
* 4 Vestless Survivors


The following roles in addition to the above may or may not be in play, (the roles that will certainly be in play are bolded):
== Even-Odd Killers: ==
* '''Cult/Mason Citizen'''
[[Even-Odd Killers]]
* Cult/Mason 1-Shot Cop
* Cult/Mason 1-Shot Doctor
* Cult/Mason 1-Shot Vigilantae


Follow the leader is an interesting game to say the least. It features a unique mechanic that I've dubbed "Leader" mechanics. Each side (Mason and Cult) will have a "leader". The special mechanics regarding this "leader" is that if the leader dies, then that side loses, even if they have majority. The leader is a physical role.
(Insert details about the setup here later)


This game is nightless, meaning all actions must be submitted during the day phase, and will be carried out during a "pause phase" in-between both days, meant for me to really just get my bearing straight. Lynches are mandatory, and plurality is in effect, meaning if majority isn't reached by the end of the day, I'll pick whoever is at the most votes to lynch. The pause phases last as long as it takes for me to send out all results.
== CultD3: ==
[[CultD3]]


As a result, all PC's are always unlocked.
CultD3 is a variation of [[NewD3]], with a Cult instead of Mafia. Certain roles have been changed around to reflect the fact it's a Cult, not Mafia, (namely Mason and Doctor).
 
The following extra mechanics are in play:
* Recruitment
* Shot for Lynch
 
Recruitment:
* Recruitment mechanics allow Cultists/Masons to recruit others into their side, converting them into a Cult/Mason Citizen. If a Cult/Mason recruiter targets a Mason/Cultist, they will kill them instead. You may be wondering about what the other roles I said there were, and how they fit into this: Once recruited, the Recruiter may spend a night training a Citizen into another role. Once they are converted to this new role, that is their permanent role, unless the Recruiter dies, in which case one other role (not the leader), may take the position over. There cannot be more than 1 recruiter on any side at any given moment, and training someone will act as their action that phase.
 
Shot for Lynch:
* If a Vigilantae targets a player during the day, the day phase will be called automatically there, and whoever was shot will be the "lynch" target. Doing this however, comes at a cost: If a vigilantae shoots a player, the Recruiter will be automatically roleblocked the next phase, preventing them from recruiting or training a new player.
 
'''Results and Stuff:'''
 
Cops are given results as:
(if Cultist): Not Mason/Mason
(if Mason): Not Cultist/Cultist
 
Doctors are given results as:
Your target was attacked! / (no message about target being attacked).
 
Vigilantae aren't given results for their actions.
 
Doctor protects their target for one phase, preventing them from being voted during the next day phase, and protecting them from a vigilantae shot. Doctors can't submit heal targets after someone has been shot (for rest of phase). All actions may be submitted at any given moment, either in thread, or in private. (Just include me and Ari in on the PM).


The setup was made after [[chennisden]] commented about the fact the newbie setup is NewD3, not CultD3.


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Latest revision as of 22:37, 7 September 2019

CK9++:

CK9++

(Insert details about the setup here later)

Even-Odd Killers:

Even-Odd Killers

(Insert details about the setup here later)

CultD3:

CultD3

CultD3 is a variation of NewD3, with a Cult instead of Mafia. Certain roles have been changed around to reflect the fact it's a Cult, not Mafia, (namely Mason and Doctor).

The setup was made after chennisden commented about the fact the newbie setup is NewD3, not CultD3.