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Swankidelic

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Ideas and notes for Mafia variations. Almost all are works-in-progress. All comments are welcome, send me a PM or an email =)

Chekov’s Gun

Mechanic designed to spur discussion. Chekov’s Gun is a one-shot dayvig, available to any player who reaches for it. Once used, it is not replaced. Add one vanilla townie to the setup.
Players may post Take Gun (or similar phrase) in bold at any time. First player who posts this is now a one-shot day-time vigilante. This change in ownership is public.
The player who has the gun may publicly post Kill: <target name> (or similar phrase) in bold at any time during the day. The target is immediately killed.
The player may also post Drop Gun to make the gun unowned and available for taking again, or may also post Give Gun: <target name> to transfer the gun to target player. These actions can be either public during the day, or privately sent to the mod as a night action. Dropping the Gun cannot be blocked, tracked or otherwise interfered. Giving the Gun can be.

Blade Runner Mafia

(simplified - flavor only) WIP

  • Deckard - Town Cop
  • Rachel - Town Miller
  • Gaff - Town
  • Roy - Scum
  • Pris - Scum Roleblocker
  • Leon - Scum Goon
  • Zhora - Scum Goon

Dexter Mafia

A game about cops vs. serial killers. Closed setup game with heavy flavor. I got the setup worked out, and it's really cool, but I'm not posting it publicly yet.

Westside Story Mafia

Two scum groups? Jets and Sharks? Single scum group, Jets in Sharks territory?
Two scum groups, Jets and Sharks, very few townies. Townies either win by eliminating both scum groups, or are recruited to one scum group or the other. Officer Krupke is mod-con town, mod-con cop, and invincible. Tony and Maria are, of course, survivor lovers.

Reservoir Dogs

After a botched heist, the gang gathers at the meeting place, the abandoned warehouse. The plan was perfect, there’s only way it could have gone sour: moles. Some of the gang must be undercover cops.
Each gangster has two guns, and can stand in front another gangster to protect them. The undercover cops (who are the scum in this scenario) also have a police sniper at their disposal for night kills.
Each player gets two Fingers of Suspicion (lynch vote), and one Vote of Confidence (lynch protection). Players cannot use both FoS on one person, and cannot use VoC on self.
Each day, the player with the most Fingers of Suspicion and has more Fingers of Suspicion than Votes of Confidence gets lynched.
The police sniper needs a clear shot to execute his night kill. Scum cannot target a player with at least one Vote of Confidence.
Nightless game. Scum submit their night kill during the day. Subsequent days occur immediately after twilight.
How to execute lynches?

Nemesis

Each player belongs to a Nemesis pair. Each pair is unique and none overlap - strictly one-to-one. Each pairing is secret - only the members of the pair know them. A player must complete their town/scum win condition and their nemesis must be dead in order to win. Scum have to vote on Night Kills, with Godfather breaking ties. No Serial Killers. Nemesis Cops (whose investigations reveal nemesis pairs) may be interesting.

Anti-town mafia

Many town PRs, that actually hinder town. Scum get no PRs.

  • Serial Killer - balance out PRs that disrupt scum’s night kill
  • Traitors
  • Jesters
  • Millers
  • Tree stumps?

Flavor cops

Each townie is a flavor cop. Each gets one night action to investigate a player, or the “crime scene”. Each investigation produces one piece of evidence, which may or may not link the crime to the scum who committed it. A piece of Evidence is a trait - a word or phrase. The crime scene has four pieces of evidence, and each player has four pieces of evidence as well. One scum is the perp. All of his evidence traits matches all of the evidence traits at the crime scene. The other scum have to protect their perp buddy from getting outed and lynched, possibly by feigning that they themselves are also flavor cops and producing bunk evidence. If the perp is lynched, regardless of how many scum are alive, the scum automatically lose and the town automatically wins. Flavor investigations are available to each town player only once per night, but in addition to other night actions they may have (IE a doc may protect and use a flavor investigation at the same night.) Mason groups may be very useful, or perhaps an Innocent Child. Night start game - players are allowed to use their flavor investigations on Night 0 before discussion on Day 1. Evidence traits revealed by flavor investigations are chosen randomly, but the mod will favor traits that have not been revealed at all. In other words, the mod will try to reveal the most informative evidence, and choose randomly if a bunch of traits are equally most-informative. Example: evidence traits of the crime scene: time of death, murder weapon, trace evidence, witness testimonial. If a townie investigates the crime scene on N1, the mod randomly chooses and reveals the time of death evidence. Another townie investigates the crime scene on N2, and the mod exclude time of death evidence and randomly chooses another evidence trait to reveal.

Investigation Target Time of Death/Alibi Murder Weapon Trace Evidence Witness Testimonial
Crime Scene 10:35 PM Left-handed hunting knife Bootprint: size 11 work boots Very tall man, caucasian
Player 1 No alibi (incriminating) Right-handed Shoe size: 10.5 (incriminating) 5’9” Caucasian
Player 2 Alone (incriminating) Left-handed (incriminating) Shoe size: 9 5’9” Latin
Player 3 At basketball game Right-handed Shoe size: 11 (incriminating) 6’1” Caucasian (incriminating)
Player 4 At basketball game Hunting weapons dealer (incriminating) Amputee 6’2” Caucasian (incrminating)
Player 5 At bar Right-handed Shoe size: 11.5 (incriminating) 6'4" Latin (incriminating)
Player 6 At bar Exotic weapons collector (incriminating) Shoe size: 12 6'7" African-American
Player 7 At work Right-handed Shoe size: 9.5 5'11" Caucasian
Player 8 (scum) At crime scene (incriminating) Left-handed (incriminating) Shoe size: 11 (incriminating) 6’5” Caucasian (incriminating)
Player 9 (scum) No alibi (incriminating) Right-handed Broken foot in cast 5'9" Caucasian

Meritocracy mafia

Each player begins the game with 1 vote, or 100% voting power. Once per page a player may grant half of their voting power to another player, and be rewarded with half of the voting power granted.
Example: Players A, B, and C have voting power of 100% each. Player A grants voting power to player B, which is 50%. Player A now has 75% of a vote, and Player B has 150% of a vote. Player A grants again, this time to C, 37.5%. Now A has 93.75% of a vote, and C has 137.5% of a vote.
Each grant increases the amount of voting power in the game. In order to do so, though, players must figure out who to trust, since they increase another’s voting power while taking a hit to their own. Each lynch requires a high number of votes, higher than the number of players, determined by a formula. This forces players to begin granting their voting power. It’s entirely possible for the players to fail to lynch because they didn’t grant voting power enough; this gives players a requirement for a certain amount of granting. The number of votes required to lynch doesn’t change from day to day, regardless of players getting killed; this forces players to continue granting on successive days. There are several tricks that players can use to generate exponential voting power, such as back-to-back grant trading; hopefully the trust issues these tricks create will help curtail them. May need town vigs to eliminate power clots, or some way to decimate overly powerful players. Scum still get a night kill. Scum win when they have more voting power than town. Town wins when all scum are eliminated. Mod posts votecounts every page. These votecounts also tally the accumulated voting power; individuals’ voting power is always public knowledge. Granting records are always public knowledge as well.
Always play with an odd number of players to ensure that voting power can never be equally distributed. The game’s coefficient modifies the amount of voting power granted during a grant. The example above assumes this coefficient is .5. Adjust this coefficient for balance purposes.
Grater’s new voting power = (granter’s VP * coefficient + ((granter’s VP * coefficient)/2)
Grantee’s new voting power = (granter’s VP * coefficient) + grantee’s VP
Lynch Majority = (number of starting players * coefficient) * (number of starting players - coefficient)

Democracy Mafia

Several amendments are proposed by the mod. Amendments alter, or amend, the rules of the game, usually in an obscure way that may both help and hurt town, or neither help nor hurt town.
Players vote on amendments as well as lynches. However, players only have a limited number of votes, less than the number of amendments + lynch, and must choose on which to vote. For example, in a game with three amendments and a day lynch, players have only three votes and four things to use them on. Amendments pass with majority voting. Amendments that do not pass roll over to subsequent days.
Example amendments:

  • Accept post restriction, add a town PR
  • Remove a scum PR, alter number of votes required for a lynch
  • Kill all players whose names begin with C

Athiest Mafia

Bastard mod game. 13 players find themselves in a Mafia thread. A fourteenth player, Abel, lay dead between them. Who killed Abel? Why would someone kill another player? Who are these other players? For that matter, why are we here???
Players are cast into a Mafia thread with absolutely no knowledge about the setup. There are little or no clues as to who's in the scum group, how many is in the scum group, or even if there is a scum group.
Lynches still work and game still proceeds in a day/night fashion. Mod communicates only through PMs - players who address the mod in-thread are ignored, and mod PMs don't receive a direct response. Mod only posts in descriptive narrative, never in conversation. Mod may choose a "prophet" - a player to whom he communicates his intentions to, and whose responsibility it is to relay that to the other players.