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Two-Fold JK9++

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Name:
  • Twofold JK9++ (JK18++)
Setup Size:
Players:
  • 18
Setup Type:
Designers:


Two-Fold JK9++ (alternatively known as JK18++) is an experimental 18 player semi-open setup designed by mhsmith0 and modified by Assemblerotws that is currently in design phase. Inspired by the Two-Fold C9++ setup, this game uses a randomization system similar to JK9++ but in a Multiball, Modular Open format. Role modules are distributed to the town that, with few specific exceptions, work against a specific scumteam.


Mechanics

  • This setup uses a Daystart
  • Scum choose which of the assigned power roles they get Pre-Game.
  • All investigative roles are guaranteed to be sane


Generating the Setup

First, roll 7 random numbers 1-100 to determine Mafia roles and anti-mafia modules. Each number is turned into a letter as follows:

  • 1-50 = T
  • 51-65 = I
  • 66-80 = D
  • 81-90 = K
  • 91-95 = M
  • 96-100 = R

Role modules are accumulated depending on how many of each letter are generated. For example, when looking at the "I" list, look at how many Is you received and add the corresponding roles. If you get no Is, do not add any roles from the I list (exception: "T" list has a set of roles to be added if 0 Ts are generated). If you draw more letters than are listed in a category, just reroll and try again.

Then roll an additional conditional non-T number (if it's between 1 and 50, just add 50). This letter will be active if the scum choose day talk.

Mafia Roll

Scum Roles

POWER TIER 1

TTTTTTT = 1-shot Elder + (Strongman/Ninja) + TOWN Doctor

TTTTTT = 1-shot Elder + (Strongman/Ninja)

TTTTT = 1-shot Elder + (Strongman/Ninja)


POWER TIER 2

TTTT = 1-shot Elder + Goon + (Roleblocker/Role Seer)

TTT = 1-shot Elder + Goon + (Roleblocker/Role Seer)


POWER TIER 3

TT = 1-shot Elder + (Roleblocker/Role Seer) + (Strongman/Ninja)

T = 1-shot Elder + (Roleblocker/Role Seer) + (Strongman/Ninja)

0 Ts = 1-shot Elder + (Roleblocker/Role Seer) + Ninja Strongman

Abilities are chosen pregame.


I Roles

I = Tracker

Ix2 = Tracker, 1-Shot Tracker

Ix3 = 2 Trackers, 1-Shot Tracker

Ix4 = 2 Trackers, 2 1-Shot Trackers

Ix5 = 3 Trackers, 2 1-Shot Trackers


D Roles

Dx1 = Doctor

Dx2 = Doctor, 1-shot BP

Dx3 = 2 Doctors, 1-shot BP

Dx4 = 2 Doctors, 2 1-shot BP's

Dx5 = 3 Doctors, 2 1-shot BP's


K Roles

Kx1 = Vigilante OR Vengeful (mod choice)

Kx2 = Vigilante, Vengeful

M Roles

Mx1 = Innocent Child

Mx2 = Two Masons


R Roles

Rx1 = Role Cop OR Gunsmith

Rx2 = Role Cop, Gunsmith



Wolf Roll

Now repeat the first step, now rolling for the following wolf roles and anti-wolf modules.


Scum Roles

POWER TIER 1

TTTTTTT = 1-shot BP + (Strongman/Stealth Wolf) + TOWN Guardian

TTTTTT = 1-shot BP + (Strongman/Stealth Wolf)

TTTTT = 1-shot BP + (Strongman/Stealth Wolf)


POWER TIER 2

TTTT = 1-shot BP + Goon + (Roleblocker/Role Cop)

TTT = 1-shot BP + Goon + (Roleblocker/Role Cop)


POWER TIER 3

TT = 1-shot BP + (Roleblocker/Role Cop) + (Strongman/Stealth Wolf)

T = 1-shot BP + (Roleblocker/Role Cop) + (Strongman/Stealth Wolf)

0 Ts = 1-shot BP + (Roleblocker/Role Cop) + Stealth Wolf Strongman


I Roles

I = Stalker

Ix2 = Stalker, 1-Shot Stalker

Ix3 = 2 Stalkers, 1-Shot Stalker

Ix4 = 2 Stalkers, 2 1-Shot Stalkers

Ix5 = 3 Stalkers, 2 1-Shot Stalkers


D Roles

Dx1 = Guardian

Dx2 = Guardian, 1-shot Elder

Dx3 = 2 Guardians, 1-shot Elder

Dx4 = 2 Guardians, 2 1-shot Elders

Dx5 = 3 Guardians, 2 1-shot Elders


K Roles

Kx1 = Vigilante OR Vengeful (mod choice)

Kx2 = Vigilante, Vengeful

M Roles

Mx1 = Known Human

Mx2 = Two Monks


R Roles

Rx1 = Role Seer OR Magicsmith

Rx2 = Role Seer, Magicsmith


Inter-Scum Balancing

Now, compare the Power Tiers between the Scum, and award one side a helpful role module based on the difference. Additional role modules should go to a 1-shot BP / Elder slot.

  • Tier 1 vs. Tier 2 = Tier 1 team gets a Traitor (Mafia) or Defector (Wolves)
  • Tier 1 vs. Tier 3 = Tier 1 team gets a Traitor/Defector + JOAT module (Role Cop, Roleblock, Commute)
  • Tier 2 vs. Tier 3 = Tier 2 team gets Strong Will JOAT (Ninja, Commute) module.


Power Notes

Doctor and BP cannot protect against Werewolf or Vengeful kills. Guardian and Elder cannot protect against Mafia or Vengeful kills.

Trackers and Stalkers work a little differently; they reliably track all actions, except kills. The Werewolf kill is invisible to Trackers, and the Mafia kill is invisible to Stalkers. Non-killing Werewolf actions CAN be seen by trackers, and non-killing Mafia actions CAN be seen by stalkers.

Innocent Child, Mason, Known Human, and Monks are confirmed to be TOWN. However, an Innocent Child or Mason MAY be a town defector, and a Known Human or Monk MAY be town traitor.

Role Cop only detects Mafia or Town roles, Role Seer only detects Werewolf or Town roles. HOWEVER, Role Cop can see a BP power from a werewolf, and Role Seer can see an Elder power from a mafia. None of these roles can detect traitor/defector alignments, but they can detect any extra powers a traitor or defector may have.

"Gunsmith will see a gun from:

- any Mafia role;
- a Role Cop regardless of alignment (either a TOWN Role Cop or a Werewolf Role Cop);
- a Vigilante or Vengeful

All other roles will return ""does not have a gun"".

Magicsmith will see magic from:

- any Werewolf role;
- a Role Seer regardless of alignment (either a TOWN Role Seer or a Mafia Role Seer);
- a Vigilante or Vengeful

All other roles will return ""does not have magic""."


Finalization

Determine the amount of Wolves and Mafia, then add a number of townies until the game has 18 players.

Allow the Mafia and Werewolves the option to purchase day talk in exchange for giving town an addiitonal letter role unless the total number of role modules that fall into K, M, R, and/or in opposition to the faction in question equals 12.

Then, randomly distribute the role modules to everyone who counts as town, according to the following rules:

  • No player may have more than two role modules. No player with a K, M or R role module may receive a second module.
  • No player may have two modules targeting the same faction (no tracker/doctor, no stalker/1-shot elder, etc)
  • Traitors/Defectors may not receive powers that work against their favored team, or any "K" type powers.

Example Role PM's

Townie

Welcome, [Player Name], you are Town


You have the following abilities [Max 2]: 

  • 1-Shot Tracker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
  • Tracker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill. 
  • 1-Shot Stalker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
  • Stalker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
  • Doctor: Each night phase, you may choose to protect a player in the game from the Mafia's or Vigilante's nightkill. This will protect against one shot only each night. You may target yourself, but you may not target the same player in consecutive nights.
  • Guardian: Each night phase, you may choose to protect a player in the game from the Werewolves' or Vigilante's nightkill. This will protect against one shot only each night. You may target yourself, but you may not target the same player in consecutive nights.
  • 1-Shot Bulletproof: ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used. This will not protect you from a Werewolf or Vengeful kill.
  • 1-Shot Elder: ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used. This will not protect you from a Mafia or Vengeful kill.
  • Vigilante: Each night phase, you may choose to kill a player.
  • Vengeful: If you are lynched, you may choose to kill one of the players who voted for your lynch during twilight by PM'ing the mod or posting in thread. This ability is optional and cannot be blocked by any means.
  • Innocent Child: At any time, you may request the mod declare your Innocent Child role publicly. This will confirm you as TOWN, and not a Traitor.
  • Mason: You and your fellow mason will be given access to a private topic. You and your fellow mason will know that each other are TOWN, and not a Traitor.
  • Known Human: At any time, you may request the mod declare your Known Human role publicly. This will confirm you as TOWN, and not a Defector.
  • Monk: You and your fellow monk will be given access to a private topic. You and your fellow monk will know that each other are TOWN, and not a Defector.
  • Role Cop: Each night phase, you may investigate a player to find out their Role Powers. If you target a player in the werewolf faction (other than defector), you will receive a Vanilla or 1-shot BP result. Werewolf Role Cop, Roleblocker, JOAT modules, Strongman, and Stealth Wolf abilities are invisible to you.
  • Gunsmith: Each night phase, you may investigate a player to find out if they have a gun. You will receive "has a gun" if you target any of the following: Vigilante; Vengeful; Role Cop; Gunsmith; Mafia (other than traitor)
  • Role Seer: Each night phase, you may investigate a player to find out their Role Powers. If you target a player in the mafia faction (other than traitor), you will receive a Vanilla or 1-shot Elder result. Mafia Role Seer, Roleblocker, JOAT modules, Strongman, and Ninja abilities are invisible to you.
  • Magicsmith: Each night phase, you may investigate a player to find out if they have magic. You will receive "has magic" if you target any of the following: Vigilante; Vengeful; Role Seer; Magicsmith; Werewolf (other than defector)
  • [If rolled no abilities] You have no night actions; you are a Vanilla Townie.


Win condition: 

  • You win when all threats to the town have been eliminated and there is at least one town player alive.


Town Traitor

Welcome, [Player Name]. You are a Town Traitor. You have agreed to help the Mafia, who consist of [Player Name] and [Player Name]. 


You have the following abilities [Max 1]:'

  • 1-Shot Stalker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
  • Stalker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
  • Guardian: Each night phase, you may choose to protect a player in the game from the Werewolves' or Vigilante's nightkill. This will protect against one shot only each night. You may target yourself, but you may not target the same player in consecutive nights.
  • 1-Shot Elder: ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used. This will not protect you from a Mafia or Vengeful kill.
  • Known Human: At any time, you may request the mod declare your Known Human role publicly. This will confirm you as TOWN, and not a Defector.
  • Monk: You and your fellow monk will be given access to a private topic. You and your fellow monk will know that each other are TOWN, and not a Defector.
  • Role Seer: Each night phase, you may investigate a player to find out their Role Powers. If you target a player in the mafia faction (other than traitor), you will receive a Vanilla or 1-shot Elder result. Mafia Role Seer, Roleblocker, JOAT modules, Strongman, and Ninja abilities are invisible to you.
  • Magicsmith: Each night phase, you may investigate a player to find out if they have magic. You will receive "has magic" if you target any of the following: Vigilante; Vengeful; Role Seer; Magicsmith; Werewolf (other than defector)
  • [If rolled no abilities] You have no night actions; you must help the Mafia with your voice and vote alone.


Win condition: 

  • You win when the Werewolves are dead and the Mafia obtain a majority over the town, or nothing can prevent this from occurring. You will be endgamed and removed from the game if both of your allies die.


Town Defector

Welcome, [Player Name]. You are a Town Defector. You have agreed to help the Werewolves, who consist of [Player Name] and [Player Name]. 


You have the following abilities [Max 1]:'

  • 1-Shot Tracker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
  • Tracker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill. 
  • Doctor: Each night phase, you may choose to protect a player in the game from the Mafia's or Vigilante's nightkill. This will protect against one shot only each night. You may target yourself, but you may not target the same player in consecutive nights.
  • 1-Shot Bulletproof: ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used. This will not protect you from a Werewolf or Vengeful kill.
  • Innocent Child: At any time, you may request the mod declare your Innocent Child role publicly. This will confirm you as TOWN, and not a Traitor.
  • Mason: You and your fellow mason will be given access to a private topic. You and your fellow mason will know that each other are TOWN, and not a Traitor.
  • Role Cop: Each night phase, you may investigate a player to find out their Role Powers. If you target a player in the werewolf faction (other than defector), you will receive a Vanilla or Role Cop or 1-shot BP result. Werewolf Roleblocker, JOAT modules, Strongman, and Stealth Wolf abilities are invisible to you.
  • Gunsmith: Each night phase, you may investigate a player to find out if they have a gun. You will receive "has a gun" if you target any of the following: Vigilante; Vengeful; Role Cop; Gunsmith; Mafia (other than traitor)
  • [If rolled no abilities] You have no night actions; you must help the Werewolves with your voice and vote alone.


Win condition: 

  • You win when the Mafia are dead and the Wolves obtain a majority over the town, or nothing can prevent this from occurring. You will be endgamed and removed from the game if both of your allies die.


Mafia

Welcome, [Player1] and [Player2] (and [Player3]), you are the Mafia.

All of you have access each night phase to a private discussion topic {here}, and can carry out a factional kill every night.


[Player1] is a Mafia 1-Shot Elder; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.

OR

[Player1] is a Mafia JOAT, with the following single-use abilities:

  • Role Seer: Investigate someone to find out their role powers.
  • Roleblock: Target a player to prevent them from taking any active night actions.
  • Commute: Leave town for one night and be immune to all night actions. Please note that you CANNOT perform the factional kill if you do this.
  • Mafia 1-Shot Elder; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.

OR

[Player1] is a Mafia Strong-Willed JOAT, who cannot be roleblocked and has the following single-use abilities:

  • Commute: Leave town for one night and be immune to all night actions. Please note that you CANNOT perform the factional kill if you do this.
  • Ninja: Your actions become totally undetectable to Tracker-type roles.
  • Mafia 1-Shot Elder; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.


[Player2] must choose pregame between being a Strongman or a Ninja.

  • Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
  • Ninja: Your actions become totally undetectable to Tracker-type roles.

OR

([Player2] must choose pregame between being a Roleblocker or a Role Seer.

  • Roleblocker: Each night phase, you may target a player. Any active role actions the player attempts to take that night will be canceled.
  • Role Seer: Each night phase, you may investigate a player to find out their Role Powers.)


[Player3] is a Mafia Goon; they have no extra powers.

OR

([Player3] must choose pregame between being a Strongman or a Ninja.

  • Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
  • Ninja: Your actions become totally undetectable to Tracker-type roles.)

OR

([Player3] has both the "Ninja" and "Strongman" powers.

  • Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
  • Ninja: Your actions become totally undetectable to Tracker-type roles.)

(You also have a Traitor somewhere out there, willing to help you.)


Win condition: 

  • You win when the Werewolves are dead and the Mafia obtain a majority over the town, or nothing can prevent this from occurring.


Werewolves

Welcome, [Player1] and [Player2] (and [Player3]), you are the Werewolves.

All of you have access each night phase to a private discussion topic {here}, and can carry out a factional kill every night.


[Player1] is a Werewolf 1-Shot Bulletproof; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.

OR

[Player1] is a Werewolf JOAT, with the following single-use abilities:

  • Role Cop: Investigate someone to find out their role powers.
  • Roleblock: Target a player to prevent them from taking any active night actions.
  • 'Commute: Leave town for one night and be immune to all night actions. Please note that you CANNOT perform the factional kill if you do this.
  • Werewolf 1-Shot Bulletproof; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.

OR

[Player1] is a Werewolf Strong-Willed JOAT, who cannot be roleblocked and has the following single-use abilities:

  • 'Commute: Leave town for one night and be immune to all night actions. Please note that you CANNOT perform the factional kill if you do this.
  • Stealth Wolf: Your actions become totally undetectable to Stalker-type roles.
  • Werewolf 1-Shot Bulletproof; ONCE at night, you will be protected from a night kill action. You will not be informed if or when this power is used.


[Player2] must choose pregame between being a Strongman or a Stealth Wolf.

  • Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
  • Stealth Wolf: Your actions become totally undetectable to Stalker-type roles.

OR

([Player2] must choose pregame between being a Roleblocker or a Role Cop.

  • Roleblocker: Each night phase, you may target a player. Any active role actions the player attempts to take that night will be canceled.
  • Role Cop: Each night phase, you may investigate a player to find out their Role Powers.)


[Player3] is a Werewolf Goon; they have no extra powers.

OR

([Player3] must choose pregame between being a Strongman or a Stealth Wolf.

  • Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
  • Stealth Wolf: Your actions become totally undetectable to Stalker-type roles.)

OR

([Player3] has both the "Stealth Wolf" and "Strongman" powers.

  • Strongman: Your kills cannot be blocked by any means, other than hiding or commuting.
  • Stealth Wolf: Your actions become totally undetectable to Stalker-type roles.)


(You also have a Defector somewhere out there, willing to help you.)


Win condition: 

  • You win when the Mafia are dead and the Werewolves obtain a majority over the town, or nothing can prevent this from occurring.


Example Setups

Example #1


Anti-Mafia Rand

5 -> T

28 -> T

69 -> D

70 -> D

16 -> T

61 -> I

75 -> D

Conditional Roll: 34 -> K


Anti-Werewolf Rand

55 -> I

44 -> T

47 -> T

41 -> T

39 -> T

71 -> D

20 -> T

Conditional Roll: 48 -> R


Mafia Roles

1-shot Elder

Goon

Roleblocker or Role Seer


Werewolf Roles

1-shot BP

Stealth Wolf OR strongman

Defector


Town Roles

Doc

Doc

1-shot BP

Tracker

Guardian

Stalker

Conditional if Mafia takes Day Chat: Vengeful

Conditional if Werewolves take Day Chat: Role Seer

Rest VT's


Example #2


Anti-Mafia Rand

65 -> I

16 -> T

95 -> M

59 -> I

45 -> T

55 -> I

34 -> T

Conditional Roll: 4 -> I


Anti-Werewolf Rand

5 -> T

44 -> T

67 -> D

80 -> D

59 -> I

29 -> T

73 -> D

Conditional Roll: 78 -> D


Mafia Roles

1-shot Elder

Goon

Roleblocker or Role Seer


Werewolf Roles

1-shot BP

Goon

Roleblocker or Role Cop


Town Roles

Innocent Child

Tracker

Tracker

1-shot Tracker

Guardian

Guardian

1-shot Elder

Stalker

Conditional if Mafia takes Day Chat: 1-shot Tracker

Conditional if Werewolves take Day Chat: 1-shot Elder

Rest VT's


Example #3


Anti-Mafia Rand

21 -> T

22 -> T

83 -> K

2 -> T

36 -> T

25 -> T

49 -> T

Conditional Roll: 90 -> K


Anti-Werewolf Rand

75 -> D

81 -> K

55 -> I

99 -> R

76 -> D

6 -> T

12 -> T

Conditional Roll: 56 -> I


Mafia Roles

1-shot Elder AND JOAT Module (Role Seer, Roleblock, Commute)

Ninja OR strongman

Traitor


Werewolf Roles

1-shot BP

Roleblocker or Role Cop

Stealth Wolf OR strongman


Town Roles

Vengeful

Stalker

Guardian

1-shot Elder

Vigilante

Role Seer

Conditional if Mafia takes Day Chat: Vigilante

Conditional if Werewolves take Day Chat: 1-shot Stalker

Rest VT's


History

TBD