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yellowbounder

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yellowbounder is the mod of Theme Mini 437 - Hacker Mafia. He also successfully guessed when the 500000th post would have been made. But he failed to realise this until about a month later.

This page is a place holder, until I can edit it even more.

Mod Requirements

Fullfilled

  • Normal Mini (three months on site, one completed game)
  • Open Game (three months on site, one completed game)
  • Large Normal (one completed modded game)
  • Themed Mini (one completed modded game)

Not Fullfilled Yet

  • Newbie Game (two completed modded games)
  • Large Theme (two completed modded games)

Open Game Setups

Yellowbounder contributes to Open Setup Discussion and Nomination.

Cautious Mafia

  • 3 Mafia
  • 3 CPR Doctors (if target not NKed, then kills target)
  • 1 Gunsmith (tells if target can kill, so CPR Doc, or Mafia, yes; townie, no)
  • 5 Townies

I'm tempted to allow the CPR doctors to cancel each other out if there's an even number of people, and the person isn't otherwise killed. (So, 1 CPR kills, 2 CPR lives, 3 CPR kills)

Paint Stained Mafia

3 Mafia 3 Artisans 6 Painters/Vanilla

Each person has a unique colour/base coat, which they stain a person upon targeting them. All painters MUST target someone at night, who is stained with their colour. A person can be stained with multiple distinct colours.

An Artisan determines all stains upon a person, as well as their base coat, but in no particular order (he also stains the target). He can target deceased individuals.

A person knows their "unique colour", and the person's colour is revealed to everyone upon death.

I think this setup is balanced. The mafia member performing the kill will leave his colour on the body, but the Artisan will detect all colours upon the body, thus determining the possible subjects. Should the Artisan target someone who has never been targeted before, he would detect the person's base colour, (but he would also then leave his own colour).

Thoughts? Random Fact: There are exactly 12 colours in this forum, apart from white and black.

Freelancer Mafia

3 SK (immune to nightkills) 15 Townies

STATUS: Now running as Large Normal (Open) - Mafia 66

Lynchworthy Mafia

3 townies (one of which randomly chosen, is a Lynchee) 1 lyncher (knows the Lynchee) 1 jester

Only one day of lynching. So a townie lynch = everyone loses, jester kill = jester wins, lynchee lych = lyncher wins, lyncher lynch = townies win Possibly a little complicated, and definitely non standard.

STATUS: Currently under request for balance by Thesp

Target Mafia

I toyed with various mutations about killing a specific person.

STATUS: Viewed as a bit complicated, may run as a Mini Theme in future.

Assasination Mafia

Okay, this is very experimental.

4 Mafia 7 Paranoid Gun Owners (if targetted by scum, they die, and kill scum in process) 1 Target (ordinary vanilla)

Target Mafia

3 Mafia 1 SK (both SK and mafia want to kill Targets) 3 Targets (vanilla) 7 Paranoid Gun Owners 2 Cops (killed like mafia if target PGO)

Here are a list of ideas some of which may or may not work, discuss and discard at leisure.

Make most recent vote on lynched target count. ie. if the SK or Mafia hamma, they get the vote. This casts suspition on people who are the last to jump on, so it's points for their team.

Make least recent vote, ie. the first vote by scum or SK counts that it's their kill.

Give Targetees a vengeful vig on lynch.

Add in a Jester (who's win condition is to die before the end of the game), where if lynched or killed, which ever team claimed the kill, that's -1 point. So, the town can lynch a Jester without risk, since it doesn't interfere with the town's win condition. Or it could be an ordinary townie that knows he's an Anti-Target.

Two Mesons and a Quark Mafia

(Title is a particle physics joke, refering to target, and antitarget pair. It's a working title obviously.)

2 Mafia Goons 1 Mafia Investigator (returns either Target, or Non-Target, gets Target when Antitarget is selected, investigating does not trigger PGO action) 1 SK (both SK and mafia want to kill Targets, also has investigation ability, like MI) 3 Targets (vanilla) 2 Antitargets (vanilla) 7 Paranoid Gun Owners 2 Cops (killed like mafia if target PGO, gets either Antitarget, Target, Mafia or SK)

Killing a Target gains a point for your team, killing an Antitarget loses a point for your team. If lynched, then the most recent vote from scum group claims the kill. So, if the SK hammered the Target, then it's his kill. If he hammered the antitarget, then it's still his kill, just he loses a point.

The mafia and SK can now know who a possible target is, but they cannot tell the difference, there cannot be a draw through lynching, the town has two powerful cops, but there's still the eternal risk of tripping over the PGOs.

Mini Two Mesons and a Quark Mafia

2 Mafia 1 SK 1 Target 1 Antitarget 2 Townies 3 Vengeful Italians (if killed by mafia, then mafia dies as well, doesn't kill SK)

Both Mafia and SK can investigate instead of kill. The first time they target someone, they get Target or Not Target. If they investigate a second time, they get either Target or Antitarget. Or they can have a normal kill. They can't do both at night.

One of the townies knows who the Antitarget is.

If the Target is lynched, then the town lose, and who which ever scum team has more people wins, with ties going to the SK. If the Antitarget is lynched, then nothing happens.

If the Target is NKed, the team that kills wins. If the Antitarget is NKed, then the targetting team loses, and dies instantly. (The Antitarget is killed in the process.)

This is smaller, and less complicated.

Communication Mafia

3 Mafia (with Mason investigation) 2 Day Masons 2 Night Masons 2 Anytime Masons 3 Townies

Your Masonbuddy is definitely innocent.

Communication and coordination. The mason pairs can talk during their time period, while the Mafia can only talk at night. The mafia submit an additional name, different to their night kill, and are then told that person's mason buddy.

Okay, how about:

3 Mafia (with Mason investigation) 1 SK (with Mason investigation) 2 Day Masons 2 Night Masons 2 Anytime Masons 2 Townies

STATUS: Town too powerful.

Fire and Ice Mafia

1 Arsonist (that's a SK variation for you people out there) 1 Frostbiter (like Arsonist, but freezes victim to death) 1 Firefighter (only protects against Arsonist) 1 Thermoser (only protects against Frostbiter) 1 Doctor (protects against both) 4 Townies

The doctor protects against two attack attempts (since he protects against fire and ice).

Making the SKs immune to the other's NK would cause an interesting result, as one cannot be sure whether it was an SK, or there was a successfull protection.

STATUS: Fire and Ice v2 is now being run by Guardian and YogurtBandit. I'm mildy pleased.

Double Day Mafia

12 Townies 4 Mafia

Two lynches per day, alignment reveal immediately after lynch, one mafia kill per night. Simple.

STATUS: Preposal for 13-3.

Expanded Lyncher Mafia

2 Lyncher Scum (no NK, talk at night, must lynch lynchee) 2 Mafia (NK, talk at night, wipe out everyone else) 6 Townies (one of which is unknowing the Lynchee and Bulletproof) 1 Doc

Nanodethy Mafia

6 Cops (2 sane, 3 paranoid/naive, 1 insane) 3 Millers 1 One-shot NK Vig 4 Scum

Paranoid/Naive cop sanity chosen randomly.

STATUS: "Why a Vig?"

Backstabbing Backstabbers Mafia

3 Mafia Goons (one of whom is randomly the godfather, no special powers) 1 Mafia Ursurper (no special powers) 1 Doc 7 Townies

The mafia can talk at night as normal, and the godfather sends in the kill. The godfather is no different from any other goon, except he can only win if he is alive. (So, he's basically a mafia aligned survivor). The Ursurper can only win when the godfather is dead. (So, he's basically a mafia aligned lyncher). The mafia do not know who the ursurper is, but know who the godfather is.

The key is here, is that the goons don't care about the ursurper's struggles, they just want to win. The godfather can send in the kill to be one of his goons, if he thinks he knows who the ursurper is, but he doesn't have to kill him, it's only the ursurper who requires the godfather's death.

A bit of a verbose explanation, I admit. And ursurper, and godfather role is revealed upon death.

Hide and Seek Mafia

3 Mafia 6 Hiders (die if hide behind mafia, die if target is NKed) 2 Trackers

Miller Miller on the Wall Mafia

1 Godfather (appears innocent) 3 Goons (appears guilty) 7 Millers (knows is miller, appears guilty) 1 Townie (knows is townie, innocent) 2 Cops (always sane, innocent)

Assuming no deaths, an innocent result will be scum 33% of the time, while a guilty result would be scum 33% of the time. So, it's less about the results, but what you do with them. The Cop isn't the be all end all, but he's not rendered useless either.

Games I Mod

Mini 437 - Hacker Mafia - [1] SK Win

Mini 385 - Hacker Mafia - [temporary removed by MeMe] Abandoned, killed by fourm crashes

Games I Entered In

Newbie 238: STD's Land of Fish [[2]]

Was scum, alive in end game, scum win

Mini 332 - Camp Scum Lake [[3]]

Was scum, mod abandoned

Mini 352- Saints and Sinners Mafia [[4]]

Was vanilla townie, replaced, mod abandoned

Newbie 258 [5]

Was vanilla townie, killed Night 1, town win

Mini 370: Reverse Mafia [6]

Was scum, replaced, scum win

Newbie 278: Bot Mafia [7]

Was vanilla townie, lynched Day 1, scum win

Newbie 285 [8]

Was vanilla townie, survived to endgame, town win

Mini 391 - Fairytale Mafia [9]

Was vanilla townie, replaced, town win [10]

Newbie 292 - "list..." Mafia [11]

Was vanilla townie, killed Night 1, town win

Mafia 58: Ready Salted Mafia [12]

Replaced, game ongoing

Mini 408 - EXiLE Mafia [13]

Was scum, replaced, mod abandoned

Mini 410 - McDonald's Mafia [14]

Was vanilla townie, lynched Day 2, town win

Newbie 357 [15]

Game ongoing

Mini 444 - Reverse Mafia Vanilla [16]

Game ongoing

Mini 453 [insert title here] [17]

Game ongoing

Stats

The wins and losses are games where I hadn't been replaced, and my team won or lost.

  • Wins: 5
  • Losses: 1
  • Replacements: 4