Mafia - Forum game

I think as a tactic booting lurkers doesn't help. So might have to address that next time

True, but you can't decide that sort of thing in advance or mafia can abuse it.

Ultimately you just can't have inactive lurkers that don't post anything, or it unbalances the game, especially in 9 player.. IMO jaystation should have been replaced or an extension been granted in game 5.

Obviously I appreciate we all have real lives and things come up, and I would never want to exclude anyone from the game - but perhaps we can adjust the game to suit us better, maybe a minimum post count per day and longer days if there isn't enough activity?
 
Malteser said he struggled to remember who is who. Is it worth folks making some more unique sigs to help that for the next game?

Key is to look at the name on the left :p

Too much effort. Make tour signatures all blue/yellow/red/orange/green/black/white/purple/grey.

Then I can call you by color.

Although i have a good(?) tactic now...
 
I think as a tactic booting lurkers doesn't help. So might have to address that next time

I think it does. By time you reach LYLO the strength of the town is determined by the worst player in the town, when every vote counts you can't afford to be carrying any passengers.

As a result the mafia will generally be killing off the strongest town players to weaken the town so the town need to be culling the weakest players in order to increase the strength of the town as a whole.

In the early stages you're going to be very lucky to lynch a mobster so the next best thing you can do is kill a weak player, a non-participant is as weak as you can get plus it's not really fair to kill an active player so early when others aren't making the effort to contribute.

Oh and I'm in for the next game
 
I have a scenario which might favour the conditions we seem to have here, if people would be interested. It has incentives for Town players to lynch and not lurk, while the Scum are put at a slight disadvantage due to not having a normal Night Kill.
 
Right, I feel like a change is in order. Something to mix things up a little, and I don't just mean different roles. I'm talking One Night Ultimate Werewolf.

The game is simple, it's similar to Mafia in that you start off with a role, but there is only one night, and actions all happen once at night. During the day you have to vote and kill one player, with the game being won or lost for the various players depending on the alignment of the killed player.

The dynamic is completely different to regular mafia/werewolf because of this. No night kill, no player elimination, most roles have actions which affect the other players or the dynamic at the table, and then you have to rely on group deduction to figure out who the werewolves are. And as a bonus, it runs with 3-10 players! Still interested? I'll explain the rules in greater detail. I will refer to cards and the table because obviously it was designed as a physical game.

Each player is given a role card, and there are three further role cards placed on the table face down, and everyone looks at their role, and then will never look at the card/role again. All players then close their eyes and the roles all carry out their night action. The roles being used in the game depends on how hard I want to make it and how many people are playing. But the roles carry out actions in the following order:

Werewolves - There are two werewolf roles and they are always used in every game. Look at each other. If there is only one werewolf (Due to the other one being one of the cards on the table), the werewolf is permitted to look at one of the cards in the middle. If he picks the other werewolf card, he may pick another card to look at. The werewolves win if a villager is killed at the end. If a werewolf is killed at the end, they lose.

Minion - Looks to see who the werewolves are. The minion is on the werewolf team, and the werewolf team still wins (along with the minion) if the minion is killed.

Masons - There are 2 mason cards. The masons will then look and see who the other mason is. If they don't see anyone, the other mason card is on the table, they do not get to look at any table cards.

Seer - The seer may either look at the card belonging to one player of their choice, or two of the cards from the middle of the table. They then put the cards back where they found them.

Robber - The Robber may swap his role with another player. They swap cards, and he looks at his new card to see what his new role is. The person robbed does not know they are robbed. This could lead to the robber becoming a werewolf.
Note: If the robber steals the card of someone who would act later in the night, he does not carry out any further night actions. The person who started the night with the role continues on, since obviously they have no way of knowing that they were robbed, so wouldn't know not to carry out their action.

Troublemaker - The troublemaker swaps the cards belonging to two other players. Nobody looks at any of these cards.

Drunk - The drunk swaps his role with one from the table, without looking at his new role.

Insomniac - The Insomniac then looks at their role again to see if has changed or not.


Furthermore, there are 3 roles which have no night action:

Villager - Yup, the villager is back, no abilities at all.

Tanner - Hates his life so much he wants to die. The only way for the Tanner to win is if he is killed. (This is a hard card to play with, so I highly doubt we'll use this card!)

Hunter - If the hunter is killed, the person he voted for is also killed. If he does kill a werewolf then the village team still wins (including the hunter).


All of the roles are on the village team except for the werewolves, minion and tanner.


Once night ends and everyone has done that, it's a free for all. You are allowed to state what action you did during the night phase, you may lie, you can claim to be any role. The night will be 24 hours (All players can PM me whenever, since this is electronic it doesn't rely on being done in order), and then the day is 24 hours. Voting will be done by PMing me at any time during the 24 hour day period. At the end of the 24 hours, whoever has the most votes is killed and we see who won.


Compared with the mafia games we've been playing, this is a very compressed version, squeezing a game that takes weeks into 48 hours (In person, it takes ~15 minutes to play a round. 10 for setup and the night, 5 minutes strictly timed for the discussion).

Any interest?
 
If you're interested, what 24 hour period would you like the game to take place in? As in, the game will start at, say, 10pm on one day and end at 10pm the next day. What day of the week would you like these days to be, because obviously you will need to be fairly active during that day in order to get it playing.
 
Tanner - Hates his life so much he wants to die. The only way for the Tanner to win is if he is killed. (This is a hard card to play with, so I highly doubt we'll use this card!)

I would say the Tanner is essential for a good game of ONUW. The game can be a bit deterministic when only bad guys have a reason to lie. Having a Tanner adds a bit more chaos, especially as the role can move around.

I recall one game where the Robber swapped with the Tanner, then the Troublemaker swapped the new Tanner and the Insomniac...
 
Just had another read through of the rules, a few notes:

Voting is done by PMing, not in the thread - does that make it harder or easier for town? Obviously people can say in the thread who they're voting for, and they're allowed to lie... could be interesting.

Is the setup open? i.e. will we know what roles are in the game, or do we just have to guess?

If someone's role is swapped before it's their turn in the sequence, does the action still happen?
 
The way the game works in person is that as soon as day starts, a 5 minute countdown begins. At the end of the 5 minutes, everyone points at the person they want to kill at the same time. This does lean things towards the werewolves, but this is required. The point of the game is that you have lots of information over a short time and you have to figure out what is truth and lie.

The roles being used in the game are always known before the night starts.

During night, everyone carries out their action as per the character they were given at the start of the game, even if someone swaps out their character before their turn. Hence the existence of the insomniac, their power is to look at their card at the end of the night and see if it changed or not.
 
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