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plasmid

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Jun 16 2017, 08:43 AM
Psychic Mafia

BTSC and group NK. Wincon: Majority.
1. Telekinetic: Says “Player A will try to act on player B. If so, redirect them to player C.”
2. Brainwasher: Says “Player D will try to use ability E. If so, make them use ability F.” Must be an ability in this game design. Cannot act on a baddie.

Baddies are told if they successfully alter their target's action, and are informed at the end of the day phase.
Baddie actions fail if their target does not attempt to act that night or the following day.
If the Brainwasher targets the Shrink and the Shrink acts during the day, the day's vote manip will fail and the Shrink will use the assigned action on his vote manip target on the following night.

Wincon: Eliminate baddies.
1. Empath: Follow spy. Sees baddies acting on their targets even if their prediction is incorrect. Gets screwy results if redirected by the Telekinetic.
2. Faith healer: Save, may act on self.
3. Hypnotist: Block. Neither the hypnotist nor the target are informed if the block is successful.
4. Exorcist: Kill and role spy, both on the same target. Spy only works if target is killed.
5. Shrink: Vote multiplier x0. Can be stopped by a block or baddie mind control on the preceding night.
6. Medium: Is assigned the role of one of the other five goodies so two of that role are in play, and is not told they are the Medium.


NP shows kills and successful saves
Lynch shows faction only
OOP: Block > baddie actions, kills are not blocking
Tie lynch rules: No one dies
Mar 15 2017, 09:32 AM
This is still in a draft phase, but a reasonably late draft where I'm thinking the core mechanics are in place and it should be more a matter of tweaking things like accessory prices and deciding how much money the kids get +/- adding or changing a few abilities, instead of major overhauls (hopefully). Mostly want to see if anyone things something could break the game. I'm thinking the Kid Stomp should prevent stalemate scenarios.

I'll make a permutated list of players/roles and the wincon for each player will be to outlive the roles on both sides of them. I'll tape the permutated list together at the beginning and the end so it will form a circle. Each player will know which two roles they need to outlive, but the entire permutated list won't be made public knowledge. Players leave the game as losers if all of their soldiers in play are dead, or leave the game as winners if they achieve their wincon.

The game will start with a purchasing phase, where all the players get a certain amount of money (to be determined) and can buy as many soldiers and as much equipment as they can afford with the prices below. Equipment must be assigned to soldiers. At the end of the purchasing phase, they deploy each of their soldiers to an area on the map of the park.

Combat phases will begin with each player being told where their soldiers are, what equipment they have, and which other soldiers and equipment are visible. They'll give commands to each of their soldiers, and can use a Kid Stomp. Each soldier can perform actions from their current position for the current phase and may move to an adjacent area for the next phase. Each soldier can use one killing action per phase, and may also simultaneously perform an unlimited number of non-killing actions.

When soldiers get killed by most weapons (aside from stomp, flamethrower, and nukes) they will die and their equipment will be left in their current zone and can be picked up by other soldiers. If multiple soldiers try to pick up the same piece of equipment at the same time, and if the total number of that piece of equipment in that area is less than the number of soldiers who are trying to pick up that piece of equipment in that area, then they will fail to pick up the equipment.

Kid Stomp, free
Name a soldier and they get squished and all their equipment is destroyed. Kevlar and M*A*S*H can save a soldier from a stomp.

Soldier, $4
Sees which soldiers are in the same area as himself and what equipment they have if they're not camouflaged.
Sees camouflaged soldiers in the same area as himself, but not what equipment they have, except nukes which will be visible even if camouflaged.
Can take any gear dropped by a killed soldier in his area, one item per phase. Kills will be processed before takes, so if you know a target is going to die in the same area as your soldier, you can tell your soldier to pick up the item that will be dropped.
Syntax: EDDIE TAKE SNIPERRIFLE
Can give any of his gear to another soldier in the same area, one item per phase. That will occur as the last action of the phase except for movement to a new area, so the transferred gear can't be used on the same phase but can be used on the next phase.
Syntax: RICK GIVE BULLET TO EVAN
Can move to an adjacent area for the next phase.
Syntax: WILLY MOVE TO TABLES

Binoculars, $2
Allows the soldier to see which soldiers are in adjacent areas and what equipment they have if they're not camouflaged.
Will not see soldiers in adjacent areas at all if they are camouflaged unless they're carrying a nuke.

Camouflage, $3
Does what the previous two sections say.

Kevlar, $6
Allows the soldier to survive a lethal attack (except flamethrower or nukes), but gets destroyed in the process. The soldier can survive multiple attacks on the same phase. Soldiers cannot have more than one kevlar at a time.

M*A*S*H, $10
Allows the soldier to save another soldier in the same area. May submit an ordered list of which soldiers he would save if they're mortally wounded, and will save the first soldier on the list who needs saving. Not consumed by use. Cannot save self or another soldier with a M*A*S*H. Cannot save from flamethrower or nuke.
Syntax: HAWKEYE SAVE TRAPPER, KLINGER, RADAR

Chopper, $6
Can drop soldiers with parachutes into any area during the game. Each chopper can drop any number of parachuted soldiers but they all must be dropped into the same area at the same time. Each chopper is ODTG and can't come back to pick up more soldiers to drop on later phases.
Syntax: CHOPPER DROP LINK, HAL, PAUL, OSCAR AT RACK

Parachute, $2
Allows a soldier to start the game out of play and be dropped into play by a chopper at any point. However, a player will lose the game if all of their remaining soldiers in play are killed regardless of whether or not they have parachute soldiers yet to be deployed. (But if their last soldier in play gets killed on the same phase that they order deployment of soldiers with parachutes to enter the game on the next phase, they will stay in the game.)

Radio, $4
Allows a soldier to A) transmit a message to another player in the game that will be shown in the phase post upon transition to the next phase (the radio does not get consumed) or B) establish BTSC with another player as long as the soldier carrying the radio stays alive (the radio does get consumed). The message will not say where it came from, but the sender can choose to include (or lie about) that if they wish.
Syntax: QUINCY RADIO NANA
[Paragraph or so of message]
END MESSAGE
Syntax: QUINCY BTSC NANA

Probe, $1
See what role controls the targeted soldier.
May target any soldier in the game regardless of where they are on the map.
Each probe can be used on one player per phase, a single soldier may carry multiple probes to probe multiple soldiers per phase.
Syntax: JACOB PROBE STAN

Silencer, $3
The player controlling soldiers that this soldier kills will not be told who killed their soldier, from where, or with what weapon.
Works even on Knife and Flamethrower because this is a fictional game.

Flashbang, $3
Thrown into an adjacent area or the current area. Prevents all soldiers in the area from taking any action, including moving. Is consumed by use.

Knife, $1
Allows the soldier to kill another soldier in the same area, uses no ammo.
Syntax: STEVE KNIFE ALEX

Rifle, $3
Allows the soldier to use bullets to kill another soldier in the same or an adjacent area.
The soldier using the rifle does not need to be able to "see" his target, but must know which area his target is in. If he targets someone in an area where they're not, he will waste a bullet.
Syntax: MARK RIFLE LESTER AT FOUNTAIN

Bullet, $1
Used with the rifle to kill a soldier in the same or an adjacent area.

Flamethrower, $3
Allows the soldier to kill another soldier in the same area and bypasses kevlar and cannot be saved by a M*A*S*H, uses no ammo.
All equipment that the targeted soldier was carrying will be destroyed instead of dropped.
Syntax: HARRY BURN MARK

SniperRifle, $4
Allows the soldier to use SinperBulets to kill another soldier in any area.
The soldier using the SniperRifle does not need to be able to "see" his target, but must know which area his target is in. If he targets someone in an area where they're not, he will waste a SniperBullet.
Syntax: VICTOR SNIPE NATE AT HILL

SniperBullet, $2
Used with the SniperRifle to kill a soldier in any area.

Nuke, $12
If the soldier is killed, all soldiers and equipment in his area are destroyed. Bypasses kevlar (on other soldiers).

OOA
Chopper drops – Flashbangs – Probes – Radios – Gives – Takes – All killing actions simultaneously (targets are marked for death) – Kevlar and M*A*S*H – Killed players die – Movement

Phase posts show:
Stompings (SOLDIER got stomped, does not name stomping player or role)
Chopper deployments (A chopper dropped soldiers at AREA)
Nukings
Updated roster

PM shows:
Successful kills by your soldiers
Deaths of your soldiers, and (unless silenced) which soldier killed them from where and with what weapon
Your soldiers, their locations, and their equipment
All other visible soldiers and equipment

Park map
[attachmentid=2715]
Mar 9 2017, 01:37 AM
SCREWBALL MAFIA

Credit: Art by Kamiel Proost

As sunbeams crawled out from the Easterly clouds
The snorfellins yawned, and eventually roused
Out from the branches, they swam from their tree
And soon were astonished by what they would see

Old Lanestreido was out of his home
The shell on his back was unperched from its throne
His tentacles curled as his sucker base glows
With the source of the stir at the tip of his nose
For what made the snorfellins stare, gawk, and peek
Was the gray apparition in front of his beak

The beak-on would welcome prince Chuck of St. Francis
The hero of Blerth, with enormous finances
Should old Lanestreido get a piece of that wealth
He'd feast to such excess, ignoring his health
He would pop! And as every snorfellin knows
Lanestreido's delicious with ginger and rose
So the sorfellins blubbed quite a hullabaloo
Hoping all would go well with this rendezvous

But old Lanestreido would seem a baboon
His feathered dress wrinkled, his branches unpruned
The snorfellins charged, all amok and ascurry
To make him presentable, and that in a hurry
They smoothened his dress, and nibbled his fin
So mayhaps with a banquet this effort could end

One other thing now must be certainly mentioned:
This meeting had garnered unwanted attention
From minkles who nest in the nooks of the skull
As breeze from its wings brings a heavenly lull
They feared with a terror that gripped their entrails
The still in the winds that a visit entails

The minkles want none of this chummy Chuck business
Lanestreido and snorfellins would get no forgiveness
With furious wrath, from the flying skull's eyes
They'll soon launch their fiendish, relentless surprise

Minkles
Wincon: Insurmountable majority
Group NK or RID attempt on 2 players which is unsavable and works against the Ghost. Both RIDs must be correct or both will fail. The NK or RIDs may target a dead player as Phoenix.
Nullifier - name player A and player B. If player A attempts to act on player B, their action will fail. Specifics for certain roles are:
- The spy that goes "beep" will get "no beep" if you name any of the three targets, even if he acts on Superbeeper.
- If A is Ghost and B is Ghost's target then Ghost's ability fails and he can be acted upon; if A is Ghost and B is not Ghost's target then the nullification attempt is essentially redirected so Ghost's target becomes player A of the nullification attempt.
- Can prevent the Phoenix from redirecting a vote the next day if A is Phoenix and B is either the player whose vote is being redirected or the player the vote is being redirected to.
- Doesn't do squat to the Superbeeper.
- Can prevent Not blind guy from being told anything if you name A as Not blind guy and B as someone other than yourself who acts on him.
- Can prevent Heir from inheriting a role and make him wait to inherit from the next goodie that dies.
Tiebreaker - your target's vote counts x 0.5 or x 1.5.
Elvis - if you're not the last living baddie you may fake your own death in the NP and retain BTSC and secretly vote unless killed by the Private eye. You may publicly revive at any time, and will auto-revive if you're the last baddie.


Snorfellins
Wincon: Eliminate baddies
Private eye - kill & role spy, both on the same target. May act on dead players to kill Elvis or Phoenix, but will not learn roles of players who appeared to be dead before the night started. The baddie base of operations happens to be right next to the graveyard, so if the Private eye tries to kill a player who was truly dead before the night phase (not just a fake-dead Elvis) then the Private eye's ID will be revealed to the baddies.
Spy that goes "beep" - name three living players excluding self, and get a "beep" if exactly one is baddie or any of them are the Superbeeper.
Ghost - any action aimed at you will pass through you and be performed on your target. You are only killable with RID, lynch, or Nullifier + kill.
Spotlighter - your target is protected from any kills at night (except RID) and all votes against them the next day count double. Cannot target self.
Phoenix - initially vanilla. If you die you can't post anymore but can redirect votes unless you're killed again by the baddies or Private eye (obviously no ghosties until then). You appear as baddie if lynched.
Superbeeper - if you are successfully targeted by the spy that goes "beep", he will go "beep" regardless of who else gets spied. You're also unlynchable.
Not blind guy - at the end of the day phase, you're told the names of all players who targeted and/or acted on you that night and day, including Ghost if he targeted you, anyone who targeted Ghost and ended up acting on you, and Phoenix if he's dead and acted on you. You will only see the Nullifier if you are his player A, and only see Phoenix if your vote is the one being redirected.
Heir - inherit the role of the first goodie that dies. You may be RID killed as either the inherited role or "Heir" after you inherit.


NP shows: Deaths, excluding second kills on Elvis or Phoenix. Will not distinguish between RIDs, normal NKs, or Private eye kills.
DP shows: Faction of the lynched player if a lynch occurs.
PMs will say:
- Success or failure for the Nullifier, result is sent at the end of the day phase (because Phoenix, Not blind guy being acted on by Elvis, and Heir might only kick in during the day)
- Role spy results for the Private eye only if the kill succeeded, and not on an already "dead" Elvis or Phoenix
- Only "beep" or "no beep" for the Spy that goes "beep", without disclosure of success or failure
- List of players for the Not blind guy; will get an empty list if the Nullifier nullifies him
- Which role the Heir inherits

Tie lynch rules: Tied player with the most votes in all previous phases dies. If still tied, no one dies.
Mar 9 2017, 01:08 AM
Wincon: Insurmountable majority
Group NK or RID attempt on 2 players which is unsavable and works against the Ghost. Both RIDs must be correct or both will fail. The NK or RIDs may target a dead player as Phoenix.
Nullifier - name player A and player B. If player A attempts to act on player B, their action will fail. Specifics for certain roles are:
- The spy that goes "beep" will get "no beep" if you name any of the three targets, even if he acts on Superbeeper.
- If A is Ghost and B is Ghost's target then Ghost's ability fails and he can be acted upon; if A is Ghost and B is not Ghost's target then the nullification attempt is essentially redirected so Ghost's target becomes player A of the nullification attempt.
- Can prevent the Phoenix from redirecting a vote the next day if A is Phoenix and B is either the player whose vote is being redirected or the player the vote is being redirected to.
- Doesn't do squat to the Superbeeper.
- Can prevent Not blind guy from being told anything if you name A as Not blind guy and B as someone other than yourself who acts on him.
- Can prevent Heir from inheriting a role and make him wait to inherit from the next goodie that dies.
Tiebreaker - your target's vote counts x 0.5 or x 1.5.
Elvis - if you're not the last living baddie you may fake your own death in the NP and retain BTSC and secretly vote unless killed by the Private eye. You may publicly revive at any time, and will auto-revive if you're the last baddie.


Nullifier - Boquise
Tiebreaker - Krystal
Elvis - Marquessa
Mar 9 2017, 01:06 AM
Rooster
Nullifier - boquise
Tiebreaker - Krystal
Elvis - Marquessa

Private Eye - Araver
Spy that goes "beep" - aura
Ghost - Phaze
Spotlighter - Insaner
Phoenix - Golfjunkie
Superbeeper - sparrowhawk
Not blind guy - ǝɔᴉɹnɐɯ
Heir - Jay
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