Welcome to MafiaManiac, a site is dedicated to the growth and expansion of the online forum game of Mafia.

Mafia is that party game you may have played, where there is a mafia (informed minority) trying to overtake an entire village and the villagers (uninformed Majority) are trying to stop them. We play these mafia games over several days in our forum and we have people from all over the world playing them. These mafia games can be themed from movies, real life situations and almost anything you can think of! Mafia involves a lot of creative strategy, making you think on your toes. You'll be forced trust your gut, check your logic, and deceive or be deceived. If you think you can handle playing, here are a few links you should definitely check out.

- Unreality's Official Guide to Mafia
- Site Rules
- Our Wiki

Also registering and replying to my welcome message with how you found this site without me asking you to will get you 2 rep points, which is very helpful later on.

Thank you for visiting our site and please Register

Regards,

Nana7
Admin of MafiaManiac
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Monsieur
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Location: Sweden
Born: 25 August 1994
Website: No Information
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Writing
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Gender: Male 
Mafia Record: 52-53
Baddie Record: 7-8
Goodie Record: 28-19
Indy Record: 3-6
Other Faction Record: 9-11
Turbo Baddie Record: 2-1
Turbo Goodie Record: 3-7
About Me: I am a sir


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Joined: 25-March 13
Status: (Offline)
Last Seen: Feb 25 2017, 12:06 PM
Local Time: Feb 26 2017, 12:14 AM
6,229 posts (4.3 per day)
( 2.90% of total forum posts )
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Boquise

The Gentlemen

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Feb 8 2017, 07:31 PM
It's time to play the music; it's time to light the lights; it's time to meet the muppets on the Muppet Mafia tonight.

It's time to put the masks off
It's time to kill off players right
It's time to raise the curtain on the Muppet Show tonight.

"Welcome to the first season of the Muppet Show! We will go through a journey of five seasons and eight movies (if we don't get cancelled )"

Here's the cast:
Goodies:

Kermit the Frog
Save
He really just want the show to go in profit and everyone get along.


Miss Piggy
Block
Don't mess with her love for a certain green amphibian. HAAAYAAH!


Fozzie the Bear
Bodyguard (pick a player; if said player dies, Fozzie dies instead)
If only his jokes were as good as his heart...


Gonzo the Great
Faction Spy
The muppets' own maniac. Is engaged with a chicken named Camilla.


Animal
Kill
Comes fortunately with a chain.


Scooter
Vote Redirect
His uncle owns the show, to Kermit's dismay.


Rowlf the Dog
Backup (will inherit first dead goodie's ability)
He likes backrubs.


The Swedish Chef
Messenger, 80 characters tops, smileys count as 1 each.
"Singis ys våffeljärn börlo bork bork bork!"
Good luck understanding his messages.

Wincon: Eliminate the baddies.


Baddies:
Shares a NK. Doesn't require carrier. Can trade in for 2 RID Kills but not two nights in a row. Shares BTSC, excluding J. P. Grosse.

Statler and Waldorf
Statler has self-vote multiplier (X0 and X2) and Waldorf got framer.
"Why do we always come here?
I guess we'll never know.
It's like a kind of torture
To have to watch the show."
Statler and Waldorf are two separate players.


Crazy Harry
Block
You wouldn't be able to do much if you got blown away by a dozen of dynamites either.


J.P. Groose
Role Spy
He owns the show and is Scooter's uncle. Wants to change the show to a gas station.

Wincon: Outnumber Goodies.
The baddies know each other, but J.P. Groose is not in their BTSC.
J.P. Groose will only be able to use the NK and RID kills if he is the last baddie. He won't be granted access to the old baddie BTSC though.
If it is a 1v1 scenario between goodies and baddies, baddies win by default despite tie rules as long as the last goodie isn't the vote redirect.
Framer is activated during Night and the target will look bad/good if they get lynched the next day.


8 goodies vs. 3 (4) baddies.
12 players in total.

Rules:
Tie lynch on D1 = No lynch.
Tie lynch on D2 and forward = random tied player is lynched
Kills are not blocking
Baddie block beats goodie block
Fozzie can activate his bodyguard on whichever night, but it is permanent.
When Fozzie dies because of his ability, it won't be specified in the NP. It will look like the NK.
Lynch only reveals faction.
Blocks block day abilities as well.
Successful RID Kills cannot be stopped.

What appears in the NP:
Kills, RID Kills, successful saves, successful blocks.

What appears in the DP:
Nothing.


I have some questions myself regarding this set-up but I'll write em here when I have slept. Can start with: does the game need another goodie?

I don't want this game to be too big, but if more people sign up than the roster total (lol wishful thinking http://mafiamaniac.org/smile/lol.gif ) I think I can add roles. I can also remove roles but that will make me sad.
...
...
I really want more muppets. http://mafiamaniac.org/smile/mellow.gif http://mafiamaniac.org/smile/sigh.gif
Jan 28 2017, 03:07 PM
You're dead!
Spoiler for RID List
Jan 28 2017, 02:51 PM
Hello Okosan!

You're the secret indy!

You can attempt a RID Recruit or use your messenger action.
You will give away a block and a vote decrease (0x) when you have recruited a player. Remember that when you give player X block, you won't be able to give anyone else the block and so on.
Jan 28 2017, 02:41 PM
Baddies:
Golfjunkie - Chef Jack Sweets (action swap)
Yuiop - Carpenter John Brown (block)
Araver - Dr Timothy Quizel (framer)
QuickTwist - Swabbie Jonas Raw ((elf-vote multiplier, 0x and 2x. Will be spied as goodie and lynched as goodie)



Baddies:
12. Chef Jack Sweets – Action change
13. Carpenter John Brown - Block
14. Dr. Timothy Quizel - Framer. Frame a target as Goodie, Baddie or Indy.
15. Swabbie Jonas Raw – self-vote multiplier X0 to X2, appears as goodie if spied, appears as goodie if lynched.

Baddies have a Night Kill that requires a carrier, but can't be blocked. The baddies can trade in their NK for up to two RID Kills every other Night (meaning, if they choose to use the RID Kills on N2, they can only use it again on N4, then N6 and so on so forth) however, if they chose to use two RID Kills and one fails, the second will fail too no matter if it was correct or not. Baddies will be told “One failed” and nothing else. Baddies need to submit a carrier on RID Kills as well. They can have two baddies carrying them or one carrying both. If a failed RID Kill is used on the Powder Monkey, but that the Powder Monkey is killed by i.e. the goodie kill, the baddie carrying the RID will die. Same goes for Indy.

Jack Sweets’ Action Change work like this: They pick X and Y. Anything that would happen to X happens to Y; anything that would happen to Y happens to X. This is the only way Tobias Timber can grant himself Immunity. This ability do not affect Day actions.

Wincon: Gain majority and make the secret indy/indies walk the plank



1. Marquessa
2. Okosan
3. plasmid
4. Peg Leg Hachi
5. TheProphet
6. araver
7. golfjunkie
8. .- ..- .-. .- ( aura )
9... maurice
10. yuiop
11. Jay Gold
12.. BabyCee
13. QuickTwist
14. sparrowhawk
15. JustDanceForever
Jan 28 2017, 01:47 PM



Arrgh mateys! There has been roughly a year since the ol' Master Frisk was in cahoots with Master Dates, Master Salta (the uglier twin) and Master Trembles to keelhaul the good Captain Haul and take over the ship. They failed, but losses were still great, like losing the captain. Dr. Sawyer was elected Captain of the ship after the ordeal and the crew decided to keep the ol' swabbie-actually-a-gorilla-in-disguise Trembles as their now loyal pet. The surviving crew members, Atlas Salta, Errol Sellick and Toby Timbers (now a made man and therefore called his full name, Tobias, henceforth) were all handsomely rewarded and promoted.

Everything isn't as peaceful as a pirate ship could be, however. Four of the new recruits are actually dogs of the Queen in disguise, scheming to take down the infamous pirate crew and her hands to Davy Jones' locker or die trying.

Someone, or maybe more, have another dreadful plan that will shiver your timbers. All in secret though.

Who will get the black spot this time? Can Captain Sawyer survive with his honest gentlemen o' fortune or will they become shark bait? You and your mates decide in this pirate adventure!

Goodies:
1. Captain Oscar Sawyer – Save
2. First Mate Atlas Salta – musical tones enchant and make people dance (block)
3. Quartermaster Errol Sellick – Faction Spy
4. Navigator Tobias Timber – Immunity
5. Pet Gorilla Wyatt Trembles – Trap (target is blocked, can’t post nor get lynched the next day)
6. Lookout George Gates – Lookout Spy
7. Master Gunner James “the Sniper” Smith – Kill (takes two nights to load the cannons and fire away), may give away the keys to the cannons at Night instead of using their regular action. James will then be vanilla.*
8. Helmsman Charles Tanner – Vote Redirect
9. Rigger Robert Blamey – Spied baddie, lynched as baddie, if lynched can choose to take one player with them to Davy Jones’ locker. This choice needs to be done before the DP is up and can be PM’d to host during the Day. They can change their target until DP is up.
10. Daniel Milton, the powder monkey – if killed at Night, anyone who targeted them at that Night will explode aka die.
11. Cabin Boy Ricky Locke – Messenger (100 characters at most. Smileys will count as 1.)

Tobias Timber’s Immunity cannot be used on self unless a certain baddie is up to something. Immunity grants the target immunity to all actions except RID Kill. It also grants immunity to votes and therefore lynch. If an immune player would be killed, the NP would state that the immuned player got saved. Since votes won't count on an immune player, the player with the second most votes will get lynched if the immune player has the most votes. Tobias Timber won’t be told if their target was changed nor will the target be told that they are immune. Timber can only grant Immunity once to each player.

Lookout spy sees who targeted their target, excluding themselves. They can act on themselves though.

Victims of the Powder Monkey can survive if they were targeted by a Save or Immunity.

The NP won't state who it is that was the Powder Monkey if he/she gets killed.

If Blamey choose an immune player, the kill will be prevented. That will appear in the NP, however not who it was that was targeted.

Wincon: Make baddies and secret indy/indies walk the plank



Baddies:
12. Chef Jack Sweets – Action change
13. Carpenter John Brown - Block
14. Dr. Timothy Quizel - Framer. Frame a target as Goodie, Baddie or Indy.
15. Swabbie Jonas Raw – self-vote multiplier X0 to X2, appears as goodie if spied, appears as goodie if lynched.

Baddies have a Night Kill that requires a carrier, but can't be blocked. The baddies can trade in their NK for up to two RID Kills every other Night (meaning, if they choose to use the RID Kills on N2, they can only use it again on N4, then N6 and so on so forth) however, if they chose to use two RID Kills and one fails, the second will fail too no matter if it was correct or not. Baddies will be told “One failed” and nothing else. Baddies need to submit a carrier on RID Kills as well. They can have two baddies carrying them or one carrying both. If a failed RID Kill is used on the Powder Monkey, but that the Powder Monkey is killed by i.e. the goodie kill, the baddie carrying the RID will die. Same goes for Indy.

Jack Sweets’ Action Change work like this: They pick X and Y. Anything that would happen to X happens to Y; anything that would happen to Y happens to X. This is the only way Tobias Timber can grant himself Immunity. This ability do not affect Day actions.

Wincon: Gain majority and make the secret indy/indies walk the plank

The Indy
The Indy is a goodie in disguise. It will look like a goodie if faction spied. In addition to its goodie action, it has a RID Recruit. It has BTSC. It can't use both actions at the same time, however.
If the baddies are wiped out, but the goodies are still in majority, the indies RID Recruit will change to a RID Kill. The Indies can RID Kill as many (or as few) players as they have in number (meaning, if there are three indies, they can RID kill three players), but if one fails, all of them fails.

The Indy can only Recruit Goodies and there can only be four indies, the original included.
Recruited Goodies lose their original action. The original Indy will give one of two actions to a new recruitee. These are secret. Once the action has been given, it can't be taken away and it is lost forever if the recruitee dies. In total, the original indy will equip two recruitees with one action each. The recruitees' goodie wincon is changed to the Indy wincon. The recruitees will come off as indies if faction spied.

Indy wincon: Gain majority
This means, if there are more indies than goodies and baddies together, indies win the game.

NOTE: The OG indy is not chosen randomly.




Rules:

* = If James successfully gives away his ability to you, you will be notified by me in PM. Then you can choose to abolish your role's action for the kill ability (which will function like it does with James) or pass it to another player. This means that a baddie can receive the keys.
If the powder monkey accepts the key, it will lose its original ability as well.
If Blamey accepts the keys, he will lose his vengeful kill but not the always spied as bad effect.
The original ability won't return if the player gives away the keys after having accepted them.

Kills are not blocking

Immunity can't prevent a successful RID Kill

Block and Trap will be told they succeeded if they block Vote Redirect/Multiplier and the target won't be able to act the following Day. The vote role will be told about this at the end of the Night.

Block will be told they succeeded if they block Powder Monkey and Blamey but the block won't do anything.

Trap will succeed on Powder Monkey and Blamey. Powder Monkey's action will only affect the Trap and the Killer if Trap and Kill are successes.

You can't block/save/trap the same target two nights in a row (I.e. N1 and N2) unless the first attempt failed.

If the NK-carrying baddie kills the Powder Monkey, but is trapped or blocked, the baddie will die anyway. If the baddie is saved or immunised, he or she lives.

OG Indy will appear as goodies if faction spied.

These actions appear in the NP:

Successful Night Kills, Successful RID Kills, Successful Goodie Kill, Attempted Night Kills, Successful Saves, Immunity that prevented a Kill (will look like saves), Trap, Block, Lookout spy, Powder Monkey explosion, Messenger.

Certain Indy actions will appear as Indy. But role, target and ability won't be specified. Those text bits will be painted green.

These actions appear in the DP:
Blamey's vengeful kill

Tie rule: Every player in the tie toss a coin; any player with tails dies. Except D1 which is Tie = no lynch

There will be 30 minutes between the Night and Day ending and the NP and DP coming up.

Lynches only reveal the lynched's faction, not role.

Lynching Indy/indies will reveal their green colour, unless they have been framed by baddie save

The OG indy's action will, if it is one of those actions that appear in the NP, appear as the goodie's action. He will be spied as good, but the recruitees will be spied as Indy.



Spoiler for more indy knowledge
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akaslickster
Hello. LCM???
Apr 10 2013, 11:35 AM
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