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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Mafia Record: 22-24
Baddie Record: 2-4
Goodie Record: 12-5
Indy Record: 2-3
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plasmid

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Dec 10 2017, 11:05 AM
Goodies
Wincon: Wipe out baddies

The goodies each get an ability, but they can only use their own ability N1/D1. Afterward they can’t use their own ability anymore, but they can name a player during each day phase to give their ability for the next night/day cycle. The player they give their ability to only gets it for that cycle; the choice of who gets the ability for the next cycles will remain with the player that originally had the ability. (That is, if player A starts out with the Block and gives to player B for N2/D2, then player A (not player B) gets to decide who gets the block for N3/D3.)

Goodies can decide not to give their ability to anyone, but if so then no one gets to use it (unless a baddie intercepts it.) If a player gets lynched while they're giving their ability, the ability will still go to whoever they sent it to for the next cycle. If a player receives multiple abilities for a cycle, they can use all of them in that cycle. A block or redirect on someone using multiple abilities will affect all abilities that are used for the cycle.

Kill plus rolespy. Both on the same target. Rolespy only succeeds if kill succeeds.
Triple spy plus lynch frame. For the triple spy, name three players at night and get a “beep” if there is exactly one baddie among the three. Cannot include self. For lynch frame, you can say “Make player A show up as role 1 or player B show up as role 2 or player C show up as role 3 etc. if they get lynched”. A redirected lynch frame will make the lynched player show up as the role you picked for the player you got redirected to.
Self vote multiplier. Your vote may count x2 or x0.
Bulletproof vest. Stops either a night kill or a lynch. Is consumed and out of the game after it blocks death twice.
Block. It does stop the bulletproof vest from working, baddie NK and RIDs, and daytime actions, but doesn’t stop gift giving or baddie abilities that affect gifting. Target is not told that they were blocked.
Redirect. Can’t redirect a target back to themself. Does affect NK and RIDs, doesn’t affect bulletproofing, self vote multiplying, or gift giving or intercepting.
Messenger. One way message, 1000 characters max, no links to outside sources.
Save an ability. If you get this it sticks with you permanently until you use it, kind of like getting a token that can be spent at any time later on. You can use it on an ability that you receive -- then you will not need to use the ability on the night/day cycle that you receive it and can instead use it once on any later night/day cycle.

Baddies
Wincon: Wipe out goodies or convince the host it’s inevitable
NK or two RID kill attempts. Requires a carrier, blockable and redirectable. If two RID kill attempts are used then either the same baddie or two different baddies can carry the RID kills. If one RID is correct and the other is wrong, the correct RID kill will still happen. If a RID kill is targeted at someone using a correct role-ID and is redirected then it will kill whoever it’s redirected to.

There are three baddies that have a pool of three abilities that are used during day phases. Any baddie can pick any of the three abilities for any cycle, but each ability can only be used once per cycle (so you can’t have everyone using a gift block at once or smth).

Gift intercept. You say “Player X will try to gift their ability to Player Y” or “Player X won’t try to gift their ability to anyone.” If you are correct, you get the ability instead of the intended target. If you’re wrong, then Player X will see you trying to steal from them and you will be outed as baddie to them; if player X gets lynched then a random surviving goodie will see the stealing attempt.
Gift block. Your target won’t actually give their ability to anyone, and won’t be informed that they were blocked.
Gift redirect. You can say “Make Player A give their ability to Player B” and it shall be so, but Player B must be a goodie. Forces the ability to be gifted even if Player A wasn't planning to give it to anyone. The redirection fails if Player B gets lynched that day.

NP shows blocks (regular blocks, not the baddie gift block), successful and unsuccessful kills if stopped by a bulletproof vest but not a failed RID attempt, bulletproof if used. Actions will show as e.g. "GM was blocked" and not "The goodie controlling 'Save an Ability' used a block on GM".
OOP: block > redirect, NK and RIDs are blockable and redirectable, kills are not blocking
Tie lynch rules: D1 no lynch, afterward all in the tie are lynched
Dec 3 2017, 11:01 AM
Goodies
Wincon: Wipe out baddies

The goodies each get an ability, but they can only use their own ability N1/D1. Afterward they can’t use their own ability anymore, but they can name a player during each day phase to give their ability for the next night/day cycle. The player they give their ability to only gets it for that cycle; the choice of who gets the ability for the next cycles will remain with the player that originally had the ability. (That is, if player A starts out with the Block and gives to player B for N2/D2, then player A (not player B) gets to decide who gets the block for N3/D3.)

Goodies can decide not to give their ability to anyone, but if so then no one gets to use it (unless a baddie intercepts it.) If a player gets lynched while they're giving their ability, the ability will still go to whoever they sent it to for the next cycle. If a player receives multiple abilities for a cycle, they can use all of them in that cycle. A block or redirect on someone using multiple abilities will affect all abilities that are used for the cycle.

Kill plus rolespy. Both on the same target. Rolespy only succeeds if kill succeeds.
Triple spy plus lynch frame. For the triple spy, name three players at night and get a “beep” if there is exactly one baddie among the three. Cannot include self. For lynch frame, you can say “Make player A show up as role 1 or player B show up as role 2 or player C show up as role 3 etc. if they get lynched”. A redirected lynch frame will make the lynched player show up as the role you picked for the player you got redirected to.
Self vote multiplier. Your vote may count x2 or x0.
Bulletproof vest. Stops either a night kill or a lynch. Is consumed and out of the game after it blocks death twice.
Block. It does stop the bulletproof vest from working, baddie NK and RIDs, and daytime actions, but doesn’t stop gift giving or baddie abilities that affect gifting. Target is not told that they were blocked.
Redirect. Can’t redirect a target back to themself. Does affect NK and RIDs, doesn’t affect bulletproofing, self vote multiplying, or gift giving or intercepting.
Messenger. One way message, 1000 characters max, no links to outside sources.
Save an ability. If you get this it sticks with you permanently until you use it, kind of like getting a token that can be spent at any time later on. You can use it on an ability that you receive -- then you will not need to use the ability on the night/day cycle that you receive it and can instead use it once on any later night/day cycle.

Baddies
Wincon: Wipe out goodies or convince the host it’s inevitable
NK or two RID kill attempts. Requires a carrier, blockable and redirectable. If two RID kill attempts are used then either the same baddie or two different baddies can carry the RID kills. If one RID is correct and the other is wrong, the correct RID kill will still happen. If a RID kill is targeted at someone using a correct role-ID and is redirected then it will kill whoever it’s redirected to.

There are three baddies that have a pool of three abilities that are used during day phases. Any baddie can pick any of the three abilities for any cycle, but each ability can only be used once per cycle (so you can’t have everyone using a gift block at once or smth).

Gift intercept. You say “Player X will try to gift their ability to Player Y” or “Player X won’t try to gift their ability to anyone.” If you are correct, you get the ability instead of the intended target. If you’re wrong, then Player X will see you trying to steal from them and you will be outed as baddie to them; if player X gets lynched then a random surviving goodie will see the stealing attempt.
Gift block. Your target won’t actually give their ability to anyone, and won’t be informed that they were blocked.
Gift redirect. You can say “Make Player A give their ability to Player B” and it shall be so, but Player B must be a goodie. Forces the ability to be gifted even if Player A wasn't planning to give it to anyone. The redirection fails if Player B gets lynched that day.

NP shows blocks (regular blocks, not the baddie gift block), successful and unsuccessful kills if stopped by a bulletproof vest but not a failed RID attempt, bulletproof if used. Actions will show as e.g. "GM was blocked" and not "The goodie controlling 'Save an Ability' used a block on GM".
OOP: block > redirect, NK and RIDs are blockable and redirectable, kills are not blocking
Tie lynch rules: D1 no lynch, afterward all in the tie are lynched
Nov 25 2017, 02:09 PM
Goodies
Wincon: Wipe out baddies

The goodies each get an ability, but they can only use their own ability N1/D1. Afterward they can’t use their own ability anymore, but they can name a player during each day phase to give their ability to for the next night/day cycle. The player they give their ability to for a cycle only gets to use it for that cycle; the choice of who to give the ability to for the next cycles will remain with the player that originally had that ability. (That is, if player A starts out with the Block and gives to player B for N2/D2, then player A (not player B) gets to decide who gets the block for N3/D3.) Goodies can decide not to give their ability to anyone, but if so then no one gets to use it (unless a baddie intercepts it.) If a player gets lynched while they're gifting their ability, the ability will still go to whoever they sent it to for the next cycle. If a player gets multiple abilities for a cycle, they can use all of them in that cycle. A block or redirect will affect all abilities that are used for the cycle.

Kill plus rolespy. Both on the same target. Rolespy only succeeds if kill succeeds.
Triple spy plus lynch frame. For the triple spy, name three players at night and get a “beep” if there is exactly one baddie among the three. Cannot include self. For lynch frame, you can say “Make player A show up as role 1 or player B show up as role 2 or player C show up as role 3 etc. if they get lynched”. A redirected lynch frame will make the lynched player show up as the role you picked for the player you got redirected to.
Self vote multiplier. Your vote may count x2 or x0.
Bulletproof vest. Stops either a night kill or a lynch. Is consumed and out of the game after it blocks death twice.
Block. It does stop bulletproofing and daytime actions, but doesn’t stop gift giving or baddie abilities that affect gifting. Target is not told that they were blocked.
Redirect. Can’t redirect a target back to themself. Does affect NK and RIDs, doesn’t affect bulletproofing, self vote multiplying, or giving or intercepting.
Messenger. One way message, 1000 characters max, no links to outside sources.
Save an ability. If you get this it sticks with you permanently until you use it, kind of like getting a token that can be spent at any time later on. You can use it on an ability that you receive -- then you will not need to use the ability on the night/day cycle that you receive it and can instead use it once on any later night/day cycle.

Baddies
Wincon: Wipe out goodies or convince the host it’s inevitable
NK or two RID kill attempts. Requires a carrier, blockable and redirectable. If two RID kill attempts are used then either the same baddie or two different baddies can carry the RID kills. If a RID kill is targeted at someone using a correct role-ID and is redirected then it will kill whoever it’s redirected to.

There are three baddies that have a pool of three abilities that are used during day phases. Any baddie can pick any of the three abilities for any cycle, but each ability can only be used once per cycle (so you can’t have everyone using a gift block at once or smth).

Gift intercept. You say “Player X will try to gift their ability to Player Y” or “Player X won’t try to gift their ability to anyone.” If you are correct, you get the ability instead of the intended target. If you’re wrong, then Player X will see you trying to steal from them and you will be outed as baddie to them.
Gift block. Your target won’t actually give their ability to anyone, and won’t be informed that they were blocked.
Gift redirect. You can say “Make Player A give their ability to Player B” and it shall be so, but Player B must be a goodie. The redirection fails if Player B gets lynched that day. Forces the ability to be gifted even if Player A wasn't planning to give it to anyone.

NP shows blocks (regular blocks, not the baddie gift block), successful and unsuccessful kills if stopped by a bulletproof vest but not a failed RID attempt, bulletproof if used. Will show as e.g. "GM was blocked" and not "The goodie controlling 'Save an Ability' used a block on GM".
OOP: block > redirect, NK and RIDs are blockable and redirectable, kills are not blocking
Tie lynch rules: D1 no lynch, afterward all in tie lynched
Oct 14 2017, 10:25 PM
Night 3
Insaner gets RID mind controlled by a baddie
mo gets NKed by baddies

Phobos
4. Nana7
11. Hirkala

Deimos
2. mtamburini
7. araver
8. yuiop

Mars
1. sparrowhawk
3. maurice
5. Marq
6. Sally
9. GMaster479
10. Insaner

Day 3 ends in
Oct 14 2017, 10:23 PM
Night 3
Marq gets killed by a goodie
Marq gets blocked by a goodie

Phobos
4. Nana7
11. Hirkala

Deimos
2. mtamburini
7. araver
8. yuiop

Mars
1. sparrowhawk
3. maurice
5. Marq
6. Sally
9. GMaster479
10. Insaner

Day 3 ends in
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Dec 8 2017, 11:45 PM




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