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,

GMaster479
Current Admin of MafiaManiac
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 Player Etiquette

Please note that beside the general rules of the current game, there are a few important things players should avoid at all costs: PM repping, Illegal BTSC, Ghost Posts, Active Metagaming, Account sharing.
Please read about them in the Board Rules

 
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 Templates and Guidelines
Mod of member relations/awards/activity
Group Icon
Posts: 864
Gender: Female
Awards: None
B: 6-9
G: 11-10
I: 3-4
O: 4-5
TB: 1-1
TG:
  Posted Mar 8 2015, 09:42 PM
Guidelines

Edits:
21/4/15 - added 8 Player Spy Mafia and Killers Mafia to the list. Added NPC rule.
21/6/15 - added reservations rule.
27/7/15 - added bulletproof goodie to Killers Mafia.

Reservations:
Check the reservations list and send pm to players, letting them know they have a reservation in your game and they must confirm in 24 hours or it may go to someone else.

Template Designs: All games must follow the following criteria:
Usually 4-7 players but a maximum of 9
Usually 1 baddie but a maximum of 2
A simple set up.

BTSC: Turbo Lane is designed without baddie/ghost BTSC. If a design has 2 baddies, they may use PM or a quick topic.

2-in-1 threads: Sign-up and game threads are combined so that games will be run in the same thread as the sign-ups.

Only one game may run at a time: Please note there are two subforums in the Turbo Lane. This is so sign-ups can begin while the previous game is running and the most recent game can take comments after it finishes. After this, games will be archived in the Turbo Lane archive.

No rep: There will be no reputation or MVP awards given out for games in the Turbo Lane.

Goodie NPC: Optional rule where roster is reduced by 1 spot and a Goodie NPC dies on N1.
In spy mafia: Goodie spy roles are secretly randomized in a numbered list. The baddies pick a number which decides which spy type dies.
Set-ups with a vanilla: a vanilla dies N1. The desired effect can also be achieved by removing 1 vanilla from the RID list and N1 goes ahead without a kill.
Set-ups without a vanilla or goodie block/trap (Killers mafia): All non baddie roles except save and Indy are secretly randomized in a list. Baddies choose a number and the corresponding role dies without acting.
Set-ups without a vanilla but with a goodie block/trap (has yet to be added to template list): If goodie NPC was a block or trap, the target for the night action is randomly selected by random.org out of all signed up players excluding the NPC.

~~~~~~~

Current Templates

Small Basic Mafia 1
Baddie. Wincon: Eliminate the goodies.
1) Kill.


Goodies. Wincon: Lynch the baddie.
1) Spy.
2) Vanilla.
3) Vanilla.
4) Vanilla.


Tie lynch = no one dies. Baddie wins if they enter a day phase in a 1-on-1 scenario with no lynch to be followed by kill.

Medium Basic Mafia
Baddies. BTSC, Group NK. Wincon: Outnumber the goodies.
1) Block.
2) Vanilla.


Goodies. Wincon: Lynch the baddies.
1) Spy.
2) Save.
3) Vanilla.
4) Vanilla.
5) Vanilla
6) Vanilla


NP shows successful saves only. Baddies do not get a success/fail result on their block.
Tie lynch = no one dies. Baddies win if they enter a day phase in a 2-on-2 scenario with no lynch to be followed by kill.


5 player Spy Mafia
Baddie. Wincon: Eliminate the goodies.
1) Kill.


Goodies. Wincon: Lynch the baddie.
1) Sane spy. Receives correct results on whether he spied a goodie or baddie.
2) Insane spy. Receives opposite results: told goodie if he spied a baddie, told baddie if he spied a goodie.
3) Naive spy. Always told he spied a goodie.
4) Paranoid spy. Always told he spied a baddie.


Goodies are not told which of the four types of spy they are.
Lynches do not reveal which type of spy a goodie was.
Lynch requires absolute majority (>50%), not plurality. Baddie wins if they enter a day phase in a 1-on-1 scenario with no lynch to be followed by kill.

8 player Spy Mafia
Baddies: Group NK. Wincon: Eliminate the goodies.
1) Vanilla
2) Vanilla


Goodies. Wincon: Eliminate all baddies.
6 goodies made up of the following spy types:
~~ Sane spy. Receives correct results on whether he spied a goodie or baddie.
~~ Insane spy. Receives opposite results: told goodie if he spied a baddie, told baddie if he spied a goodie.
~~ Naïve spy. Always told he spied a goodie.
~~ Paranoid spy. Always told he spied a baddie.


3 goodies will be sane/naïve and 3 will be insane/paranoid. No more than 2 of each type. Possible combos include:
2 sane, 1 naïve, 1 insane, 2 paranoid
2 sane, 1 naïve, 2 insane, 1 paranoid
1 sane, 2 naïve, 1 insane, 2 paranoid
1 sane, 2 naïve, 2 insane, 1 paranoid


Goodies are not told which of the four types of spy they are.
Lynches do not reveal which type of spy a goodie was.
Lynches require relative majority (plurality), not absolute majority.
Tie lynch = no one dies. Baddies win if they enter a day phase in a 1-on-1 scenario with no lynch to be followed by kill.

Killers Mafia
Baddies. NO BTSC. Wincon: Majority.
1) Kill. Is told who baddie #2 is.
2) Instant kill, ODTG. Can be submitted at any time including day phases. Unsavable. Prevents night actions and voting. Is NOT told who baddie #1 is.
Inherits the kill if baddie #1 dies but loses the instant kill if it has not already been used.


Goodies. Wincon: Eliminate baddies.
1) Spy.
2) Save. may not save same player 2x in a row.
3) Kill.
4) Vote multiplier x2.
5) Follow spy
6) Bulletproof. Can survive one kill or instant kill (but not RID kill) attempt and appear as being saved.


Indy. Wincon: RID kill two players, ends the game.
1) RID kill, unsavable. Can survive one kill or instant kill attempt and appear as being saved.


Kills are not blocking except for baddie #2.
Tie lynch = no one dies.
If day phase begin with 1 on 1 scenario and the goodie save is alive, the goodies lose.

Mafia of Liars
Baddies. BTSC and NK. Wincon: Majority.
May exchange a NK for two RID kill attempts.
May forfeit a NK or one RID kill attempt to make the NP show that a chosen player got saved.
1) Appears as goodie if spied.
2) Lynch frame, ODTG (Once during the game).


Goodies. Wincon: Eliminate baddies.
1) Faction spy.
2) Save, may not save self.
3) Vote multiplier x2 on anyone except self.
4) Lynch save.
5) Miller (appears as baddie if spied).
6) Messenger, 100 words max (smileys count as a word), no links to encryption sites.


NP shows: Successful kills (distinguishing RID kills from regular NKs), successful saves (not distinguishing saved RID kills from saved regular NKs), and fake saves by the baddies.

If the baddies attempt two RID kills and only one of the RID guesses is correct, the correct RID kill will happen.
RID kills can be prevented by a save.
Tie lynch = no one dies.


QUOTE (araver @ Oct 1 2015, 08:41 AM)
I cannot believe ... ok.
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