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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Aura_mod

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Sep 21 2015, 07:00 AM
Battle of Wits - The Re-run

Klue said aaaaaages ago that I could rerun this so I am sticking to it. Go to this very thread if you want to see how epicness we played it last time. http://mafiamaniac.org/smile/highfive.gif to... uh... the winning team. (No spoilers). I have the right to change any and all rules before the game starts. http://mafiamaniac.org/smile/xptongue.gif



There will be 4 factions, each with following roles:
Mayor: Vote manipulation (x-1, x0, x2)
Shrink: Save from Kills during Night
Sheriff: Follow Spy (gets to know the target only)
Additional abilities for a cycle can be won using bidding mechanism.

Rules
1. No default BTSC, No Powerplay.
2. Three phases in each cycle: Bidding Phase > Night Phase > Day Phase.
3. Starting money in each players account: MM$ 1000. This is the total balance for the entire duration of the game.
4. BTSC Price for each cycle (MM$): 100 (Cycle 1), 50 (Cycles 2/3), 25 (Cycle 4 onwards). This amount will be deducted from each player's account who is alive and part of the faction gaining BTSC.
5. Only Mayor of the faction can request BTSC for any cycle.
6. Individual bids for additional abilities (for any cycle) using money from personal account only.
7. Higher bidder wins the ability for that cycle, and corresponding money is reduced from his account balance.
8. Players won't lose any money for unsuccessful bids.
9. Abilities to chose from:
- a) RID Kill
- b) FID Kill
- c) RFID Kill
- d) Lynch Save
- e) Faction & Role Spy
- f) Faction Spy
- g) Role Spy
- h) Block
- i) Action Copy
10. Abilities cannot be transferred to other members.
11. Once a player dies, his account lapses will all remaining amount.
12. A player can bid for (and win) multiple abilities in the same cycle.
13. An ability is won only for a cycle, though players can bid for and win the same ability during consecutive cycles. The abilities perish at the end of the cycle, irrespective of whether it has been used or not.
14. A bid can be made only in multiples of 1 MM$. Reserve price for each ability is 50 MM$.
15. Bidding will be silent, via PM to host.
16. Winner's name/role and winning bid amount will not be disclosed to other players. (Except for role copy where winner will get to know what all abilities have been won by the player he copied role of).
17. In case of a tie for winning bid, winner will be chosen using randomization mechanism.
18. If a player bids in excess of his account balance, bids will be considered in order of their receipt until they exceed the balance. If the very first bid exceeds the balance then all the bids from the player will be discarded for the cycle.
19. RFID Kill > RID Kill > Save > Block > FID Kill > Follow Spy > Faction & Role Spy > Faction Spy > Role Spy > Ability Copy
20. Tie lynch => coin toss (one dies. No "win by coin toss" if 1vs1)
21. If mayor requests BTSC but a living player in that faction doesn't have sufficient funds then no BTSC will be granted (to the entire faction)
22. BTSC is granted first, and thereafter other abilities are granted. You won't have a BTSC while bidding for cycle 1 abilities.
23. All successful night actions will be listed, Mayor's day action will NOT be mentioned in the posts.

Spoiler for FAQs
Mar 8 2015, 10:11 PM
Turbo Lane

Stemming from feedback and discussion about newbie mafias, we have opened a new subforum called the Turbo Lane. This should serve the dual purpose of
~> having simple accessible games for new members and those who want to play default mafia;
~> and reducing the time new and existing members wait for a game to enter sign ups.

All games will follow the set templates that are detailed in the sticky thread, located in the archive section of the Turbo Lane. If you would like to suggest a template, please use the Game Ideas forum or this thread to discuss this with the community and the moderating team will review your suggestions for inclusion.

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.

No rep: There will be no reputation or MVP awards given out for games in the Turbo Lane. Games will not be recorded on the wiki but you may keep track of your wins and losses in the Turbo Games field of your profile. This is visible on your profile but will not show up next to your posts, as yet.

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.

How to start a game: No host permissions are required. If there is no game in signups, you may start a sign-up thread in whichever of the two Turbo sections aren't currently running a game.

Please check out the current templates here and join us here to discuss suggested templates!

Thanks,
Aura
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.
Dec 21 2012, 12:34 AM
Welcome to December 22nd. It's a new world! ohmy.gif

Spoiler for Role Identifications

Dec 20 2012, 06:56 AM
Multicultural Murder @ Midnight Mafia!


Each baddie and goodie will be PMed a Once During The Game action loosely related to their role. There are no secret actions that interfere with the logical process of determining roles.

Baddies - NK and BTSC - Gain an unsurpassable majority. NK does not require a carrier as it cannot be blocked/redirected.
1. Danusia - Role Spy
2. Anstonio - Block
3. Luigi - Redirect or Vote Redirect a non-baddie

Goodies - Two random goodies have BTSC. Eliminate all other factions.
1. Mischa - Kill or Follow spy (choice each night)
2. Alejandro - Redirect
3. Chintamani - Shield - Protect a player from all actions (spy, goodie/baddie kill, block, trap, redirect, steal) except Virginizer, ODTGs and RID actions.
4. Maximillian - Role Spy
5. Trinh - Vote Manip (x0 - x2)
6. Kaori - Virginizer (Each night chooses X and Y. If X dies, Y's faction is revealed in the Night Post.)
7. Milo - Block
8. Zebediah - Ask host a yes/no question
9. Jamila - Die roll
1) Kill
2) Role Spy
3) Block
4) Trap
5) Redirect
6) Role Steal (name player)

Save is an anonymous group vote at night. All vote except baddies (may not vote for self on N1). Tie means no save. Save ceases when 2-4 non baddies are left alive.


Indy - WINCON: Has 4 targets and must RID steal from at least 2 of them, outliving the remainder, then leaves the game. Alt wincon - last standing.
1. Appolonio - Each night chooses 2 actions of: Redirect, RID Steal, RID Recruit, use copied action. Has secret passive ability and ODTG role spy. RID steals have a 25% chance to kill their target.

May only successfully recruit once. A recruit brings their action with them, loses any old BTSC and their name turns green in the post/on role spy.
Either Indy can carry any of the actions. If original Indy dies, the BTSC retains all actions. If recruitee dies, action dies with him.


Spoiler for Random rules


Host/IGM: Aura
1(8). Framm
2. Vommack
3. http://www.mafiamaniac.net/img/Smilies/shifty.gif
4. Slick
5. mboon
6. mew
7. Andrew
8. Brainy
9. _Nana7
10. Fat Tony
11. _GMaster479
12. gj
13. Curr3nt

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