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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Location: California
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Gender: Male 
Mafia Record: 22-24
Baddie Record: 2-4
Goodie Record: 12-5
Indy Record: 2-3
Other Faction Record: 6-12
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Turbo Goodie Record: 2-0
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plasmid

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May 28 2018, 05:01 PM
Everyone starts off in the mortal realm. If you get killed, you don’t completely die off and go to ghosties, you get moved to the poltergeist realm with its own poltergeist thread. You can still read the main thread but can’t post to it, just the poltergeist thread. And your abilities change. Poltergeists can vote for anything that’s up for vote, and each poltergeist vote adds half a vote to the mortal voting. The factional alignment of some roles will not be public knowledge before the game starts, and there will be night phase votes for a role to faction reveal.

Baddies (n=2)
BTSC for mortals only, not poltergeisted baddies. Group NK.
Wincon: Majority in the mortal realm with indy eliminated.


Goodies (n=6)
Wincon: Eliminate baddies and indy from the mortal realm.


Indy (n=1)
ODTG lynch frame, you learn the true role of the lynched player.
Wincon: Last standing in the mortal realm.


RID mind controller: RID a mortal and control their action for the cycle. You may only attempt to RID each player once in the game, a failed RID attempt means you don’t get to try that player again unless it was because of a block or Fortune teller. You will be informed of success or failure of the mind control. If you RID control a spy, they will see whatever results would come from performing the spy that you tell them to use and won’t be informed that they were mind controlled.
Poltergeist: Unsave. Your target becomes unsaveable for the night.

Kill and rolespy: Both on the same target. Spy only succeeds if kill succeeds.
Poltergeist: Leave the game to completely control the outcome of a vote.

Beep spy: Name three mortals excluding yourself and see whether exactly one is baddie.
Poltergeist: Follow spy.

Save: Cannot save self unless redirected to self.
Poltergeist: ODTG lynch save.

Fortune teller: Name who your target will act on and who you would like to redirect them to if correct. If you name any of the three Triple or Beep spy targets then you will redirect that one of the three spies while the other two players get spied like normal, and the spy will not be told they were redirected. If you call the Power voter acting on self then you will redirect the adding 1 to the vote thing to whoever you want. If you correctly call the RID mind controller’s action then his mind control attempt will fail and he will be told why but not whether the RID was correct. You will be told whether you successfully redirected an action. May target mortals or poltergeists.
Poltergeist: Predict how a poltergeist will vote in the next phase, and if you are correct then you can secretly control their vote. Can be used on both role faction reveal voting and lynch voting.

Triple spy: Name three mortals excluding yourself and see what their roles are, with the order shuffled.
Poltergeist: Vanilla.

Power voter: You can add 1 to your vote. Works on both role faction reveal voting and lynch voting.
Poltergeist: Anti-Flash. You can lock the voting roster any time you choose within 1 hour of the normal deadline. If you’re not around at deadline you can tell me what time to lock it or unambiguous conditions to lock it (like if any of players X, Y, or Z are leading in visible votes or smth).

Oracle: You can always see both the mortal realm and the poltergeist realm. Passive, cannot be affected by block, redirect, mind control, or pretty much anything.
Poltergeist: ODTG post in the mortal realm. The post must be made from an anonymous account (like Alpha or something, I’ll pick one).

Block: May target mortals or poltergeists. You are told whether you successfully prevented a night action. Blocking a RID attempt with incorrect RID or Fortune teller with incorrect prediction counts as preventing an action.
Poltergeist: Protect. All (other) actions on your target fail.

NP shows successful kills, needed saves, blocks.
Lynches show role but not faction.
OOP: Protect > RID mind control > Fortune telling > Block. Kills are not blocking
Tie lynch: Nothing happens.
Voting “no lynch” is allowed.
May 21 2018, 11:39 PM
Warm beer
Machina: Budweiser: Coroner. Learn the role of successfully NK-ed players.
Aura: Corona: Beep spy. Find out if there’s one baddie among a group of three targets. If redirected, the first choice of three targets gets redirected.

Cold beer
araver: Sam Adams: Kill + Role and Faction spy. All on the same target. Spies succeed only if kill succeeds.
Boq: Guinness: Save. Cannot target self, but can be redirected to self and end up self-saving.
GM: Sierra Nevada: Follow spy. If you follow Beep spy, you see the first target on his list. Does not see factional abilities (including RID machine gun if an indy is present).
Hachi: Dos Equis: Inheritor. Gain the ability of the first player that dies. Does not affect your faction. Factional abilities (including RID machine gun if an indy is present) aren't copied.
SH: Coors: Block. Appears in the NP. You’re told whether it successfully stops an action at night. It does prevent actions that would occur on the following day, but if that happens you will only be told going into the day phase that it did not stop a night action.
mo: Shiner Bock: Messenger. 300 characters max counting spaces. Smilies count as the number of characters within and including the colon tags.

Indy
Slick: Goose Island: Vote multiplier. x0-2 on anyone.
May 21 2018, 11:24 PM
For a third week in a row, the Philosophic Basis of Practical Governance Society held a meeting with only Connie, Jen, and Chuck, leaving their conference room looking pitifully empty. The other students at Eastbridge University simply didn’t seem to understand how fascinating it could be to learn the intricacies of how and why ideas about how to run a state ended up being thwarted by real-world problems from the question of making guns or butter to outright corruption. But no more. This week, Connie decided to try to beef up attendance by offering free beer at their next meeting. So now Jen is preparing to host a dialogue on how Plato would have viewed the Electoral College with a crowd of twenty thousand undergrads.

Alas, Chuck carelessly allowed two of the kegs of beer to get warm while he was getting ready for the meeting. And serving warm beer at a time like this simply wouldn’t do. So the beer had to sort it out among themselves and weed out the warm ones, without knowing which other beers were warm or cold. Aside from themselves. Except the warm beers, which knew each other. Because that’s how it works. And there’s also an indy beer.

Baddies – BTSC, group NK, group tiebreaker (can add 0.5 votes to any player each day)
Wincon: Insurmountable majority


Goodies
Wincon: Wipe out baddies and indy (if present (which it is))


Sam Adams: Kill + Role and Faction spy. All on the same target. Spies succeed only if kill succeeds.
Guinness: Save. Cannot target self, but can be redirected to self and end up self-saving.
Fat Tire: Redirect. Is told if he successfully redirects an action.
Sierra Nevada: Follow spy. If you follow Beep spy, you see the first target on his list. Does not see factional abilities (including RID machine gun if an indy is present).
Goose Island: Vote multiplier. x0-2 on anyone.
Corona: Beep spy. Find out if there’s one baddie among a group of three targets. If redirected, the first choice of three targets gets redirected.
Heinekin: Mimic. Name a player during the day and gain their ability for the next night/day cycle. Each player can only be mimic’ed once. Factional abilities (including RID machine gun if an indy is present) aren't copied.
Dos Equis: Inheritor. Gain the ability of the first player that dies. Does not affect your faction. Factional abilities (including RID machine gun if an indy is present) aren't copied.
Budweiser: Coroner. Learn the role of successfully NK-ed players.
Coors: Block. Appears in the NP. You’re told whether it successfully stops an action at night. It does prevent actions that would occur on the following day, but if that happens you will only be told going into the day phase that it did not stop a night action.
Shiner Bock: Messenger. 300 characters max counting spaces. Smilies count as the number of characters within and including the colon tags.

Grey roles are sir not appearing in this mafia since we have 9 players instead of 11.
There are 2 warm beers (baddies), 6 cold beers (goodies), and an indy.

Indy
Wincon: Last standing
Has one of the normal abilities, plus an ODTG RID machine gun: Name however many RIDs you want and if they’re all correct they all die. Unblockable, unredirectable, and unsaveable. But if any are incorrect then the kills all fail and you lose the ODTG.


In addition to the usual daytime lynch vote, there will also be night-phase votes where you vote for one of the roles in the game to have their faction revealed at the end of the night phase. Except the kill+spy role – that one will definitely be goodie if it’s in play (which it is) because otherwise it’d be way overpowered. The rest of the rules are pretty much the usual.

NP shows all kill attempts (except failed RID machine gun), needed saves, blocks.
If a (Mimic or) Inheritor performs an action that would appear in the NP, then it appears as being performed by the Mimic or Inheritor and not the copied role.
Lynch shows faction and not role.
Tie lynch rules: Baddies have a tiebreaker ability, but if they don't use it and it's a tie then no one dies. If there's a tie vote for faction reveal, then no role gets faction revealed.
May 21 2018, 11:04 PM
Alas, perfectly good beer has gone and gotten warm.
Machina: Budweiser: Coroner. Learn the role of successfully NK-ed players.
Aura: Corona: Beep spy. Find out if there’s one baddie among a group of three targets. If redirected, the first choice of three targets gets redirected.

Yeah, that's right. Baddie beep spy. Blame random.org.

Also don't forget that in addition to your group NK you've also got a group 0.5 vote to tiebreak during day phases.
May 17 2018, 01:49 AM
What does it take to get people to show up for an event?
Free beer?
Well… so be it!

Game will start Monday evening with however many people sign up as long as it’s at least seven. Each player will get one of the roles shown below and be told their faction; the OP at the start of the game will say which roles are in play and how many goodies and baddies there are in play, but it won’t say which faction each role belongs to. In addition to the usual daytime lynch vote, there will also be night-phase votes where you vote for one of the roles in the game to have their faction revealed at the end of the night phase. Except the kill+spy role – that one will definitely be goodie if it’s in play because otherwise it’d be way overpowered. The rest of the rules are pretty much the usual.

Baddies – BTSC, group NK, group tiebreaker (can add 0.5 votes to any player each day)
Wincon: Insurmountable majority


Goodies
Wincon: Wipe out baddies and indy (if present)


Sam Adams: Kill + Role and Faction spy. All on the same target. Spies succeed only if kill succeeds.
Guinness: Save. Cannot target self, but can be redirected to self and end up self-saving.
Fat Tire: Redirect. Is told if he successfully redirects an action.
Sierra Nevada: Follow spy. If you follow Beep spy, you see the first target on his list. Does not see factional abilities (including RID machine gun if an indy is present).
Goose Island: Vote multiplier. x0-2 on anyone.
Corona: Beep spy. Find out if there’s one baddie among a group of three targets. If redirected, the first choice of three targets gets redirected.
Heinekin: Mimic. Name a player during the day and gain their ability for the next night/day cycle. Each player can only be mimic’ed once. Factional abilities (including RID machine gun if an indy is present) aren't copied.
Dos Equis: Inheritor. Gain the ability of the first player that dies. Does not affect your faction. Factional abilities (including RID machine gun if an indy is present) aren't copied.
Budweiser: Coroner. Learn the role of successfully NK-ed players.
Coors: Block. Appears in the NP. You’re told whether it successfully stops an action at night. It does prevent actions that would occur on the following day, but if that happens you will only be told going into the day phase that it did not stop a night action.
Shiner Bock: Messenger. 300 characters max counting spaces. Smilies count as the number of characters within and including the colon tags.

If I feel like there needs to be an indy for balance, the following indy will be in the game and the fact that an indy is present will be publicly known.

Indy
Wincon: Last standing
Has one of the normal abilities, plus an ODTG RID machine gun: Name however many RIDs you want and if they’re all correct they all die. Unblockable, unredirectable, and unsaveable. But if any are incorrect then the kills all fail and you lose the ODTG.


NP shows all kill attempts (except failed RID machine gun), needed saves, blocks.
If a Mimic or Inheritor performs an action that would appear in the NP, then it appears as being performed by the Mimic or Inheritor and not the copied role.
Lynch shows faction and not role.
Tie lynch rules: Baddies have a tiebreaker ability, but if they don't use it and it's a tie then no one dies. If there's a tie vote for faction reveal, then no one gets faction revealed.
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