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Off Topic Tennisball's Mafia game idea

Discussion in 'Liverpool' started by Sir Tennisball, Aug 21, 2015.

  1. Sir Tennisball

    Sir Tennisball Well-Known Member

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    I've got an idea for a possible future Mafia game, I'd like to put my thoughts down and then you guys can see what you think and where it needs to be tweaked.

    Tennisball's Mafia game: Haunted Village edition

    Basic premise:
    People are stuck in a haunted village, and they can't leave.
    Multiple teams have come looking for cursed Aztec gold hidden in the village.
    Village was normal but since gold arrived it has became haunted, most of the villagers died but a few remain.
    Every night a villager will be lynched until the curse has been lifted etc. etc.
    Team that wins will get the gold and can leave town.
    When someone is killed they become a ghost, so like the zombie game it enables guys to keep playing even when they die. More detail below.
    Ghosts form their own team and can win the game. Scum guys that die will remain ghosts that are on their original team, so won't join the main ghost team.

    It will be an open game, so all rules will be known at the start.

    Teams:

    TOWN
    Town roles:
    Supernatural Hunter [1] Can kill ghosts (X/(4+X)% chance of killing ghost where X is No of ghosts. See note at bottom of page). Immune from ghosts. Can protect one other town role from ghosts, not 2 nights in a row.
    Detective [1] Can investigate 100% accuracy.
    Journo [1] Can investigate 100% accuracy, writes his articles in his newspaper (anonymous).
    Masons [2] Can swing tied votes. 50% protection from haunting instead of 33%. Can recruit but he does not get 50% protection. Can kill ghosts (X/(4+X)% chance of killing ghost where X is No of ghosts).
    Conspiracy theorist [1] Can investigate but only 67% right, writes his articles on his blog (anonymous).
    Regular townsfolk [the rest]

    Ancient Aztec Army (AAA) [3]
    An ancient secret sect of crazies that want to get the gold for themselves.
    Definite roles:
    1 High Priest - Can recruit another Jaguar warrior, can kill ghosts (X/(4+X)% chance of killing ghost where X is No of ghosts). Immune from ghosts.
    2 Jaguar warriors - kills/decapitates with Obsidian axe. They can't kill 2 nights in a row. 50% protection from haunting

    Witches [2]
    Can recruit 1 person.
    50% protection from haunting instead of 33%.
    No definite roles.
    Only one action per night out of the following 4 actions:
    Can kill people, only 1 every 3 nights.
    Can kill ghosts (X/(4+X)% chance of killing ghost where X is No of ghosts).
    Can make someone ill so no action, but 67% chance of success.
    Can investigate someone at 100% accuracy via witchcraft.

    Ghosts [0 at start of game]
    Can still post once they're ghosts.
    Can haunt players, not same person two nights in a row. Each ghost chooses someone to haunt every night, so 5 ghosts could haunt 5 players, or all 5 could go for 1 person etc.
    Remain affiliated to their original scum team if they are a ghost, if they were town then become their own team. So this team is only for killed town players. Will have their own board.
    When killed (any method) becomes ghost.
    If haunted:
    67% chance per ghost of haunting someone in town, 50% chance for AAA or Witches.
    If 1 ghost haunts you, no action but can still vote for lynch obviously.
    If 2 ghosts haunt you on the same night, you die, you heart just can't take it.

    Order of actions:
    1. Lynching occurs
    2. SH protects someone
    3. Ghosts act
    4. AAA act
    5. Witches act
    6. SH hunts ghosts
    7. Masons recruit
    8. Investigations occur
    9. The newspaper will be published
    10. The blog will be published

    Win conditions are:
    o AAA win if all ghosts and other scum are dead and they are the majority vs town.
    o Witches win if all ghosts and other scum are dead and they are the majority vs town.
    o Ghosts win if all players are dead, and there are more ghosts than AAA ghosts or Witches ghosts. If tied: cointoss
    o Townspeople win when all bad guys are wiped out and all ghosts are dead, or if each ghost team has at most 1 ghost left.

    Recruitment:
    If recruited, lose previous abilities if town. SH can't be recruited by scum, and scum can't recruit other scum. It will say recruit failed, will be able to recruit again. Failed recruit will be told who tried to recruit them.
    If Masons recruit scum then they retain orig allegiance.

    Other thoughts:
    Ghost killing (X/(4+X)% chance of killing ghost where X is No of ghosts) is used so that more ghosts = more chance of killing ghosts. So 1 ghost means 1/5 = 20% chance, 6 ghosts means 6/10 = 60% chance of killing a ghost. If a ghost is killed I randomly draw who the ghost is.

    There will be a dead board but it will be for ghosts that are killed. Once a ghost is killed they stay off the thread and their team boards.

    If a Witch or AAA are killed the idea is they still contribute by haunting other players, so they can still help their team, and stay on the team board etc.

    Each team has someone who is immune to ghosts and can kill ghosts, so hopefully it's fairly evenly balanced. I'm still running scenarios so may need to tweak it either way if some teams seem overpowered. Please let me know which way you think it's overbalanced.

    What do you guys think? I'm sure it will still need a lot of tweaking but these are the initial thoughts...
     
    #1
  2. Sir Tennisball

    Sir Tennisball Well-Known Member

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  3. Sir Tennisball

    Sir Tennisball Well-Known Member

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    I think the chance to kill ghosts is too low, will probably need to make it a bigger % chance to kill. As it stands it will be hard to kill off ghost in the end game...
     
    #3
    Last edited: Aug 21, 2015
  4. Milk not bear jizz

    Milk not bear jizz Grasser-In-Chief

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    I'm not going to say too much... But I think you'll like the Sept 5th game. :emoticon-0105-wink:
     
    #4
  5. moreinjuredthanowen

    moreinjuredthanowen Mr Brightside

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    no tag for me... truly truly hurt

    The best thing to do is to run scenarios.

    go day 1.. what might happen.

    day 2 etc

    you can end up with 100 outcomes.

    if you start with whats the worst that can happen.. i.e town lynches hunter.. you only have 3 killers for ghosts
     
    #5
  6. If you start with no ghosts, wouldn't all the teams target the lonely ghost after the first lynch? Three trying to kill one is likely to result in death so the same will happen each night there after too.
     
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  7. moreinjuredthanowen

    moreinjuredthanowen Mr Brightside

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    You would think but last zombie game shows low threats are ignored and teams play for themselves.

    The mafia never once thought to hit a zombie. They merely wondered how to kill dangerous town.

    The town will go for ghosts but not bad guys.
     
    #7
  8. True but for some reason, people didn't deem the zombie team much of a threat despite them being able to rapidly grow (albeit, if the coin landed right) without eiter team having a guarnateed zombie kill option.
     
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