The popular forum game that separates the good from the bad, the strong from the weak, and the loose-cannon cops from the slightly schizophrenic. That's all after we figure out who's who, of course.
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Nato
- Monty Mole

- Posts: 122
- Joined: Sat Jan 16, 2016 12:09 am
Postby Nato » Sun Jan 17, 2016 8:54 pm
I had this game made a while ago and am currently hosting it on a different forum. Not sure if it would be mafia, but it's a combination between mafia, werewolf, and resistance.

Welcome to pre-WWII Germany. In Secret Hitler, players German politicians attempting to hold a fragile Liberal government together and stem the rising tide of fascism. Watch out though there are secret fascists among you, and someone is Secret Hitler.
Overview
At the beginning of the game, each player is secretly assigned to one of three roles: Liberal, Fascist, or Hitler. Hitler plays for the fascist team, and the fascists know who Hitler is, but most of the time Hitler does not know who his fellow fascists are. The Liberals don’t know who anyone is.
The liberals win by enacting five liberal policies or killing Hitler. The fascists win by enacting six fascist policies, or if Hitler is elected chancellor late in the game.
As Fascist policies are enacted, the government becomes more powerful and the President gains new powers. Even liberal players may find themselves tempted to enact fascist policies that help them control the table and assassinate their enemies.
Gameplay
The game is played in rounds. Each round has an Election to form a government, a Legislative Session to enact a new policy, and an Executive Action to exercise governmental power.
Election(in steps)
- Elect a presidential nominee.
- The presidential nominee will be passed down the list of numbers.
- The first presidential nominee will chosen by RNG
- Nominate a Chancellor
- The presidential nominee will choose a chancellor.
- The chancel not be someone who previously enacted a policymore on that later
- Voting for the new government
- Once a chancellor has been chosen by the presidential nominee, the people may vote Ja! or Nein.
- Votes will not shown until everyone is voted. You may not abstain.
Aftermath
- If majority say yay, the voting is passed and onto the next phase, the legislative phase.
- If majority say nay or it is a tie, advance the election tracker.
- If the election tracker advances too three, pick the top card of the deck and enact it. Any powers are ignored if facist. More on that later)
- Move to the legislative session once a government is decided.
Legislative Session
The players may not speak during this phase.
The president will now take the first three cards of the policy deck and show it look at them. They will put on policy into the graveyard and give the other two to the chancellor. The chancellor will then take one of the two cards and put it in the graveyard, revealing and enacting the policy.
If liberal, will go towards the liberalist victory counter.
If facist, will go towards the facist victory counter and perhaps giving an executive action (or power) to the current president that must be played.
Executive Action/Presidential Powers
If the facist party counter reaches a certain point, the president may have powers.
Explanations on powers.
- Investigate Loyalty
- The president will learn wether the target player of their choosing is a liberal or a fascist.
Call special election
- The president will choose the next president. It may not be themselves and the game will continue on from the election nominating chancellor phase.
- Policy Peek
- The president will look at the top three policies of the deck.
- Execution
- The president will choose a player to execute.
Veto Power - After 5 facist victory tracker (1 away from victory) the chancellor has the right to veto a policy, immediately discarding the card given. This power is unlimited, however on each use the election counter will go up by 1.
The game will repeat from the election phase.
Secret hitler is made by Mike Tempkin who helped design cards against humanity (in kickstarter currently) and the rules are found here. https://dl.dropboxusercontent.com/u/502 ... _Rules.pdf
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Hyperme
- Monty Mole

- Posts: 101
- Joined: Sat Feb 14, 2015 1:28 pm
Postby Hyperme » Tue Jan 19, 2016 2:04 pm
PaperPlayerX wrote:PaperPlayerX wrote:Mafia #: Dead Ringer
-snip-
Please suggest balance changes. I have absolutely no way of testing this feigning mechanic.
Page 14
Words about video Mafia game:
I think the idea is interesting. I think the feign mechanic most benefits the Cop, however. Since there isn't a Doctor, it's fairly obvious when the Mafia/Killer hits a feign, since there will be less deaths than expected. And since only powers can feign, it kind of guarantees that someone who cheats death will meet a more... permanent death the next night. This means if the Cop thinks he's about to be killed, he can feign and drop his info the next day. I guess the SK could do a 'mock' feign and impersonate the cop, but if PM chat is on that fails because allying is always a good idea. Mafia is even less effective at this since the SK could kill them the next night unless the Mafia drops their kill.
I think the SK is kind of weak, since he only has one feign and is a loner. It might work better if he auto-feigns upon the first kill attempt.
Otherwise I think the feign mechanic is a good risk/reward type deal, although unless the anti-town players are set on a specific kill order, I don't think the colour reveal will matter much.
Also, minor quibble: Does the Doublevoter count as a power role for feigning purposes? I can see how it would work, (no double vote the next day), but it would strengthen the alliance strategy fairly well.
(Theoretically the Miller could count as a power role. This has okay implications of them being aware of Millerness, and weird ones of how exactly disabling their power works. Does they flip green? Black? Colourless????)
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Contact:
Postby MECHDRAGON777 » Tue Jan 19, 2016 5:20 pm
PixelPest wrote:
Nato wrote:
I actually like both if your games and would play both.
By the way, may I have any info on mine? (The original M24?)
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Delete if Allowed 2
- Nipper

- Posts: 429
- Joined: Fri Jan 24, 2014 4:14 pm
Postby Delete if Allowed 2 » Wed Jan 20, 2016 4:47 pm
My proposal for mafia - A Special Game 20 players
Townies (11/20)
All Townies, including the town traitor are equipped with a potion.
They can throw the potion at any time to kill a wolf. If two potions are thrown at the same person only one will be used.
BodyGuard - May protect one player from death or abilities cast on him/her each night. Causes bodyguard's own death.
Doctor - May heal a player each night, preventing them from death. One self heal
Sheriff - May inspect a player each night to learn of their color.
Lookout - May watch a player to see who the target player visits AND who visits the targeted player that night (if anyone).
Vigilante - May kill a player each night; if killing a townie, he loses his ability for one day. If he kills the town traitor, he gains the ability to kill daily.
Escort - May distract one player each night and prevent his/her ability from activating.
Gunsmith - May give a user a gun each night; Guns have a 50% chance of revealing who used them; has to use his ability daily
Gunsmith - May give a user a gun each night; Guns have a 50% chance of revealing who used them; has to use his ability daily
Lieutenant - Can choose during the night to host a second lynching during the day where a second player gets lynched alongside the first.
Retributionist - Can Revive the dead twice per game;
Veteran - May choose to go alert each night and kill any players who visit him. limited to 3 alerts
Mafia (4/20)
Yakuza - Upon death by circumstances, gets to choose a player to convert to mafia. The converted player can use his first ability two more times
Lawyer - Can paint one of his mafia members blue each night; painting wears off during daytime.
Consort - Can roleblock someone each day
Mafioso - discusses mafia chat
Cult (1/20)
Infectious Wolf - Can Infect someone every 2 days; Once the town is infected, the mafia, traitors, and the serial killer is dead they win. Infections are only possible with the infectious wolf. If a wolf tries to bite a mafia member or the serial killer, the traitors, one wolf member will be killed; infected players lose their abilities. Infections do not work on the fool.
Neutral (2/20)
Fool - Goal is to get lynched; if he gets lynched, the game is over
Serial Killer - 1 kill per day
Traitors (2/20); Goal kill everyone
Town Traitor - Can choose someone to kill along with the mafia traitor
Mafia Traitor - Can choose someone to kill along with the town traitor
The mafia traitor knows who the mafia. However, the mafia does not know who the traitor is, but they will be listed off in the role list.
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Julia Pseudo
- Luigi

- Posts: 5609
- Joined: Wed Jan 08, 2014 12:04 am
- Flair: gay gaymer girl
- Pronouns: She/her
Postby Julia Pseudo » Wed Jan 20, 2016 6:32 pm
Considering all the recent submissions, I'm down for bringing back host submissions for Mafia 27.
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Hyperme
- Monty Mole

- Posts: 101
- Joined: Sat Feb 14, 2015 1:28 pm
Postby Hyperme » Thu Jan 21, 2016 12:26 pm
8flight wrote:My proposal for mafia - A Special Game 20 players
This game seems to be pretty unbalanced, mainly because the first 2 Nights are probably going to decide how the game ends.
With 3 killer factions and a cult, it's highly likely that either third party player or the cult are immediately screwed when Day 1 starts. It's not unlikely that one of them gets killed straight off the bat, especially if the Vigilante decides a 9/20 chance to hit a baddie are good odds. Additionally, if Wolfboss dies, but his convert doesn't, the convert gets to play as a non-killing SK, which is kind of hopeless. Giving each of the singletons the ability to survive a single night kill will probably help in this regards.
Fool ending the game of death is bit crazy. Anyone who looks like they're trying to get lynched is going to end up on the 'night kill later' list of anti-town killers, and risks being straight up shot by the Vig. Fool is basically going to be expert mode Mafia, since you'll basically need to play badly well.
I don't think the Mafia really needs the handicap of having a team trying to kill them knowing their roles. Unless the Town Traitor dies early and the Mafia Traitor uses the Yakuza to drop the 'traitor' part of their role, the Mafia have at least an SK who knows who to kill, and it what order. (Unless the Mafia don't know each other's powers, which makes planning kind of difficult.)
I think the Town's early game is going to be 'hope the baddies shot each other'. If they survive the meat grinder of Night 1 mostly intact, they have enough powers to stand a chance. Reviving might even work really well, since only one blue is secretly evil!
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Delete if Allowed 2
- Nipper

- Posts: 429
- Joined: Fri Jan 24, 2014 4:14 pm
Postby Delete if Allowed 2 » Thu Jan 21, 2016 3:40 pm
Responses in bold red
Can you give more critique?
Changed the role list
Hyperme wrote:8flight wrote:My proposal for mafia - A Special Game 20 players
With 3 killer factions and a cult, it's highly likely that either third party player or the cult are immediately screwed when Day 1 starts.
I removed the serial killer and changed it with a different role that has not been seen before. Now its just 2 killing factions and 1 cult
It's not unlikely that one of them gets killed straight off the bat, especially if the Vigilante decides a 9/20 chance to hit a baddie are good odds.
8/20 now
Additionally, if Wolfboss dies, but his convert doesn't, the convert gets to play as a non-killing SK, which is kind of hopeless. Giving each of the singletons the ability to survive a single night kill will probably help in this regards.
Okay changing to if the original wolf dies, conversion changes to every 3 days instead of 2.
Fool ending the game of death is bit crazy.
Changing fool to a town role, Dancer
I don't think the Mafia really needs the handicap of having a team trying to kill them knowing their roles. Unless the Town Traitor dies early and the Mafia Traitor uses the Yakuza to drop the 'traitor' part of their role, the Mafia have at least an SK who knows who to kill, and it what order. (Unless the Mafia don't know each other's powers, which makes planning kind of difficult.)
should of clarified, mafia do not know who each other is
I think the Town's early game is going to be 'hope the baddies shot each other'. If they survive the meat grinder of Night 1 mostly intact, they have enough powers to stand a chance. Reviving might even work really well, since only one blue is secretly evil!
Buffing the town. Using a gun has a 75% to reveal who used it. If the reviver dies when he still has a revive left, he comes back to life. Bodyguard kills one of the attackers, including wolves.
8flight wrote:My proposal for mafia - A Special Game 20 players
Townies (12/20)
All Townies, including the town traitor are equipped with a potion.
They can throw the potion at any time to kill a wolf. If two potions are thrown at the same person only one will be used.
BodyGuard - May protect one player from death or abilities cast on him/her each night. Causes bodyguard's own death and attacker's death
Doctor - May heal a player each night, preventing them from death. One self heal
Sheriff - May inspect a player each night to learn of their color.
Lookout - May watch a player to see who the target player visits AND who visits the targeted player that night (if anyone).
Vigilante - May kill a player each night; if killing a townie, he loses his ability for one day. If he kills the town traitor, he gains the ability to kill daily.
Escort - May distract one player each night and prevent his/her ability from activating.
Gunsmith - May give a user a gun each night; Guns have a 75% chance of revealing who used them; has to use his ability daily
Gunsmith - May give a user a gun each night; Guns have a 75% chance of revealing who used them; has to use his ability daily
Lieutenant - Can choose during the night to host a second lynching during the day where a second player gets lynched alongside the first.
Retributionist - Can Revive the dead twice per game; if he dies with revives left, he comes back to life
Veteran - May choose to go alert each night and kill any players who visit him. limited to 3 alerts
Dancer - able to allow a person to use their roles twice
Mafia (4/20)
Yakuza - Upon death by circumstances, gets to choose a player to convert to mafia. The converted player can use his first ability 1 more time
Lawyer - Can paint one of his mafia members blue each night; painting wears off during daytime.
Consort - Can roleblock someone each day
Mafioso - discusses mafia chat
Cult (1/20)
Infectious Wolf - Can Infect someone every 2 days; Once the town is infected, the mafia, traitors, and the serial killer is dead they win.If a wolf tries to bite a mafia member or the bomber, the traitors, one wolf member will be killed; infected players lose their abilities. Infections are available every 3 days if the original wolf died.
Neutral (1/20)
Bomber - May place a bomb on a target each night. At daytime, the bomb wears off. If his choice is killed during the night a bomb ignites and starts a countdown. After 3 days, everyone except the bomber dies. Has 1 bulletproof vest
Traitors (2/20); Goal kill everyone
Town Traitor - Can choose someone to kill along with the mafia traitor
Mafia Traitor - Can choose someone to kill along with the town traitor
The mafia traitor knows who the mafia. However, the mafia does not know who the traitor is, but they will be listed off in the role list.
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Hyperme
- Monty Mole

- Posts: 101
- Joined: Sat Feb 14, 2015 1:28 pm
Postby Hyperme » Thu Jan 21, 2016 4:23 pm
Bomber looks fairly interesting. Since there's still going to be a fair amount of night kills occurring, they'll have a good chance of laying a bomb successfully. Once the dying dies down, it should be easier to predict who'll be targeted, allowing a more consistent planning. One minor thing would be to have the countdown announced at some point - a fully silent countdown might make them slightly too strong if they get a hit early on.
Wolves now look like they have a chance. There's a decent chance that Wolfboss will hit a town member on their first bite, so Night 1 death via power use is unlikely. Current conversion rate is good, since if they reach the endgame they're one of the stronger factions.
Dancer is a decent utility role for the Town. Probably one of the better conversion targets for the Yakuza, since double role block or paint at the right time could swing the game. One restriction worth adding is probably preventing them from having the same target two nights in a row, since if they team up with the Cop the town gets quite an advantage. (I approve of the potential of the Dancer targeting Wolfboss for a double cult growth.)
Allowing the Retributionist to auto revive is probably for the best. Losing out on both revives would be pretty harsh for the town.
Minor question: can guns be stockpiled or combined with other abilities? Since the Bomber getting a gun could be a problem case.
This looks like an improvement. I think the Town is okay with having full power, since some powers are double-edged swords, and the baddies can cause a lot of damage early on.
(some how i think that if a triple lynch day occurs via Lieutenant + Dancer, madness will occur.)
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Delete if Allowed 2
- Nipper

- Posts: 429
- Joined: Fri Jan 24, 2014 4:14 pm
Postby Delete if Allowed 2 » Thu Jan 21, 2016 5:49 pm
Further updated
Please critique more
Hyperme wrote:Bomber looks fairly interesting. Since there's still going to be a fair amount of night kills occurring, they'll have a good chance of laying a bomb successfully. Once the dying dies down, it should be easier to predict who'll be targeted, allowing a more consistent planning. One minor thing would be to have the countdown announced at some point - a fully silent countdown might make them slightly too strong if they get a hit early on.
I'm planning for the bomb and all conversions(mafia/wolf) to be announced.
Wolves now look like they have a chance. There's a decent chance that Wolfboss will hit a town member on their first bite, so Night 1 death via power use is unlikely. Current conversion rate is good, since if they reach the endgame they're one of the stronger factions.
Dancer is a decent utility role for the Town. Probably one of the better conversion targets for the Yakuza, since double role block or paint at the right time could swing the game. One restriction worth adding is probably preventing them from having the same target two nights in a row, since if they team up with the Cop the town gets quite an advantage. (I approve of the potential of the Dancer targeting Wolfboss for a double cult growth.)
I'll add that rule for the dancer.
Allowing the Retributionist to auto revive is probably for the best. Losing out on both revives would be pretty harsh for the town.
Also, if the Retributionist dies 1st, it will be announced that he dies and comes back to life the same day. Boom, confirmed townie.
Minor question: can guns be stockpiled or combined with other abilities? Since the Bomber getting a gun could be a problem case.
Guns cannot be stockpiled.However, you have to pm me to use it, and there is a 75% chance you get revealed. Bomber only works if their target dies at night. Guns can only be used during day
This looks like an improvement. I think the Town is okay with having full power, since some powers are double-edged swords, and the baddies can cause a lot of damage early on.
(some how i think that if a triple lynch day occurs via Lieutenant + Dancer, madness will occur.)
That would honestly be interesting. The liteutenant and Dancer could save the town from the bomber
Townies (12/20)
All Townies, including the town traitor are equipped with a potion.
They can throw the potion at any time to kill a wolf. If two potions are thrown at the same person only one will be used.
BodyGuard - May protect one player from death or abilities cast on him/her each night. Causes bodyguard's own death and attacker's death
Doctor - May heal a player each night, preventing them from death. One self heal
Sheriff - May inspect a player each night to learn of their color.
Lookout - May watch a player to see who the target player visits AND who visits the targeted player that night (if anyone).
Vigilante - May kill a player each night; if killing a townie, he loses his ability for one day. If he kills the town traitor, he gains the ability to kill daily.
Escort - May distract one player each night and prevent his/her ability from activating.
Gunsmith - May give a user a gun each night; Guns have a 75% chance of revealing who used them; has to use his ability daily; no stock pile; only used during daytime
Gunsmith - May give a user a gun each night; Guns have a 75% chance of revealing who used them; has to use his ability daily; no stock pile; only used during daytime
Lieutenant - Can choose during the night to host a second lynching during the day where a second player gets lynched alongside the first.
Retributionist - Can Revive the dead twice per game; if he dies with revives left, he comes back to life
Veteran - May choose to go alert each night and kill any players who visit him. limited to 3 alerts
Dancer - able to allow a person to use their roles twice; Cannot pick the same target twice in a row
Mafia (4/20)
Yakuza - Upon death by circumstances, gets to choose a player to convert to mafia. The converted player can use his first ability 1 more time. Conversions will be announced to town.
Lawyer - Can paint one of his mafia members blue each night; painting wears off during daytime.
Consort - Can roleblock someone each day
Mafioso - discusses mafia chat
Cult (1/20)
Infectious Wolf - Can Infect someone every 2 days; Once the town is infected, the mafia, traitors, and the serial killer is dead they win.If a wolf tries to bite a mafia member or the bomber, the traitors, one wolf member will be killed; infected players lose their abilities. Infections are available every 3 days if the original wolf died.
Neutral (1/20)
Bomber - May place a bomb on a target each night. At daytime, the bomb wears off. If his choice is killed during the night a bomb ignites and starts a countdown. After 3 days, everyone except the bomber dies. Has 1 bulletproof vest
Traitors (2/20); Goal kill everyone
Town Traitor - Can choose someone to kill along with the mafia traitor
Mafia Traitor - Can choose someone to kill along with the town traitor
The mafia traitor knows who the mafia. However, the mafia does not know who the traitor is, but they will be listed off in the role list.
P.S. Also just a headsup, mafia has the option to kill one of their own until the traitor dies.
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Delete if Allowed 2
- Nipper

- Posts: 429
- Joined: Fri Jan 24, 2014 4:14 pm
Postby Delete if Allowed 2 » Fri Jan 22, 2016 10:42 pm
Hyperme wrote:ping
Are you ever going to review the second update of my game concept?
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Julia Pseudo
- Luigi

- Posts: 5609
- Joined: Wed Jan 08, 2014 12:04 am
- Flair: gay gaymer girl
- Pronouns: She/her
Postby Julia Pseudo » Fri Jan 22, 2016 11:02 pm
^
Hey, I moved your post from the Mafia 26 thread to here, since you're dead and I would guess that this is where you meant to put this in the first place.
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Hyperme
- Monty Mole

- Posts: 101
- Joined: Sat Feb 14, 2015 1:28 pm
Postby Hyperme » Sat Jan 23, 2016 6:58 am
8flight wrote:Hyperme wrote:ping
Are you ever going to review the second update of my game concept?
Was kind of busy on Friday so I'll get round to it now.
With the rest of the clarifications, everything looks fine to me. I can't think of any obvious ways that the game could break horribly, since it's no longer possible for anti-town factions to lose Night 1.
There also doesn't seem to be any town power that becomes ridiculous when doubled by the Dancer. Cop probably gains the most from it, but with the Dancer's restriction it shouldn't get out of control.
Other than that, I can think of some potentially weird endgames where everyone dies from Daykills, but in that case I guess everyone loses.
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Delete if Allowed 2
- Nipper

- Posts: 429
- Joined: Fri Jan 24, 2014 4:14 pm
Postby Delete if Allowed 2 » Sat Jan 23, 2016 10:09 am
Hyperme wrote:8flight wrote:Hyperme wrote:ping
Are you ever going to review the second update of my game concept?
Was kind of busy on Friday so I'll get round to it now.
With the rest of the clarifications, everything looks fine to me. I can't think of any obvious ways that the game could break horribly, since it's no longer possible for anti-town factions to lose Night 1.
There also doesn't seem to be any town power that becomes ridiculous when doubled by the Dancer. Cop probably gains the most from it, but with the Dancer's restriction it shouldn't get out of control.
Other than that, I can think of some potentially weird endgames where everyone dies from Daykills, but in that case I guess everyone loses.
I can fix the last part.
Priority List. If it's ever the final two.
Traitors>Mafia>Wolf>Town
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underFlo
- Wart

- Posts: 4456
- Joined: Mon Jul 14, 2014 10:44 am
- Flair: sup im lesbiab
- Pronouns: They/She
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Contact:
Postby underFlo » Sat Jan 23, 2016 1:34 pm
Pseudo-dino wrote:^
Hey, I moved your post from the Mafia 26 thread to here, since you're dead and I would guess that this is where you meant to put this in the first place.
yo 8flight please dont mix up the threads kthxbye
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Mon Jan 25, 2016 11:17 pm
Here's an Idea:
M27 – Marioverse Power-up Chaos
On this mafia, trouble has happened in the mushroom kingdom and a mafia with evil marioverse power-ups is trying to kill the innocent toads. The town has to use power-ups to fight back against the mafia, but oh yeah, no one knows who has which power-up, so you could end up killing someone with one of the good power-ups
22 Players – Cardflip
Insta-lynches can happen
This is a Towns Syndrome game. No one knows who has which color.
Roles:
Evil Power-ups:
Win Condtion: Outnumber the players with good power-ups
Ztar: The one with this is the leader of the mafia, cardsflip green
Cursed Mushroom: Can block a player's ability each night.
Stopwatch: Can silence a player each night
Poison Mushroom
Poison Mushroom
Good Power-ups:
Win Condtion: Kill all the players with Bad Power-ups and Third Party Power-up
P-switch: Can scan the color of a player each night
? Switch: The player with this switch will take the role of the player with the p-switch if the player with
The P-switch dies.
Fire Flower: Lynch votes count as two instead of one, if a player gets insta-lynch because of the double vote,
They upgrade into:
Ice Flower: Lynch votes count as three instead of two
Hammer Suit: Can kill one player each night but will lose this ability if they kill someone with a mushroom.
1-up: The player with this will survive if they get killed in the night, but only once!
Starman: The Player with this can protect one player each night, cannot self-protect.
Crystal Orb: The Player with this knows who has the ? Orb but the person with the ? Orb doesn't know who they are. Cardflips green.
Mushroom
Mushroom
Mushroom
Mushroom
Mushroom
Mushroom
Mushroom
Mushroom
Mushroom
Mystery Mushroom: The Player with this mushroom thinks it's a normal mushroom, Cardflips red.
Third Party Power-up:
Win Condtion: Be the last person standing
? Orb: Can Predict who will die that night, if their prediction is correct, they are free to take the power-up and role of that player.
Last edited by PersonNamedUser on Tue Jan 26, 2016 9:59 pm, edited 5 times in total.
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MECHDRAGON777
- Pink Yoshi Egg

- Posts: 6422
- Joined: Fri Dec 20, 2013 6:40 pm
- Flair: Nuclear Queen of Reversion.
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Contact:
Postby MECHDRAGON777 » Tue Jan 26, 2016 8:35 am
When I get to my computer, I will update mine a little to make it make more sense.
Also, SuperMario12345's game looks like a common one we are used to, but still good eiter way.
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RudeGuy
- Bowser

- Posts: 4994
- Joined: Fri Dec 27, 2013 7:36 am
- Flair: local guy
Postby RudeGuy » Tue Jan 26, 2016 9:01 am
MosaicMario wrote:
Stopwatch: Can Silence one player each night
I don't get why is this role in the town and not in the mafia. It does more harm than good to the town.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Tue Jan 26, 2016 10:10 am
RudeGuy07 wrote:MosaicMario wrote:
Stopwatch: Can Silence one player each night
I don't get why is this role in the town and not in the mafia. It does more harm than good to the town.
Good point, I'll change that.
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underFlo
- Wart

- Posts: 4456
- Joined: Mon Jul 14, 2014 10:44 am
- Flair: sup im lesbiab
- Pronouns: They/She
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Contact:
Postby underFlo » Tue Jan 26, 2016 10:12 am
the 1-up is super op and would be way better as a bulletproof.
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