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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116taj
- Spike

- Posts: 269
- Joined: Sat Jul 05, 2014 8:07 pm
Postby 116taj » Sun Sep 10, 2017 2:51 pm
M45+: Third Party Terror!
Woah, I made a game!
-Cardflip
-Open Ballot
-17 Players
Third Parties
- Must be last standing to win.
Serial Killer
Once per night, can kill another player. Cannot be nightkilled.
Arsonist
Can spill gasoline onto a player's house once per night. Alternatively, can light all houses with gasoline spilled on them to kill them. Goes through protection.
Evil Doctor
Can poison someone during the night, causing them to die the next night. The poison can be countered by the doctor's healing on the following night. Has the town's trust so he cardflips blue.
Can also protect himself once.
The Town
- Must kill all third parties
Sheriff
Can inspect a player to learn their color.
Doctor
Can protect a player from nightkills. Cannot protect himself
Vigilante
Can kill a player once per night. If he kills a blue or green, he cardflips orange.
Dissector
During the day, he dissects one of the dead players of his choice. He learns who they are at night.
Graverobber
Takes the role of the first blue that dies and is part of the town. If more than one dies at the same time, he gets to choose which role he wants. Still cardflips yellow afterwards.
Friend
In contact with the other friend.
Friend
In contact with the other friend.
Townie
Can vote to lynch another player.
Townie
Townie
Townie
Townie
Miller
Thinks they're a townie.
Millwright
Thinks they're a townie.
Last edited by 116taj on Sun Sep 10, 2017 10:18 pm, edited 5 times in total.
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Cedur
- Link

- Posts: 7073
- Joined: Tue Jun 28, 2016 10:14 am
- Flair: I'm gone, for chess and minesweeper
- Pronouns: he/him
Postby Cedur » Sun Sep 10, 2017 3:24 pm
These are three and more separate kills each night, so town is obviously severely underpowered (and so is also the informed murderer). Also you should remove the empty lines.
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116taj
- Spike

- Posts: 269
- Joined: Sat Jul 05, 2014 8:07 pm
Postby 116taj » Sun Sep 10, 2017 4:27 pm
Cedur wrote:These are three and more separate kills each night, so town is obviously severely underpowered (and so is also the informed murderer). Also you should remove the empty lines.
I added a few more roles for the town and buffed the informed murderer so I think this fixes the balance.
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Sun Sep 10, 2017 4:39 pm
Having four TPs all with Nightkill abilities, two of which break protection, is extremely OP
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Sun Sep 10, 2017 4:43 pm
116taj wrote:Cedur wrote:These are three and more separate kills each night, so town is obviously severely underpowered (and so is also the informed murderer). Also you should remove the empty lines.
I added a few more roles for the town and buffed the informed murderer so I think this fixes the balance.
Not at all, first off, theirs 21 players not 20, but also, the informed murderer isn't buffed, infact, the "buff", is not only crippling, but it's straight up useless. Another thing, I wouldn't suggest that the vigilante permanently lose their ability AND flip a scummy color upon screwing up.
This is stuff I'd suggest changing. Also 21 players given intrest atm could be a hassle to get.
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116taj
- Spike

- Posts: 269
- Joined: Sat Jul 05, 2014 8:07 pm
Postby 116taj » Sun Sep 10, 2017 5:01 pm
MosaicMario wrote:116taj wrote:Cedur wrote:These are three and more separate kills each night, so town is obviously severely underpowered (and so is also the informed murderer). Also you should remove the empty lines.
I added a few more roles for the town and buffed the informed murderer so I think this fixes the balance.
Not at all, first off, theirs 21 players not 20, but also, the informed murderer isn't buffed, infact, the "buff", is not only crippling, but it's straight up useless. Another thing, I wouldn't suggest that the vigilante permanently lose their ability AND flip a scummy color upon screwing up.
This is stuff I'd suggest changing. Also 21 players given intrest atm could be a hassle to get.
Fixed. But I think I might get rid of the informed murderer if it's still unbalanced.
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116taj
- Spike

- Posts: 269
- Joined: Sat Jul 05, 2014 8:07 pm
Postby 116taj » Sun Sep 10, 2017 5:05 pm
PixelPest wrote:Having four TPs all with Nightkill abilities, two of which break protection, is extremely OP
If a TP doesn't have a nightkill ability, it would be really hard for them to win so I feel reluctant to remove one.
But maybe the evil doctor's poison could be healed by the doctor? But also once the town and other tps kill each other, there will be less nightkills.
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Thehelmetguy1
- Boom Boom

- Posts: 2372
- Joined: Sat Dec 19, 2015 9:33 am
- Flair: certified idiot
Postby Thehelmetguy1 » Sun Sep 10, 2017 8:16 pm
I feel like this is unbalanced as shit but here you go
M__: whatever
the red heads
goal: become soviets and build the red army kill everyone that is not a red head
Red head king: Can send his soldiers to silence someone each night.
Blue mage: Can find someone's color each night. Can inspect someone twice to find the person's role instead.
Red heads' head soldier: Can kill someone each night. Killing someone of his own team will result in his identity revealed to everyone
nice blue people
goal: make an alliance to turn the whole town into a bunch of sheep and kill whoever goes against the alliance kill everyone that is not a nice blue person
Nice blue king: Can protect someone each night using his soldiers(Himself included).
Spy: May inspect someone each night. Upon inspecting a nice blue person the spy will be revealed to that nice blue person as wellt.
Red mage: Can kill someone each night. Killing someone of his own team will result in him losing his ability for two nights.
some nerds
goal: be useless kill everyone that is not a nerd
Nerd Master: Can use cool hacks to roleblock someone each night.
some stalker: Uses the internet to stalk someone and find their color. May stalk further and find who visited that person last night twice in the game.
Nerd that works with the government: Send a missile to someone each night, killing this person. If he targets someone from his own team, the nightkill will fail.
Insane people
goal: die kill everyone that is not insane
Mad boss: Can attack someone each night to make them cardflip black for one night.
Scary guy: Can find someone's color each night. May give up on his ability permanently to find the role of three people once in the game.
Bomber: Can set a bomb on someone's house each night. As an alternative, may blow up all the bombs there and kill anyone that had a bomb in their house and whoever visited them that night.
also people don't know their teammates
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Sun Sep 10, 2017 9:25 pm
116taj wrote:PixelPest wrote:Having four TPs all with Nightkill abilities, two of which break protection, is extremely OP
If a TP doesn't have a nightkill ability, it would be really hard for them to win so I feel reluctant to remove one.
But maybe the evil doctor's poison could be healed by the doctor? But also once the town and other tps kill each other, there will be less nightkills.
There are other TP abilities but it's also just hard to balance this game because of that inherent flaw: make TPs less strong and it's too hard for them to win but leave them as strong and there's too much killing power
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116taj
- Spike

- Posts: 269
- Joined: Sat Jul 05, 2014 8:07 pm
Postby 116taj » Sun Sep 10, 2017 10:16 pm
PixelPest wrote:116taj wrote:PixelPest wrote:Having four TPs all with Nightkill abilities, two of which break protection, is extremely OP
If a TP doesn't have a nightkill ability, it would be really hard for them to win so I feel reluctant to remove one.
But maybe the evil doctor's poison could be healed by the doctor? But also once the town and other tps kill each other, there will be less nightkills.
There are other TP abilities but it's also just hard to balance this game because of that inherent flaw: make TPs less strong and it's too hard for them to win but leave them as strong and there's too much killing power
Well on the first night there is up to 2 night kills
- Serial Killer
- Vigilante
Evil doctor poisons
Arsonist douses
Then night 2 there is up to 5
- Serial Killer
- Vigilante
- Arsonist lights houses on fire
- Evil Doctor's poison isn't countered
- Informed Murderer
If if goes on like this ( vigi or tps dont die)
the game will end on night 5 with both the vigi and serial killer dying at the same time
so im just going to get rid of the informed murderer, doublevoter and a townie to try and give the town and tps a chance
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Tue Sep 12, 2017 4:27 am
Yep, another concept game. It might be total shit again so please give me feedback on it.
M## Total Anarchy
19 Players
Mafia:
Godfather: The leader of the mafia. His years of experience in decieving the authorities make him cardflip green.
Saboteur: Can give away a rigged gun once throughout the game. If this gun is used, the shooter will be killed instead of the target.
Antivoter: Vote counts as -1 and subtracts one vote from the overall total.
Goon: A regular member of the mafia, can conspire with his teammates on who to kill each night.
Town:
Executioner: The man in charge of the lynch. May inspect a player every day to learn the weight of their vote.
Retired Executioner: An old man who used to lead the lynch. Will become the executioner again if the current one dies.
Cop: May inspect someone every night to learn their cardflip colour.
Gunsmith: May give a player a gun at night four times throughout the game. The Gunsmith can only give himself a gun once.
Doctor: May protect a player from dying every night. They cannot self-protect.
Triplevoter: Thinks they are a townsperson but their vote counts thrice.
Doublevoter: Thinks they are a townsperson but their vote counts twice..
Doublevoter:
Townsperson: Just a regular townsperson, can cast a lynch vote.
Townsperson:
Townsperson:
Townsperson:
Townsperson:
Miller: Like a townsperson, but red. Thinks they are a normal townsperson.
Zerovoter: Thinks they are a townsperson but their vote doesnt count.
Items
-Gun: Can be used to kill one player at night.
-Rigged Gun: If used it will kill the shooter instead of its target. A rigged gun is indistinguishable from a normal gun.
Explanation on the concept:
This game has a rather chaotic concept applied to most of the town players. All of the townspeople start off with no clue on how much their vote weighs. Most townspeople have a regular lynch vote but some have a double vote, triple vote or no vote at all. On top of this there is also a mafiosi with a negative vote which subtracts one from the overall total. The Executioner role can inspect players to find out the weight of their vote and possibly find the triplevoter and doublevoters.
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ShadowStarX
- Bronze Yoshi Egg

- Posts: 1751
- Joined: Mon Jan 27, 2014 7:21 am
- Pronouns: he/him
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Contact:
Postby ShadowStarX » Tue Sep 12, 2017 10:07 am
Witchking666 wrote:Yep, another concept game. It might be total shit again so please give me feedback on it.
M## Total Anarchy
19 Players
Mafia:
Godfather: The leader of the mafia. His years of experience in decieving the authorities make him cardflip green.
Saboteur: Can give away a rigged gun once throughout the game. If this gun is used, the shooter will be killed instead of the target.
Antivoter: Vote counts as -1 and subtracts one vote from the overall total.
Goon: A regular member of the mafia, can conspire with his teammates on who to kill each night.
Town:
Executioner: The man in charge of the lynch. May inspect a player every day to learn the weight of their vote.
Retired Executioner: An old man who used to lead the lynch. Will become the executioner again if the current one dies.
Cop: May inspect someone every night to learn their cardflip colour.
Gunsmith: May give a player a gun at night four times throughout the game. The Gunsmith can only give himself a gun once.
Doctor: May protect a player from dying every night. They cannot self-protect.
Triplevoter: Thinks they are a townsperson but their vote counts thrice.
Doublevoter: Thinks they are a townsperson but their vote counts twice..
Doublevoter:
Townsperson: Just a regular townsperson, can cast a lynch vote.
Townsperson:
Townsperson:
Townsperson:
Townsperson:
Townsperson:
Zerovoter: Thinks they are a townsperson but their vote doesnt count.
Items
-Gun: Can be used to kill one player at night.
-Rigged Gun: If used it will kill the shooter instead of its target. A rigged gun is indistinguishable from a normal gun.
Explanation on the concept:
This game has a rather chaotic concept applied to most of the town players. All of the townspeople start off with no clue on how much their vote weighs. Most townspeople have a regular lynch vote but some have a double vote, triple vote or no vote at all. On top of this there is also a mafiosi with a negative vote which subtracts one from the overall total. The Executioner role can inspect players to find out the weight of their vote and possibly find the triplevoter and doublevoters.
Looks like a decent concept, not sure how balanced it actually is.
I'd personally swap the color of the zerovoter and one of the doublevoters, though.
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Witchking666
- Silver Yoshi Egg

- Posts: 1769
- Joined: Mon Dec 15, 2014 10:47 am
Postby Witchking666 » Tue Sep 12, 2017 10:10 am
ShadowStarX wrote:Witchking666 wrote:Yep, another concept game. It might be total shit again so please give me feedback on it.
M## Total Anarchy
19 Players
Looks like a decent concept, not sure how balanced it actually is.
I'd personally swap the color of the zerovoter and one of the doublevoters, though.
Yeah, makes sense. Zerovoting miller is a shit role to play as. Added a miller and made the zerovoter green. I didnt want to have a red zerovoter tho.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Tue Sep 12, 2017 8:28 pm
MosaicMario wrote:UPDATED
The Wizard of Darkness
Cardflip
19 Players
Role Usage is optional
The Dark Wizard & Cursed Mythical Creatures
Dark Wizard: Can choose what color they flip as at the beginning of the game, during night 1. and they are also immune to nightkills.
Basilisk: Anyone that visits them during the night phase will die, unless they have a mirror.
Black Dragon: they can take someone to their cave each night phase. disabling their ability that night phase and destroying any items they have. If It gets a draconian orb, he can paint someone black permanently but only that one person.
Red Slime: Can trap someone inside their slimy form each night, silencing them for the next day phase, they will also overwrite their vote, the one they trap will have lynch immunity too however. They can't use this on their teammates.
The Good Wizards & Good Mythical Creatures
Forensics Wizard: Can find out the color of someone each night
White Dragon: Can protect someone during the night phase, and if that player is targeted, they’ll die instead. If They get a Draconian Orb, protecting someone won't kill them. They also can choose to reveal their role to a player during the day phase.
Mirror Wizard: Can give someone a mirror every night. They also can't be killed by the basilisk death stare.
Orb Wizard: Can give someone a X2 Or Draconian Orb every 2 nights the former of which makes their lynch votes permanently count as 2 unless destroyed by the Black Dragon. And the latter will give them a special ability if their a dragon.
Blue Slime: This Slime is able to absorb white magic of fallen wizards and mythical creatures, and therefore, on a night, if a blue dies, they can target them to gain that blue's ability. Will flip as green until it gets an ablilty of someone, in which it'll flip as blue for the remainder of the game. If it targets the Dark Wizard, assuming they picked blue, then they obtain nightkill immunity. They also have immunity to the Basilisk's death stare as they don't have
any eyes. If They Pick up the White Dragon, Green Dragon, Or Red Dragon's Ability, they won't get the Draconian effects.
Dragon Duo(Green Dragon): Knows who the other dragon is, they can collaboratively choose to kill someone each night. If they do choose to kill someone, they'll need to choose which of them will visit them to make the kill. If either of them get a draconian orb, that dragon's votes count as 2. If one of them get both a draconian orb.
and X2 Orb, then their votes count for 3.
Dragon Duo(Red Dragon)
Regular Wizard: Each of them get a minor ability
Regular Wizard
Regular Wizard
Regular Wizard
Regular Wizard
Magic Studier: Knows they're the Magic Studier
Witchery Student: Knows they're the Witchery Student
Third Party
Witch/Warlock:
They can set a spell on a player each night and select a word atleast 6 letters long, and if the that player says that word the next day phase they’ll die. They also have nightkill immunity. If the witch/warlock is given a Mirror, they can inspect a player to learn their color, it breaks afterwards. Once in the game, if they get a Draconian Orb, they can
use a spell that will cause a rage of lightning and rainstorms that will disable all abilities that night, and can choose 2 players to kill as well. Their abilities don't count
as visiting.
Mirror
If you have this item, if you visit the basilisk, you won’t die. If the witch/warlock happens
to get this mirror, they can inspect a player once.
X2 Orb
If your given this item, your lynch votes will count as two, unless it’s destroyed by the Black Dragon
Draconian Orb
If the White Dragon, Black Dragon, Red Dragon Or Green Dragon gets this item, each will get a different
temporarily effect, if the witch/warlock get this, they can make an awful thing happen, but only once
Regular Wizard Abilities:
Afterimage Magic: Can post a single message after death
Anonymity Spell: Can send an anonymous message once in the game that will be displayed after the night phase
Item Scavenge Spell: Can Scavenge for an item, %70 chance that they find a mirror, and a %30 chance they find
a X2 Orb.
- If a Regular Wizard gets a Draconian Orb, it's completely useless
- YES the Blue Slime can get one of the Dragon Duo's abilities
- If the Blue Slime gets the Red Dragon or Green Dragon's Ability, they can kill someone each night WITHOUT a penalty for killing a good wizard or mythical creature.
- If the Dark Wizard doesn't pick a color, it'll be choosen for them at RANDOM
- If The Blue Slime is Kidnapped by the Black Dragon the same phase they were about to pick up an ability, it'll fail
- If you put two and two together, then yes, the Blue Slime will kill the Basilisk if they try to kill them after picking up the Green/Red Dragon's ability
- added 2 more players
- added 2 slime roles, one for town, one for mafia
- added the witch win condtion
- changed the dragon duo to dragon trio
Changelog 2:
- reverted the dragon trio back to dragon duo
- removed the revival potion
- switched the cooldowns for the mirror wizard and orb wizard
Changelog 3:
- The Blue Slime will now gain nightkill immunity if they choose the dark wizard and they choose blue.
- Added /Warlock to the Witch Role.
Changelog 4:
- The Witch gets a special ability if they get a mirror
- Each Regular Wizard will get a minor one-time ability they can use.
Changelog 4.1:
- The Blue Slime is immune to the basilisk death stare
- The Red Slime Overwrites the one they slienced's vote.
- Despite being trapped, someone who is trapped by the Red slime can't be lynched
Changelog 4.2:
- Draconic Orb
Changelog 5:
- Blue Slime Notes
- Regular Wizard Note
- Witch Buff
- Clarfications
- Buffed Dragon Duo, they no longer lose the ability to choose a kill target if one of them die.
The Dark Wizard & Cursed Mythical Creatures: Outnumber the Good Wizards & Good Mythical Creatures And Burn The WitchKill the Witch/Warlock.
The Good Wizards & Good Mythical Creatures: Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock
Third Party: Wins If The Dark Wizard and all their allies as well as the specials, this includes the Blue Slime and Dragon Duo, Are dead.
Your a corrupted wizard, your the main attraction, your the Dark Wizard! Your allowed to pm me on the first phase in the game and pick to be green, red, blue, mauve, or orange. You also thanks to your black magic can not die at night so you don't need to worry about that, make sure you
pick a color or your color will be picked randomly.
Your Teammates are: reptile, another reptile, slime blob whatever thing
Your goal is to Outnumber the Good Wizards & Good Mythical Creatures And Burn The WitchKill the Witch/Warlock. Good luck!
Your a ginormous green serpent, your looks kill on sight, your the Basilisk! Anyone that is unlucky enough to stumble upon your
lair will die from looking you in the eyes, but remember, if this person has a mirror, your killing will be neutralized,
Your Teammates are: shadowy magic guy, other reptile dude, bloby slime
Your goal is to Outnumber the Good Wizards & Good Mythical Creatures And Burn The WitchKill the Witch/Warlock. Good luck!
A giant black reptile with wings, Your the Black Dragon! Each night you can capture someone as prisoner for a night, preventing
them from using their powers, and also destroying any items they may have on them. If you get a draconian orb, you can paint someone black for the
rest of the game but only that one person.
Your Teammates are: DARRRRKKKKK MAGGGGGGIC PERRRRRRRSON, BASILISK DEATH STARE, SQUISHY SLIMY MASS THING
Your goal is to Outnumber the Good Wizards & Good Mythical Creatures And Burn The WitchKill the Witch/Warlock. Good luck!
Your a large, living blob of slimy mass, except that your cursed! Your the Red Slime! Each Night you can trap someone inside of
yourself, and then go into hiding so that no one can hear them. You'll also overwrite their vote, but they themselves cannot be lynched.
Your Teammates are: darkness and stuff dude, Reptile A, Reptile B
Your goal is to Outnumber the Good Wizards & Good Mythical Creatures And Burn The WitchKill the Witch/Warlock. Good luck!
Your a Wizard that great at Forensics, your the Forenics Wizard! Each night you can do inspection on someone to find out
their color.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Your giant white reptile with wings, your also very selfless as well, your the White Dragon! Each Night, you can choose to
protect a player from death, but however, you will be killed instead. However, if you get a draconian orb, you won't be killed from protecting someone.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
You really like mirrors, you may be a little vain, your the Mirror Wizard! Each night you can give someone a mirror so that if they
happened to wander into the Basilisk's Lair, they won't die. Also, you yourself cannot be killed by the basilisk.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
You play around alot with magic and trying to invent powerful orbs, you are the Orb Wizard! Every other night, you can give someone
one of your magical X2 Orbs to make their votes count as two permentenly. Just don't let that Giant Black Reptile, The Black dragon destroy it.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Your a Large, Living Blob of Slimy mass, that has learned to harness white magic, Your the Blue Slime! If one of the specials happens
to die, you can choose to absorb their powers, then you'll be able to use that power that that special had. If you happen to target the Dark Wizard, and they happen
to pick blue, you'll obtain their nightkill immunity. Also, you'll flip as green, but once you pick up an ability, you'll flip as blue. Also, as you have no eyes, the basilisk's death stare won't kill you.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Your a somewhat large reptile with wings, though not as large as the White Dragon or Black Dragon, your the Green Dragon! With your teammate, the Red Dragon, you two can collaboratively set someone ablaze each night to kill them, you want to make sure to try to get The Dark Wizard's Allies
however, or you'll do your teammates more bad than good. if either of you get a draconian orb, your lynch votes will count as two. If you get both a draconian orb and X2 Orb, it will count as 3.
Your Teammate Is: Red Spyro whoever
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Your a somewhat large reptile with wings, though not as large as the White Dragon or Black Dragon, your the Red Dragon! With your teammate, the Green Dragon, you two can collaboratively set someone ablaze each night to kill them, you want to make sure to try to get The Dark Wizard's Allies however, or you'll do your teammates more bad than good. if either of you get a draconian orb, your lynch votes will count as two. If you get both a draconian orb and X2 Orb, it will count as 3.
Your Teammate Is: Green Sypro whoever
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Your a Regular Wizard, you have a minor ability, which is (insert here) you can vote during the day phases.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Ugh, this is a pretty bad thing, but your The Magic Studier. So basically, you like to study the origins of black and white magic alike,
but doing this makes you look very suspicious, maybe even trying to look innocent, just try not to die or you'll end up confusing your teammates even more.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Oh no, this is no good, but your the Witchery Student. Your a stundent in witchery, seems okay enough right? Well here's the thing, the
fact that your a student in witchery makes you look like you may be the Witch, Or Warlock if your a guy, trying to look like someone just studying witchery. So you'll really not want to die, or you may make your teammates wonder if you were the Witch, Or Warlock, so be careful.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Your Sneaky, your suspicious, your not aligned to the good side, but not aligned to the bad side either, so by process of elimination, this means
that your the Witch! Or Warlock if your male. So basically, each night, you can do some voodoo
magic on someone to make it where if they say a word of your choice that's atleast 6 letters long, they will die. You also can't be killed at night either.
if you can convince the mirror wizard to give you one of their mirrors, then you'll be able to inspect someone a single time, however the mirror will be shattered.
If you manage to get a draconian orb, one single time you'll be able to summon a raging storm that will disable all abilities and kill someone. Your abilities don't
count as visiting.
If The Dark Wizard and all their allies as well as the specials, this includes the Blue Slime and Dragon Duo, Are dead, then you win. Good Luck!
A BILLION YEARS LATTER THIS GAME UPDATES
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Noodle
- Banned
- Posts: 595
- Joined: Mon Aug 15, 2016 9:34 am
Postby Noodle » Tue Sep 12, 2017 8:30 pm
MosaicMario wrote:MosaicMario wrote:UPDATED
The Wizard of Darkness
Cardflip
19 Players
Role Usage is optional
The Dark Wizard & Cursed Mythical Creatures
Dark Wizard: Can choose what color they flip as at the beginning of the game, during night 1. and they are also immune to nightkills.
Basilisk: Anyone that visits them during the night phase will die, unless they have a mirror.
Black Dragon: they can take someone to their cave each night phase. disabling their ability that night phase and destroying any items they have. If It gets a draconian orb, he can paint someone black permanently but only that one person.
Red Slime: Can trap someone inside their slimy form each night, silencing them for the next day phase, they will also overwrite their vote, the one they trap will have lynch immunity too however. They can't use this on their teammates.
The Good Wizards & Good Mythical Creatures
Forensics Wizard: Can find out the color of someone each night
White Dragon: Can protect someone during the night phase, and if that player is targeted, they’ll die instead. If They get a Draconian Orb, protecting someone won't kill them. They also can choose to reveal their role to a player during the day phase.
Mirror Wizard: Can give someone a mirror every night. They also can't be killed by the basilisk death stare.
Orb Wizard: Can give someone a X2 Or Draconian Orb every 2 nights the former of which makes their lynch votes permanently count as 2 unless destroyed by the Black Dragon. And the latter will give them a special ability if their a dragon.
Blue Slime: This Slime is able to absorb white magic of fallen wizards and mythical creatures, and therefore, on a night, if a blue dies, they can target them to gain that blue's ability. Will flip as green until it gets an ablilty of someone, in which it'll flip as blue for the remainder of the game. If it targets the Dark Wizard, assuming they picked blue, then they obtain nightkill immunity. They also have immunity to the Basilisk's death stare as they don't have
any eyes. If They Pick up the White Dragon, Green Dragon, Or Red Dragon's Ability, they won't get the Draconian effects.
Dragon Duo(Green Dragon): Knows who the other dragon is, they can collaboratively choose to kill someone each night. If they do choose to kill someone, they'll need to choose which of them will visit them to make the kill. If either of them get a draconian orb, that dragon's votes count as 2. If one of them get both a draconian orb.
and X2 Orb, then their votes count for 3.
Dragon Duo(Red Dragon)
Regular Wizard: Each of them get a minor ability
Regular Wizard
Regular Wizard
Regular Wizard
Regular Wizard
Magic Studier: Knows they're the Magic Studier
Witchery Student: Knows they're the Witchery Student
Third Party
Witch/Warlock:
They can set a spell on a player each night and select a word atleast 6 letters long, and if the that player says that word the next day phase they’ll die. They also have nightkill immunity. If the witch/warlock is given a Mirror, they can inspect a player to learn their color, it breaks afterwards. Once in the game, if they get a Draconian Orb, they can
use a spell that will cause a rage of lightning and rainstorms that will disable all abilities that night, and can choose 2 players to kill as well. Their abilities don't count
as visiting.
Mirror
If you have this item, if you visit the basilisk, you won’t die. If the witch/warlock happens
to get this mirror, they can inspect a player once.
X2 Orb
If your given this item, your lynch votes will count as two, unless it’s destroyed by the Black Dragon
Draconian Orb
If the White Dragon, Black Dragon, Red Dragon Or Green Dragon gets this item, each will get a different
temporarily effect, if the witch/warlock get this, they can make an awful thing happen, but only once
Regular Wizard Abilities:
Afterimage Magic: Can post a single message after death
Anonymity Spell: Can send an anonymous message once in the game that will be displayed after the night phase
Item Scavenge Spell: Can Scavenge for an item, %70 chance that they find a mirror, and a %30 chance they find
a X2 Orb.
- If a Regular Wizard gets a Draconian Orb, it's completely useless
- YES the Blue Slime can get one of the Dragon Duo's abilities
- If the Blue Slime gets the Red Dragon or Green Dragon's Ability, they can kill someone each night WITHOUT a penalty for killing a good wizard or mythical creature.
- If the Dark Wizard doesn't pick a color, it'll be choosen for them at RANDOM
- If The Blue Slime is Kidnapped by the Black Dragon the same phase they were about to pick up an ability, it'll fail
- If you put two and two together, then yes, the Blue Slime will kill the Basilisk if they try to kill them after picking up the Green/Red Dragon's ability
- added 2 more players
- added 2 slime roles, one for town, one for mafia
- added the witch win condtion
- changed the dragon duo to dragon trio
Changelog 2:
- reverted the dragon trio back to dragon duo
- removed the revival potion
- switched the cooldowns for the mirror wizard and orb wizard
Changelog 3:
- The Blue Slime will now gain nightkill immunity if they choose the dark wizard and they choose blue.
- Added /Warlock to the Witch Role.
Changelog 4:
- The Witch gets a special ability if they get a mirror
- Each Regular Wizard will get a minor one-time ability they can use.
Changelog 4.1:
- The Blue Slime is immune to the basilisk death stare
- The Red Slime Overwrites the one they slienced's vote.
- Despite being trapped, someone who is trapped by the Red slime can't be lynched
Changelog 4.2:
- Draconic Orb
Changelog 5:
- Blue Slime Notes
- Regular Wizard Note
- Witch Buff
- Clarfications
- Buffed Dragon Duo, they no longer lose the ability to choose a kill target if one of them die.
The Dark Wizard & Cursed Mythical Creatures: Outnumber the Good Wizards & Good Mythical Creatures And Burn The WitchKill the Witch/Warlock.
The Good Wizards & Good Mythical Creatures: Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock
Third Party: Wins If The Dark Wizard and all their allies as well as the specials, this includes the Blue Slime and Dragon Duo, Are dead.
Your a corrupted wizard, your the main attraction, your the Dark Wizard! Your allowed to pm me on the first phase in the game and pick to be green, red, blue, mauve, or orange. You also thanks to your black magic can not die at night so you don't need to worry about that, make sure you
pick a color or your color will be picked randomly.
Your Teammates are: reptile, another reptile, slime blob whatever thing
Your goal is to Outnumber the Good Wizards & Good Mythical Creatures And Burn The WitchKill the Witch/Warlock. Good luck!
Your a ginormous green serpent, your looks kill on sight, your the Basilisk! Anyone that is unlucky enough to stumble upon your
lair will die from looking you in the eyes, but remember, if this person has a mirror, your killing will be neutralized,
Your Teammates are: shadowy magic guy, other reptile dude, bloby slime
Your goal is to Outnumber the Good Wizards & Good Mythical Creatures And Burn The WitchKill the Witch/Warlock. Good luck!
A giant black reptile with wings, Your the Black Dragon! Each night you can capture someone as prisoner for a night, preventing
them from using their powers, and also destroying any items they may have on them. If you get a draconian orb, you can paint someone black for the
rest of the game but only that one person.
Your Teammates are: DARRRRKKKKK MAGGGGGGIC PERRRRRRRSON, BASILISK DEATH STARE, SQUISHY SLIMY MASS THING
Your goal is to Outnumber the Good Wizards & Good Mythical Creatures And Burn The WitchKill the Witch/Warlock. Good luck!
Your a large, living blob of slimy mass, except that your cursed! Your the Red Slime! Each Night you can trap someone inside of
yourself, and then go into hiding so that no one can hear them. You'll also overwrite their vote, but they themselves cannot be lynched.
Your Teammates are: darkness and stuff dude, Reptile A, Reptile B
Your goal is to Outnumber the Good Wizards & Good Mythical Creatures And Burn The WitchKill the Witch/Warlock. Good luck!
Your a Wizard that great at Forensics, your the Forenics Wizard! Each night you can do inspection on someone to find out
their color.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Your giant white reptile with wings, your also very selfless as well, your the White Dragon! Each Night, you can choose to
protect a player from death, but however, you will be killed instead. However, if you get a draconian orb, you won't be killed from protecting someone.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
You really like mirrors, you may be a little vain, your the Mirror Wizard! Each night you can give someone a mirror so that if they
happened to wander into the Basilisk's Lair, they won't die. Also, you yourself cannot be killed by the basilisk.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
You play around alot with magic and trying to invent powerful orbs, you are the Orb Wizard! Every other night, you can give someone
one of your magical X2 Orbs to make their votes count as two permentenly. Just don't let that Giant Black Reptile, The Black dragon destroy it.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Your a Large, Living Blob of Slimy mass, that has learned to harness white magic, Your the Blue Slime! If one of the specials happens
to die, you can choose to absorb their powers, then you'll be able to use that power that that special had. If you happen to target the Dark Wizard, and they happen
to pick blue, you'll obtain their nightkill immunity. Also, you'll flip as green, but once you pick up an ability, you'll flip as blue. Also, as you have no eyes, the basilisk's death stare won't kill you.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Your a somewhat large reptile with wings, though not as large as the White Dragon or Black Dragon, your the Green Dragon! With your teammate, the Red Dragon, you two can collaboratively set someone ablaze each night to kill them, you want to make sure to try to get The Dark Wizard's Allies
however, or you'll do your teammates more bad than good. if either of you get a draconian orb, your lynch votes will count as two. If you get both a draconian orb and X2 Orb, it will count as 3.
Your Teammate Is: Red Spyro whoever
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Your a somewhat large reptile with wings, though not as large as the White Dragon or Black Dragon, your the Red Dragon! With your teammate, the Green Dragon, you two can collaboratively set someone ablaze each night to kill them, you want to make sure to try to get The Dark Wizard's Allies however, or you'll do your teammates more bad than good. if either of you get a draconian orb, your lynch votes will count as two. If you get both a draconian orb and X2 Orb, it will count as 3.
Your Teammate Is: Green Sypro whoever
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Your a Regular Wizard, you have a minor ability, which is (insert here) you can vote during the day phases.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Ugh, this is a pretty bad thing, but your The Magic Studier. So basically, you like to study the origins of black and white magic alike,
but doing this makes you look very suspicious, maybe even trying to look innocent, just try not to die or you'll end up confusing your teammates even more.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Oh no, this is no good, but your the Witchery Student. Your a stundent in witchery, seems okay enough right? Well here's the thing, the
fact that your a student in witchery makes you look like you may be the Witch, Or Warlock if your a guy, trying to look like someone just studying witchery. So you'll really not want to die, or you may make your teammates wonder if you were the Witch, Or Warlock, so be careful.
Your goal is to Kill The Dark Wizard and their allies and Burn The Witch Kill The Witch/Warlock. Good Luck!
Your Sneaky, your suspicious, your not aligned to the good side, but not aligned to the bad side either, so by process of elimination, this means
that your the Witch! Or Warlock if your male. So basically, each night, you can do some voodoo
magic on someone to make it where if they say a word of your choice that's atleast 6 letters long, they will die. You also can't be killed at night either.
if you can convince the mirror wizard to give you one of their mirrors, then you'll be able to inspect someone a single time, however the mirror will be shattered.
If you manage to get a draconian orb, one single time you'll be able to summon a raging storm that will disable all abilities and kill someone. Your abilities don't
count as visiting.
If The Dark Wizard and all their allies as well as the specials, this includes the Blue Slime and Dragon Duo, Are dead, then you win. Good Luck!
A BILLION YEARS LATTER THIS GAME UPDATES
A billion years? This is 2017! It cant have been a billion years. The world was made 2017 years ago so a billion years is invalid.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Tue Sep 12, 2017 8:33 pm
Noodle wrote:
A billion years? This is 2017! It cant have been a billion years. The world was made 2017 years ago so a billion years is invalid.
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
-
Contact:
Postby PixelPest » Tue Sep 12, 2017 8:38 pm
Noodle wrote:The world was made 2017 years ago so a billion years is invalid.
Also back on topic please guys. Noodle you should know that's not literal
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Danny
- Wart

- Posts: 4001
- Joined: Fri Dec 20, 2013 1:12 pm
- Flair: aka LMNtals
- Pronouns: he/they
Postby Danny » Mon Sep 18, 2017 4:54 am
Here's some dumb game idea that I've been working on for the past few months.
A Little Thing Called Karma
18 players
Cardflip
Town wins if the Mafia is killed.
Mafia win if the number of surviving town members equals or is less than the number of surviving Mafia.
Lynch votes must be in red. Bolding is optional but highly recommended.
Mafia
Mafioso (x5) : Decides with the other Mafioso on who to kill each night.
Town
Townie (x13): Can vote to lynch a player each day.
Perk Mechanic
At the beginning of the game, each Townie has 3 points, and at the beginning of each night phase (except the first), each Townie accumulates 1 point. Mafioso have no points and do not accumulate points.
During each night phase, a Townie may redeem points for a perk of their choice, as long as they have to points to buy that perk. Certain perks will change the role of a Townie indefinitely, which in turn changes their color. A perk is given to a player at the start of the day phase.
The obtainable perks, as well as their cost and function, are shown below.
Clear Name (1 Points): If you are a Suspect, you clear your name and return to life as a regular Townie.
Derringer (3 Points): You acquire a gun, which you can use at any time to kill a single target. If you kill an innocent or you make a kill during the day, you become a Suspect. Once you fire the gun, you lose this ability.
Document Forgery (3 Points): You forge voting documents, which allows you to put in two separate lynches during the day. Once you make these two separate votes, you lose this ability.
Background Check (4 Points): You do an extensive background check on a player, and their karma is revealed the next day. Once you make this background check, you lose this ability.
Medical School (5 Points): You acquire a medical degree and become a Doctor.
Law School (5 Points): You have passed through law school and become an Officer.
Military Academy (5 Points): You have trained at the military academy and have become a Soldier.
Bomb Making For Dummies (7 Points): You picked this book up at a flea market, and reading its contents has turned you into a Bomb Enthusiast.
Other Roles
Suspect: You are just like a regular Townie, except you are now red.
Doctor: You can protect a player each night from being killed during the night. If you protect a Mafioso during the night, they rat you out and you lose your medical license, becoming a Suspect.
Officer: You can interrogate and inspect someone during the night, and their karma is revealed during the day. If you interrogate a fellow Officer, you are stripped of your badge and become a Suspect.
Soldier: During the night, you can plan out an attack on another player, killing them. If you kill an innocent, you are stripped of your service and become a Suspect.
Bomb Enthusiast: You are absolutely crazy, and you love blowing things up. Each night, you can plant a bomb on a player's house that lasts until the next night. If that player uses an ability (Doctor, Officer, Soldier, another Bomb Enthusiast, using a gun, or a Mafioso attempting a kill), that role is blocked, and the player is killed. When your first bomb detonates, your karma is revealed.
Karma System
At the start of each day phase, a list of living players is given out, and each player is denoted by a color depending on the circumstance. Certain situations will reveal a player's karma, such as the use of the Background Check perk, or an Officer interrogation.
Yellow players have a neutral karma, making them no more suspicious than anyone else.
Green players have a good karma. Players receive good karma when they take part in lynching off a Mafioso. Players lose their good karma when they take part in lynching off an innocent, and they return to having neutral karma.
Red players have a bad karma. Players only have bad karma if they are a Suspect. For every two Suspects that exist, a Mafioso is also revealed to have bad karma.
Blue players have really good karma, and they are definitely aligned with the town. Only the Doctor, the Officer, and the Soldier have really good karma, and this karma is only revealed if they have been subject to an Officer interrogation, or if they would normally have good karma.
Purple players have estranged karma. Only the Bomb Enthusiast has this special karma, and it is only revealed when their first bomb detonates.
Notes
- The color of a player in the karma system does not represent their color as a role. When a player is killed, their cardflip color is the color of their role, and is not representative of their karma at all.
- A Mafioso can also have good karma, as long as they have taken part in lynching off another Mafioso. However, if enough Suspects exist that would show a Mafioso to have bad karma, that Mafioso is shown to have bad karma instead.
- The priority in which Mafioso are shown to have bad karma when enough Suspects exist is determined by two factors. The first factor is whichever Mafioso has sent out the most kill confirmations is at the top of the priority, and it descends in an imaginary scoring system of whoever had the next most kill confirmations and so on. If there is a tie in this regard, the second factor comes into play, which is whoever sent out the last kill confirmation is at the top of the priority, and that too descends in an imaginary scoring system of whoever had sent it out before then.
As an example, if Mafioso A has sent out 3 kill confirmations for his team, Mafioso B has sent out 1, and Mafioso C has sent out 2, then the priority order would go A > C > B. If Mafioso A, B, and C had all sent out a single kill confirmation each, then whoever sent out the last kill confirmation takes priority, followed by whoever sent out the one before him, and so on.
- With the Bomb Enthusiast's ability, when a Mafioso attempts a kill, if that Mafioso isn't the one that sent out the kill confirmation, they are not attempting a kill, and so they do not die to the Bomb Enthusiast. If a Mafioso is killed by the Bomb Enthusiast, their kill attempt is blocked.
- If you are a Suspect, even if you would have good karma, you are still shown to have bad karma. If you become a regular Townie again, you are then shown to have good karma.
- Really good karma acts as a replacement for regular good karma, but it only exists for the Doctor, the Officer, and the Soldier.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Thu Sep 21, 2017 5:58 pm
Danny wrote:Here's some dumb game idea that I've been working on for the past few months.
A Little Thing Called Karma
18 players
Cardflip
Town wins if the Mafia is killed.
Mafia win if the number of surviving town members equals or is less than the number of surviving Mafia.
Lynch votes must be in red. Bolding is optional but highly recommended.
Mafia
Mafioso (x5) : Decides with the other Mafioso on who to kill each night.
Town
Townie (x13): Can vote to lynch a player each day.
Perk Mechanic
At the beginning of the game, each Townie has 3 points, and at the beginning of each night phase (except the first), each Townie accumulates 1 point. Mafioso have no points and do not accumulate points.
During each night phase, a Townie may redeem points for a perk of their choice, as long as they have to points to buy that perk. Certain perks will change the role of a Townie indefinitely, which in turn changes their color. A perk is given to a player at the start of the day phase.
The obtainable perks, as well as their cost and function, are shown below.
Clear Name (1 Points): If you are a Suspect, you clear your name and return to life as a regular Townie.
Derringer (3 Points): You acquire a gun, which you can use at any time to kill a single target. If you kill an innocent or you make a kill during the day, you become a Suspect. Once you fire the gun, you lose this ability.
Document Forgery (3 Points): You forge voting documents, which allows you to put in two separate lynches during the day. Once you make these two separate votes, you lose this ability.
Background Check (4 Points): You do an extensive background check on a player, and their karma is revealed the next day. Once you make this background check, you lose this ability.
Medical School (5 Points): You acquire a medical degree and become a Doctor.
Law School (5 Points): You have passed through law school and become an Officer.
Military Academy (5 Points): You have trained at the military academy and have become a Soldier.
Bomb Making For Dummies (7 Points): You picked this book up at a flea market, and reading its contents has turned you into a Bomb Enthusiast.
Other Roles
Suspect: You are just like a regular Townie, except you are now red.
Doctor: You can protect a player each night from being killed during the night. If you protect a Mafioso during the night, they rat you out and you lose your medical license, becoming a Suspect.
Officer: You can interrogate and inspect someone during the night, and their karma is revealed during the day. If you interrogate a fellow Officer, you are stripped of your badge and become a Suspect.
Soldier: During the night, you can plan out an attack on another player, killing them. If you kill an innocent, you are stripped of your service and become a Suspect.
Bomb Enthusiast: You are absolutely crazy, and you love blowing things up. Each night, you can plant a bomb on a player's house that lasts until the next night. If that player uses an ability (Doctor, Officer, Soldier, another Bomb Enthusiast, using a gun, or a Mafioso attempting a kill), that role is blocked, and the player is killed. When your first bomb detonates, your karma is revealed.
Karma System
At the start of each day phase, a list of living players is given out, and each player is denoted by a color depending on the circumstance. Certain situations will reveal a player's karma, such as the use of the Background Check perk, or an Officer interrogation.
Yellow players have a neutral karma, making them no more suspicious than anyone else.
Green players have a good karma. Players receive good karma when they take part in lynching off a Mafioso. Players lose their good karma when they take part in lynching off an innocent, and they return to having neutral karma.
Red players have a bad karma. Players only have bad karma if they are a Suspect. For every two Suspects that exist, a Mafioso is also revealed to have bad karma.
Blue players have really good karma, and they are definitely aligned with the town. Only the Doctor, the Officer, and the Soldier have really good karma, and this karma is only revealed if they have been subject to an Officer interrogation, or if they would normally have good karma.
Purple players have estranged karma. Only the Bomb Enthusiast has this special karma, and it is only revealed when their first bomb detonates.
Notes
- The color of a player in the karma system does not represent their color as a role. When a player is killed, their cardflip color is the color of their role, and is not representative of their karma at all.
- A Mafioso can also have good karma, as long as they have taken part in lynching off another Mafioso. However, if enough Suspects exist that would show a Mafioso to have bad karma, that Mafioso is shown to have bad karma instead.
- The priority in which Mafioso are shown to have bad karma when enough Suspects exist is determined by two factors. The first factor is whichever Mafioso has sent out the most kill confirmations is at the top of the priority, and it descends in an imaginary scoring system of whoever had the next most kill confirmations and so on. If there is a tie in this regard, the second factor comes into play, which is whoever sent out the last kill confirmation is at the top of the priority, and that too descends in an imaginary scoring system of whoever had sent it out before then.
As an example, if Mafioso A has sent out 3 kill confirmations for his team, Mafioso B has sent out 1, and Mafioso C has sent out 2, then the priority order would go A > C > B. If Mafioso A, B, and C had all sent out a single kill confirmation each, then whoever sent out the last kill confirmation takes priority, followed by whoever sent out the one before him, and so on.
- With the Bomb Enthusiast's ability, when a Mafioso attempts a kill, if that Mafioso isn't the one that sent out the kill confirmation, they are not attempting a kill, and so they do not die to the Bomb Enthusiast. If a Mafioso is killed by the Bomb Enthusiast, their kill attempt is blocked.
- If you are a Suspect, even if you would have good karma, you are still shown to have bad karma. If you become a regular Townie again, you are then shown to have good karma.
- Really good karma acts as a replacement for regular good karma, but it only exists for the Doctor, the Officer, and the Soldier.
It took me a few days to decide to do this, but damn i love this game concept, i like the idea of having a "karma" as it's called, it somewhat reminds me of the rep system of a role i made has. Another thing i like is how you practically can
choose your roles in certain scenarios. However, one of the only problems i see is it could be hard to keep track of EVERYTHING, their numbers, role changes/upgrades, Color, Points, etc. However, it would be interesting to play this and
see how it would play out.
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Danny
- Wart

- Posts: 4001
- Joined: Fri Dec 20, 2013 1:12 pm
- Flair: aka LMNtals
- Pronouns: he/they
Postby Danny » Thu Sep 21, 2017 6:36 pm
MosaicMario wrote:It took me a few days to decide to do this, but damn i love this game concept, i like the idea of having a "karma" as it's called, it somewhat reminds me of the rep system of a role i made has. Another thing i like is how you practically can
choose your roles in certain scenarios. However, one of the only problems i see is it could be hard to keep track of EVERYTHING, their numbers, role changes/upgrades, Color, Points, etc. However, it would be interesting to play this and
see how it would play out.
I've made sure to make it easy to keep track of things, because there's not a whole lot to keep track of to begin with. The Derringer, Document Forgery, and Background Check perks you just have to jot down, and the perks that change your role are pretty much permanent. I do see how tallying the points could be confusing, but I'm sure you can employ a simple system to mark down who has points (obviously this would not be public knowledge). The karma system is also incredibly easy to keep track of because there are really only 4 karma ranks you have to worry about, which are pretty self-explanatory on who gets them.
I went over the concept again and have already made plans to rework aspects of the game, like the removal of the Bomb Enthusiast role and the Soldier role. The Soldier role and the Derringer perk are almost the same deal, and people are more likely to take the Derringer rather than the Soldier role because it's cheaper to get, so the removal of the Soldier role makes sense. Meanwhile, the Bomb Enthusiast is just a strange and ridiculous role that could be an extreme detriment to the town. I was also thinking of removing the Background Check perk because it's just a slightly cheaper one-shot Officer ability use. I was also thinking of changing the Doctor's ability around.
One issue I'm having is that the win condition for the Mafia can be achieved really quickly if a lot of the players buy into the Derringer perk and shoot each other. The idea of having 5 Mafioso as opposed to 4 in this game is because the Mafioso do not benefit from any of the perks that the town would be able to get, but at the same time it makes the Mafia harder to kill because there are more members.
The game definitely needs some balancing and rethinking before I decide to push it, but I'm hoping at some point it can be tried and tested.
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