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.