Mafia 52 Host Signups - We've got our winner!

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Which game do you want to play for Mafia 52? (Choose the one game you like the most!)

Poll ended at Thu Jun 21, 2018 4:50 pm

116taj - Upgrades and Downgrades: Better Edition
6
29%
PixelPest - O, My Reputation
8
38%
SAStar777 - Passive-Aggressive
4
19%
krazykat - Colorful Catastrophe
3
14%
 
Total votes: 21
Taycamgame
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Re: Mafia 52 Host Signups

Postby Taycamgame » Tue Jun 12, 2018 12:33 pm

Taycamgame wrote:
Sun Jun 10, 2018 5:19 am
M52: A song of Ice and Fire
RULES:
16 players.
3 team Faction Game plus third party.
Players cardflip the colour of their role when killed / inspected unless stated otherwise.
Lynches are mandatory.
Deaths are announced publically, inspection results given privately.
Everyone is unaware of eachother's role / colour initially.

The planet of Elements has always been peaceful, until recent times. The community split into three equal factions - The Ice Elementals, the Fire Beasts, and the Rock Creatures. The war was always destined to happen, but no-one knew it would come so soon...

Ice Elementals - 5 players
Ice Lord - Once per night chooses to either KILL or INSPECT a player of their choice. If that player is on the Ice Elementals, they will flip BLUE, but if they are on any other team, they will flip DARK BLUE. Does not learn roles, only colours, of players. Votes to lynch a player of their choice each day.
Ice Heir - A normal Ice Elementals townie that becomes the Ice Lord upon the death of the original Ice Lord. Does not know they are the Ice Heir initially. Votes to lynch a player of their choice each day. Votes are worth double if the original Ice Lord has been killed, plus gains all powers of the Ice Lord.
Ice Elementals Townie x3 - A normal Ice Elementals townsperson who votes to lynch a player of their choice each day.
The Ice Elementals lose if all their players die.

Fire Beasts - 5 players
Fire Lord - Once per night chooses to either KILL or INSPECT a player of their choice. If that player is on the Fire Beasts, they will flip RED, but if they are on any other team, they will flip DARK RED. Does not learn roles, only colours, of players. Votes to lynch a player of their choice each day.
Fire Heir - A normal Fire Beast townie that becomes the Fire Lord upon the death of the original Fire Lord. Does not know they are the Fire Heir initially. Votes to lynch a player of their choice each day. Votes are worth double if the original Fire Lord has been killed, plus gains all powers of the Fire Lord.
Fire Beasts Townie x3 - A normal Fire Beasts townsperson who votes to lynch a player of their choice each day.
The Fire Beasts lose if all their players die.

Rock Creatures - 5 players
Rock Lord - Once per night chooses to either KILL or INSPECT a player of their choice. If that player is on the Rock Creatures, they will flip PINK, but if they are on any other team, they will flip PURPLE. Does not learn roles, only colours, of players. Votes to lynch a player of their choice each day.
Rock Heir - A normal Rock Creatures townie that becomes the Rock Lord upon the death of the original Rock Lord. Does not know they are the Rock Heir initially. Votes to lynch a player of their choice each day. Votes are worth double if the original Rock Lord has been killed, plus gains all powers of the Rock Lord.
Rock Creatures Townie x3 - A normal Rock Creatures townsperson who votes to lynch a player of their choice each day.
The Rock Creatures lose if all their players die.

3rd Party - 1 player
The Smuggler - Once per night can SMUGGLE two players of their choice. Can choose to kill one, both, or neither smuggled player(s) the following day. Smuggled players are roleblocked. If The Smuggler chooses not to kill either player, they are released (and unroleblocked). Can never smuggle more than 2 players at the same time. When inspected, flips the same colour as the inspector's (e.g. if inspected by The Ice Lord, then The Smuggler flips BLUE). When killed, flips a random colour out of BLUE, RED or PINK.

WIN CONDITIONS:
Ice Elementals - Wins if The Fire Beasts are reduced to one or less players.
Fire Beasts - Wins if The Rock Creatures are reduced to one or less players.
Rock Creatures - Wins if The Ice Elementals are reduced to one or less players.
(Win Conditions are similar to rock paper scissors.)
3rd Party - Wins if still alive at the end of the game; steals the win in the process.
PixelPest wrote:Forcing players to use their abilities randomly really seems to destroy the purpose of those roles, since it could backfire very easily by killing a person on your team, inspect someone you don't care about knowing the role of, etc. Also there could be up to 5 kills each Night with the current set-up which is really over the top. The Smuggler also is really underpowered since they're all alone and if they kill they lose their ability for a Night. Smuggler is now really OP. Especially by the end of the game, they'll be really powerful and also there's no way as far as I can tell that people will know or even be able to guess that the Smuggler is in the game still or not as they don't inspect as their colour or cardflip the right colour. Also I just feel like this game lost a lot of its flair when you added a third team as it now really only has four special roles so I just feel like it'dbe pretty boring since there's only ever one person on each team who can ever use an ability, which wouldn't be very exciting.
ShadowStarX wrote:I agree with all the issues PixelPest had mentioned above before I wrote up my review. (RNG and underpowered Third Party) Making a faction game with 2 teams plus a 3rd party is not feasible. (I'm speaking from experience) In the case of the third party dying, the game would become very boring. I personally recommend making 3 teams with 5 members each plus a stronger third party then the current one. Remove the randomness factor as much as you can. You could go with teams of Sheriff/Deputy/Vigilante/Sidekick/a 5th type of role.
Having only 4 types of roles is just not a good idea in a faction game. The smuggler just looks overpowered AND complicated. Also the fact that therre are 3 townies in each team (out of 5 members) just ruins the game and makes it uninteresting. In a faction game, it's a trend to grant everybody a special ability of some sort, even if it just doublevoting. Also if you want a faction game, have variety between the roles in order not to make it uninteresting.
Warlock wrote:Looks a lot better now. Approved!

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Re: Mafia 52 Host Signups

Postby MECHDRAGON777 » Tue Jun 12, 2018 4:29 pm

The Cult of the Underworld V1.7

MAFIA - Kill all the Cultists and outnumber the Town
Consigliere - Can inspect a player each night (Role)
Painter - Can paint a player each night That will last the following Cycle. (Red, Blue, Green, Purple) (Cannot paint the mafia kill target)
Wraith - May survive death (at night) a single time.

TOWN - Wins by killing all Cultists and mafia members.
Sheriff - Can Inspect a player each night.
Vigilante - May kill a player each night.
Surgeon - Can heal someone every night. If a target dies during a later phase, they will role flip
Escort - May distract one player each night and prevent his/her ability from activating.
Townie
Townie
Townie
Townie
Townie
Townie

Townie
Townie


THIRD PARTY - Wins by out-numbering the town and kill all mafia.
Cultist - Can convert a player each night or kill a player at night, but not both. First converted player can also convert Town players if the first Cultist goes down.

Mechanics:
Mafia can not be converted.
The head Cultist can not be killed at night.
Changelog: show
1.1
Cultist: Gets an optional kill.
1.2
Added a Mafia.
Added a Mechanics section.
1.3
Added a Yakuza to the Mafia.
1.4
Removed Yakuza.
Added Wraith.
Made Head Cultist night immune.
1.5
Clarified the Wraith.
Made a Townie Red.
1.6
Clarified Win Conditions forgotten in 1.1 and on.
Reduced Head Cultist Successor count to one (1).
1.7
Changed a Townie to an Escort.
Reviews are as of 1.2
ShadowStarX wrote:The mafia looks due to the size of the town and the presence of the cultist. With a bigger mafia, it would not be an issue to have the cultist able to know whether somebody is mafia.You're good to go now, approval.
Warlock wrote:Needs another Mafioso, but other than that this game is good to go. Looks better now.
PixelPest wrote:Even if the Mafia are strong, they're too few in comparison to the Town. It's not perfect but it's good enough at the moment to be approved.
Last edited by MECHDRAGON777 on Sun Jun 17, 2018 6:08 am, edited 9 times in total.

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Re: Mafia 52 Host Signups

Postby MECHDRAGON777 » Wed Jun 13, 2018 4:53 pm

MECHDRAGON777 wrote:
Sun Jun 10, 2018 12:52 pm
I would like to submit a Mystery game ShadowStarX has privately approved some time ago. I need to retype it up after I finish my chores, but still, the game was pre-approved on February 25th of this year. (I only have a screenshot of the game since my backup was deleted, but I have a screenshot so I can retype it.)
ShadowStarX wrote:Due to having to have hosted a mafia game before submitting a mystery game, please submit a different game if you want to host.
My post was not me posting a game, but asking if I could post it. My game post is in the post above...

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Re: Mafia 52 Host Signups

Postby zioy » Fri Jun 15, 2018 5:23 pm

updated my game to adjust for feedback

EDIT: also
krazykat wrote:
Sun Jun 10, 2018 10:12 pm
Warlock wrote:The Artist is overpowered since it appears he can target the Mafia's kill target which gives the Mafia a significant advantage against the town. Make some clarifications as ShadowStar suggested, and nerf the Artist.
fanart creator / Artist - Starts with one paint usage. Gains another paint usage for every unsuccessful kill by the Mafia (via Doctor heal or night immunity). Paint can be used to change any player's cardflip color to red, blue, green, or orange. Paint is permanent unless the Janitor cleans that person.
bad person / Mafioso - Decide on one collective kill each night. Cannot kill a person the same night that person is painted.
bad person / Mafioso - Decide on one collective kill each night. Cannot kill a person the same night that person is painted.
unless our edits were made at almost exactly the same time, I already clarified that

Cedur
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Re: Mafia 52 Host Signups

Postby Cedur » Sat Jun 16, 2018 7:26 am

in response to Radiance's game:

the jester should not completely end the game if lynched. There must not be a possibility to have the game being over by Day 1 or Day 2 already. If they're lynched, they win by themselves and the town has already wasted a lynch, which already makes it a fair deal.

in response to general setup numbers: The OP recommends to have one mafia for around 4 townspeople, rather than 3. Actually 4-12-1 is more unbalanced against the town than 3-12-1 would be against the mafia (especially if the three have strong roles). Instead of adding a mafia in Mech's case, he should rather remove a townie if at all.

The far bigger problem for Mech's game is the cultist, who's excessively overpowered - he can convert every night, and even if lynched, his first two successors can keep converting. Needs a 500% nerf; cultists should only be able to convert every second night at worst and their recruits should be able to have a single nightkill in a large game at worst.

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Re: Mafia 52 Host Signups

Postby MECHDRAGON777 » Sat Jun 16, 2018 7:37 am

Cedur wrote:
Sat Jun 16, 2018 7:26 am
in response to Radiance's game:

the jester should not completely end the game if lynched. There must not be a possibility to have the game being over by Day 1 or Day 2 already. If they're lynched, they win by themselves and the town has already wasted a lynch, which already makes it a fair deal.

in response to general setup numbers: The OP recommends to have one mafia for around 4 townspeople, rather than 3. Actually 4-12-1 is more unbalanced against the town than 3-12-1 would be against the mafia (especially if the three have strong roles). Instead of adding a mafia in Mech's case, he should rather remove a townie if at all.

The far bigger problem for Mech's game is the cultist, who's excessively overpowered - he can convert every night, and even if lynched, his first two successors can keep converting. Needs a 500% nerf; cultists should only be able to convert every second night at worst and their recruits should be able to have a single nightkill in a large game at worst.
It looks like you are reviewing 1.3/1.4 and not 1.7. I was told to add a Mafia actually.

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Re: Mafia 52 Host Signups

Postby Cedur » Sat Jun 16, 2018 7:45 am

^ I've reviewed it accordingly to what the description of the cultist says. And I've also expressed disagreement to the advice of adding a mafia.

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Re: Mafia 52 Host Signups

Postby Radiance » Sat Jun 16, 2018 7:52 am

Cedur wrote:
Sat Jun 16, 2018 7:26 am
in response to Radiance's game:

the jester should not completely end the game if lynched. There must not be a possibility to have the game being over by Day 1 or Day 2 already. If they're lynched, they win by themselves and the town has already wasted a lynch, which already makes it a fair deal.
How could I fix it then? Shall I make the jester win with the winning side when lynched?

Cedur
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Re: Mafia 52 Host Signups

Postby Cedur » Sat Jun 16, 2018 7:53 am

Radiance wrote:
Sat Jun 16, 2018 7:52 am
Cedur wrote:
Sat Jun 16, 2018 7:26 am
in response to Radiance's game:

the jester should not completely end the game if lynched. There must not be a possibility to have the game being over by Day 1 or Day 2 already. If they're lynched, they win by themselves and the town has already wasted a lynch, which already makes it a fair deal.
How could I fix it then? Shall I make the jester win with the winning side when lynched?
Yes.

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Re: Mafia 52 Host Signups

Postby Radiance » Sat Jun 16, 2018 8:03 am

Cedur wrote:
Sat Jun 16, 2018 7:53 am
Radiance wrote:
Sat Jun 16, 2018 7:52 am
Cedur wrote:
Sat Jun 16, 2018 7:26 am
in response to Radiance's game:

the jester should not completely end the game if lynched. There must not be a possibility to have the game being over by Day 1 or Day 2 already. If they're lynched, they win by themselves and the town has already wasted a lynch, which already makes it a fair deal.
How could I fix it then? Shall I make the jester win with the winning side when lynched?
Yes.
Changed. Thanks.

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Re: Mafia 52 Host Signups

Postby SAStar777 » Sat Jun 16, 2018 2:24 pm

ShadowStarX wrote:Looks balanced and fun to play, but the Voodoo Lady is a bit off for me. You should also prohibit in-game terminology to be used, make her have a 7 letter minimum but on the other side, perhaps make the VL able to target two players per night or two players on even nights, depends on what you find a better choice.As long as you tweak the Voodoo Lady, I'd say the game is balanced.
Made changes. Hopefully they work.
Changes: show
  • The VL can now choose 2 cursing targets on even-numbered nights.
  • The minimum letter limit for VL words is now 7.
  • Clarified that the VL can only choose one word to curse targets per night, and said word will apply to all chosen targets.
  • The VL can no longer use "suspicious," "voting," "lynching," or "special," to kill anyone.
  • Updated the VL's role PM to reflect changes.
  • Removed Herobrine.

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Re: Mafia 52 Host Signups

Postby ElectriKong » Sat Jun 16, 2018 6:15 pm

Radiance wrote:
Sat Jun 16, 2018 8:03 am
Cedur wrote:
Sat Jun 16, 2018 7:53 am
Radiance wrote:
Sat Jun 16, 2018 7:52 am

How could I fix it then? Shall I make the jester win with the winning side when lynched?
Yes.
Changed. Thanks.
You could have them steal the win if they are lynched if you don't want the Jester to win with the otherwise winners.

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Re: Mafia 52 Host Signups

Postby MECHDRAGON777 » Sat Jun 16, 2018 9:31 pm

Cedur wrote:
Sat Jun 16, 2018 7:45 am
^ I've reviewed it accordingly to what the description of the cultist says. And I've also expressed disagreement to the advice of adding a mafia.
You say you reviewed according to the description, but the description said one successor and you talked about there being two.

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Re: Mafia 52 Host Signups

Postby TheNewGuy » Sun Jun 17, 2018 9:36 am

I like mech's one the most but it needs a bit more work.

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Re: Mafia 52 Host Signups [POLL ROUND 1]

Postby ShadowStarX » Tue Jun 19, 2018 4:58 pm

Polls are now up!
Vote for the games you would like to play!

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Re: Mafia 52 Host Signups [POLL ROUND 1]

Postby TheNewGuy » Tue Jun 19, 2018 5:28 pm

But nvm pixel's one looks nice

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Re: Mafia 52 Host Signups [POLL ROUND 1]

Postby Cedur » Tue Jun 19, 2018 5:31 pm

btw if you thought you only had three votes, you don't, you have as many as you like

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Re: Mafia 52 Host Signups [POLL ROUND 1]

Postby erkyp3rky » Wed Jun 20, 2018 1:32 am

Hey, what Timezone will you guys operate under? I live in Australia and I know most of you don't. This worries me because inactivity is usually punished in Mafia. I would probably be sleeping when an in-game day occurs so...

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Re: Mafia 52 Host Signups [POLL ROUND 1]

Postby SAStar777 » Wed Jun 20, 2018 2:52 am

TheLoafLord wrote:
Wed Jun 20, 2018 1:32 am
Hey, what Timezone will you guys operate under? I live in Australia and I know most of you don't. This worries me because inactivity is usually punished in Mafia. I would probably be sleeping when an in-game day occurs so...
This is exactly the reason why we have 24-hour phases, so it shouldn't be a problem. That being said, judging from the current rankings, it looks like M52 will most likely have a host in the EST timezone, with the current top three being from said timezone. (The timezone used for phase change times depend on the host. So, some games will have phase change times in PST, others will have them in CET, etc.)

EDIT: One more thing. Sometimes a phase will last for less than 24 hours due to an insta (when over 50% of people vote for one person during the day and said person either accepts their fate or fails to defend themselves well enough to cause a change in votes), and sometimes a phase will last for more than 24 hours due to getting extended for some reason.

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Re: Mafia 52 Host Signups [POLL ROUND 1]

Postby Taycamgame » Wed Jun 20, 2018 2:04 pm

Why is my game not on the list on the poll if it was approved?


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