To mix things up a bit, I thought I bring out this hella-complicated Mafia game I made a while back;
M20: Prison Secrets
A prison/jail-themed Mafia game that uses factions (for once).
Story:
Recently it was discovered that an escape was being plotted in the Joey Correctional Facility, and thus, five undercover agents were sent by an unknown organization to figure out who is trying to escape, as well as a private detective hired by the prison staff. The prison staff (and private detective), undercover agents, and five prisoners suspected of plotting an escape each work towards different goals in the prison. Who will come out on top? Vote for this game to find out!
Gameplay:
15 players
Faction Game
Cardflip
Regular Lynching
Factions:
Faction 1: The Agents
All agents know who the other agents are.
Agent Snitch: This agent can tell a player about the whereabouts (role usage) of another player. This agent can choose who to tell and who to tell about.
Agent Tamper: This agent can tamper with the items of another player (prevent them from using their ability or items) each night. However, this agent is unfortunately blind and won't know who he's tampering the items of.
Agent Fighter: This agent can choose to KO a player each night.
However, this agent's color will be revealed if a staff member visits him the same night.
Agent Medic: This agent can choose to revive a player from a KO each night with his secret stash of pills.
Agent Orange: This agent is a professional actor and for that reason cardflips orange, like the other prisoners. His lynch vote also counts twice.
Winning Conditions: They must figure out who the Escapist is and have him KOed or dead by Night 6 without getting discovered by the Staff. You'll see what I mean later.
Faction 2: The Prisoners
None of the regular prisoners know who the other prisoners are.
Escapist: This is the one prisoner that has developed an escape plan, and will be able to escape on Night 6. If he is not KOed or dead on Night 6, he will escape.
Tattletale: Being the suck-up that he is, he can tell a player about the whereabouts (role usage) of another player. This prisoner can choose who to tell and who to tell about. He cardflips red because the other prisoners hate his snitch-like qualities.
Thug: He can choose to KO a player each night.
However, his color will be revealed if a staff member visits him the same night.
Merchant: He can sell a player an item each night, including the staff and agents. The item can be chosen, but the player is picked at random. Items are listed below the role list.
Bunk-mate: The bunk-mate is randomly assigned to another prisoner or agent at the beginning of the game. The person he is assigned to will know he got assigned the bunk-mate. The bunk-mate's trustworthiness also causes his vote to count twice.
Winning Conditions: The Escapist must escape for the Prisoners to win, because the Escapist will be able to help the other prisoners escape afterward (these extra escapes are not part of the game, and are only for story purposes).
Faction 3: The Staff
All players know who the Staff are at the beginning of the game (and can therefore be manipulated by the prisoners and agents alike). They cannot be lynched (except in certain occasions).
Warden: The Warden is the head of the jail, therefore causing his lynch vote to count twice. He is unable to accept items from the Merchant.
Guard: The guard can choose to KO someone with his baton each night.
Chef: Each night, the Chef can chose to give a prisoner a nasty meal and make them unable to use their ability that night OR give a prisoner an delicious meal and let them use their ability twice that night.
Job Office Manager: Each night, the JOM can choose to give a prisoner a job, silencing them the next day and making their lynch vote not count. HOWEVER, the prisoner given the job will be immune to being lynched the same day.
Private Detective: The private detective was hired by the staff of the prison to investigate the escape plot, unwary of the five undercover agents' arrival. The Private Detective can inspect a prisoner each night and learn their color.
Winning Conditions: It just so happens that a previous riot had lead to the escape of five prisoners who had been arrested for breaking and entering, grand theft auto, extortion, illegal gambling, and many more burglary and money-related crimes. The Staff's goal is to "accidentally" kill all the agents. Oh, and of course they need to prevent the escapist from escaping too.
Items:
The merchant can sell any of the following things:
Pills: A player can swallow pills on a night, preventing them from getting KOed. The player must swallow the pills BEFORE they get KOed for it to work.
Contraband: A player who has Contraband can give the Contraband to another prisoner each night without the other person knowing. Players who have contraband will have their color revealed the next morning, including the player who was given contraband by the merchant if they forget to give it away. Does not work on staff members.
Bribe Item: Can only be given to Staff members. The staff member must accept the bribe, and if he does, the staff member's lynch vote will count thrice (three times) the next day. However, if the staff member accepts the bribe,
and another player visits said staff member, he will automatically be killed.
Weed: The very item the Merchant got arrested for selling. The player can choose to smoke the weed any night. If they do, they won't be able to use their ability, but they can't be KOed (because they're already kinda knocked out, in a way).
However, if another player visits this player the same night, they will be killed.
Other Notes:
Getting KOed is the same as being out of the game for three phases.
If there is a major balance issue with the game, please let me know.
Pseudo-dino wrote:The prisoners are seriously underpowered, I feel.
It's worth noting that there are only 15 players in the game, and that no Mafia game on this site, including Magna's 25 player game, has lasted until Night 9.
To balance this, you either need to buff the individual prisoners' abilities and make it easier for their team to stall (which, unfortunately, would make the game rather boring IMO
or push the winning night earlier, to Night 7 maybe?
I might also suggest allowing the win condition to be ANY of the prisoners surviving to Night 9.
I changed the escape night to Night 6, how does that sound? Also, are there any other ways in which the prisoners are underpowered? If it was just the Night 9 thing, then great! Also, about the all prisoners, the problem with making it so ANY prisoner needs to be alive is ludicrous and unfair to the Agents and Staff. If it was any prisoner, the Staff would basically have to wipe out both of the other factions by Night 6, which is impossible and kinda ruins part of the game. The Agents would also have 5 targets to worry about, again ruining the whole point of the game. What do you think?
I do like this game's setting and style though, it's very well handled. Just know that.
Pseudo-dino 2 wrote:Sounds good to me now. Definitely approved.
FallingSnow wrote:Agent Tamper is meh.