[Game] AnimeBase Mafia Game Overview And Rules [Recommended]

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Introduction to the Mafia Game

Mafia was originally a party game, typically attributed to Dmitry Davidoff and cited as being created in 1986. The game models a conflict between a small group of informed players (the Mafia) and a large group of uninformed players (the Town) and was designed to analyze the psychology of players when placed in either group, especially as a study of the mob mentality. It made the jump to forums much later in mid-2000. The electronic medium allowed the game to evolve somewhat, featuring more complex setups and a slower pace that allows players to really consider their options, though it obviously lacks the necessity of a poker face found in the original form.

You can get a and a .
 
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Global Mafia Game Rules (Recommended)

All Game Hosts, Players and Game Managers must follow these rules.

The "Global Forum Rules of AnimeBase (Click Me!)" need to be followed at all times. Playing a Mafia game is not an excuse to break the rules.

Rules for Players
  • You must read all the posts made by the host with the utmost attention. This includes rules, game mechanics, the role PM sent to you by the host, etc. Not doing so might lead to game-breaking mistakes.
  • Fluff posts (Posts which have meaningless content) are allowed to a certain extent at the start of a game. On the third page of a Game Thread, all fluff posting should stop.
  • You are not allowed to spam the Game Thread and get lots of post counts. Mafia is not a post farming game.
  • You are not allowed to delete your posts in the Game Thread and Voting Thread you are playing in.
  • You are not allowed to edit your posts made in the Game Thread and Voting Thread you are playing in.
  • To the above, since you cannot edit posts, If you have made an error or left out information from your post, you are allowed to multi-post and include the information and corrections there.
  • Multi-posting is allowed, but all such posts must have reasonable information or corrections to the original post.
  • Using the likes feature to your advantage, i.e; using likes to show agreeance or guide your faction in the right direction is forbidden.
  • You are not allowed to share quotes or screenshots of the Private Messages between the host and you publicly in the game thread or to other players privately. If you do this you will be mod-killed.
  • You are not allowed to contact other players through Private Messages or other mediums for discussion purposes. Keep all discussion to the game thread. The exceptions to this rule are the hosts themselves giving you a private means of communication or the particular game format allowing it.
  • Angleshooting is not allowed in Mafia Games.
  • Out of Game Information (OGI) is not allowed in Mafia Games.
  • You are not allowed to change your username when the game is ongoing without informing the host.
  • Flaking / Going Inactive in a game is forbidden.
  • If you are unable to play in a game you signed up for, inform the host to replace you.
  • If you remain inactive for an entire day phase, the Host has the right to replace or mod-kill you.
  • To the above, you must make three game related posts every Day Phase. Some game hosts might increase the posting requirement in their games. If you don't meet the requirement you will be subbed out or mod-killed.
  • You are not allowed to use multiple accounts to participate in a mafia game. You may not pretend to be two separate human beings. You can only use one account in a mafia game.
  • You are not allowed to sabotage your faction. You are expected to play to your win condition(s). Intentionally undermining your team is not allowed. Joining a game with the sole intent to troll is not allowed. ("Bad" or "alternative" plays, however, are allowed, if you sincerely believe in their merit).
  • Discussion is not allowed during the Night Phase and the game thread might be locked. Do not post in the game thread once the Night Phase starts. Some game hosts might make an exception to this and allow discussion in the Night Phase.
  • Please keep all complaints about game moderation and game balance to yourself and only post them after the game ends.
  • If you get force replaced or mod-killed, you will not be eligible for the Prizes of the game.
  • All questions about the game must be asked to the host through Private Message/Conversations. Avoid asking questions to the host in the Game Thread.
  • Do not discuss ongoing games outside the game you are playing in. As long as a game is ongoing, you may talk about that game only where the host gives you explicit permission. Simply mentioning ongoing games without elaboration ("I'm playing in Game Q") is potentially dangerous. You can severely compromise a game's integrity by adding a new and unwanted source of information to the game.
  • Respect the spirit of the mafia game. If you notice a loophole in the game you are playing, inform the host about it. Do not abuse loopholes to your benefit.
Rules for Dead Players
  • Dead Players are not allowed to reveal anything they know about the game to anyone. They can, however, reveal their findings once the game ends.
  • Dead people are not allowed to discuss anything in the Game thread. Once dead, a player must stop posting in the game thread.
  • Some game hosts might make a Dead Players Private Conversation. Dead Players can discuss the progress of the game there.
Rules for voting
  • Some Normal Mafia Games might have a separate thread for voting with a prefix called "Voting Thread" attached to it.
  • If a Voting Thread exists, you can only post your votes in the Voting thread. Votes posted in the Game Thread will be considered invalid by the host.
  • If a Game has no "Voting Thread", you can post your votes in the Game Thread.
  • Discussion is not allowed in the "Voting Thread".
  • If you want to respond to a vote posted in the vote thread quote the vote post, copy the quote and respond to it in the game thread.
  • You should mention the game hosts in your vote post to make it easier for them to keep track of the votes.
  • You should mention the player whom you are voting for in your vote post so that the voted player can make a response in his/her defence in the game thread.
  • It is advised that you provide a reason for your vote.
  • Votes must always be bolded by using the Bold BB Code (See vote format).
  • Always follow the voting format given below. Not following it will make your vote invalid.
  • Vote Formats are of five types:-
-Vote: This format is used when you put your first vote in the day phase. The format is:-
Vote @player A
-Unvote: This format is used when you remove your vote against a player. The format is:-

Unvote @player A

-Change Vote: This format is used when you change your current vote from one player to another player. The format is:-
Unvote @player A
Vote @player B
-Abstain Vote: This format is used when you don't want to vote for any player in the day phase. It can also be used to negate your previous votes. You can still vote even after using abstain vote. The format is:-
Abstain Vote

-Lynch: This format is only used in games with monarchy lynches and is used by the King to lynch a player. The format is:-

Lynch @player A

Rules for Power Roles
  • If you are a power role and do not want to use your ability, you must Private Message the host and inform him/her that you do not want to use your power. This applies to both day and night power roles.
  • If you do not do the above, you will get a warning from the host and you will be marked inactive for the night phase.
  • A power role will generally not be allowed to self-target unless specified otherwise by the host as it can be overpowered. For Example: If you are a Doctor, you cannot target yourself and put a self-protection. Please ask the host in your role PM whether self-targeting is allowed.
  • If you are a power role and have a private chat (mafia chat for example), do not just post your target in the chat and expect the host to follow it. Instead, it is advised that you also Private Message the host your target.
Rules for Spectators
  • As a , you are forbidden to post in the game thread when the game is running.
  • Do not interfere by talking with the players or hosts about the game.
  • You can ask the host to add you to the dead player private chat and you can discuss the game in the private chat till the game is over.
  • You can post and give your opinions of the game once the game is over.
Rules for Game Hosts
  • It is mandatory to link the global mafia game rules in the sign-ups, voting and game threads.
  • The first post of the game thread must contain the names of the hosts, co-hosts and coaches of the game.
  • There must be a player list in the first post of the game thread and it must be updated regularly.
  • All roles in the game must be distributed to players randomly through a random number generator like . Do not spread out roles on your preferences.
  • It is a requirement to post a proper countdown which shows the time period of a game phase. You can use for this.
  • You need to specify the duration of the day and night phases in your game.
  • You need to specify whether you will allow role claiming or not in your game.
  • You need to specify what type of lynch system you are going to use in your game and how you are going to resolve lynch ties.
  • You need to specify how you will deal with inactive players in your game.
  • If your game has a voting thread, it must be linked in the first post of the game thread.
  • Similarly, the game thread must be linked in the first post of the voting thread. This allows players to easily go from the game thread to the voting thread and vice-versa.
  • All game related information that you provide to players whether in public or private must be true.
  • All alive players must be mentioned when you post a gameplay update. This ensures that all players are aware of the progress of the game.
  • You are not allowed to change the setup of your game when it is running. Contact a Game Manager if you consider it necessary.
  • It is advised that you have at least three substitute players before you start your game.
  • It is advised that you use substitute players when dealing with inactive player slots. Mod-kill should only be used as a last resort when no substitute players are available. This is because a mod-kill can imbalance your game.
  • It is advised that you do not give inactive player roles to members who have been lynched or killed in your game. This gives the member an unfair advantage through prior knowledge attained through his previous role. Please contact a Game Manager in case you want to do this.
  • The Town must comprise at least 70% of the playerbase in a game.
  • Players in Mafias and Cults must be informed of who their teammates are in the Role PM and you are advised to make a means of communication between the faction players outside of the game thread.
  • If a faction uses it's conversion/recruit ability, then this must be mentioned in the game write-ups by the host regardless of whether the recruit succeeds or fails. For Example: "The Illuminati (Cult) has recruited a player to it's side!" or "The Illuminati (Cult) has failed to recruit a player to it's side!"
  • If you want to clarify some issue in your game, contact a Game Manager.
  • To the above, Do not contact Game Managers who are playing in your game. You might have to give classified information and doing so will break your game.
  • Using "Unpredictable Game Mechanics" in your game without approval from a Game Manager is forbidden. Unpredictable Game Mechanics in this context, are defined as elements which go beyond a reasonable measure of expectation for a player to have. If you are unsure if your game contains Unpredictable Game Mechanics, ask a Game Manager to review your game. A list of Unpredictable Game Mechanics can be found below.
  • If you want to use "Unpredictable Game Mechanics" in your game, then you must (a) obtain permission to use these mechanics from a Game Manager and (b) publicly announce that the game contains Unpredictable Game Mechanics in the first post of the game thread.
Unpredictable Game Mechanics


Anything in bold will not be approved in mafia games,
  • Game Mechanics or roles which restrict players from posting in the game. Roles included here are , .
  • Game Mechanics or roles which restrict players from voting in the game. Roles included here are .
  • , Endgaming Jesters, Kill Immune Jesters, Investigation Immune Jesters.
  • .
  • - Essentially states "Your role PM is a lie".
  • Factions having the ability to recruit players from Informed minority Anti-Town factions like Cults and Mafias.
  • - An alignment-changing role that acts as a sort of super-traitor.
  • - An alignment-changing role that is very difficult to implement soundly.
  • - A purely negative modifier that is guaranteed to gimp its faction.
  • - Undermines the team aspect of Mafia factions.
  • Any roles having the ability to spy or access private chats of informed minority anti-town factions (Namely chats of Mafia and Cults).
  • Game Mechanics or roles which can revive dead players.
  • Uninformed minority anti-town factions.
  • Direct Influence in the game by game hosts. One example being hosts playing the game they are hosting.
  • Un-divulged non-randomness in player role and alignment generation.
  • Any game mechanics which go against the set rules of a mafia game.


Strikes
  • If a player or host breaks the rules of the mafia game given above he/she will receive a strike if the game managers agree that a rule has been broken.
  • A strike will take one month to expire.
  • If a player receives three strikes he/she will be banned and unable to sign up or play in any mafia games till the strikes expire.
  • If a host receives three strikes he/she will be banned and unable to host any mafia games till the strikes expire.
  • Direct Bans can be given to hosts and players for breaking the rules.
  • The strike list can be found in the AnimeBase Mafia Calendar.
 
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Mafia Game Rules - Extended

Angleshooting

Angleshooting is defined as doing things, or applying rules, in ways they weren't intended in order to gain an advantage in a game. In mafia, a common example of this is using OGI (out of game information) to exert public pressure or influence on the game, to publicly give reads based on OGI, or in more extreme cases, to use information acquired through illegitimate means to covertly influence a game. Angleshooting also covers all intentional uses of any flaws/quirks in the forum software in order to subvert the spirit of the game.

This definition is purposefully non-specific because angleshooting is more of a general idea than a specific case. Generally speaking, you know it when you see it, and it can range from relatively innocent/harmless to malicious and blatant cheating.

A good rule of thumb is if you're attempting to push a game in a particular direction, and your reasons for doing so are not based on what's directly happened in the game, or meta, you're in the danger zone.

The game of Mafia is firmly against angleshooting. If you are unsure if a particular action/read is angleshooting or not, (privately) ask the game host. If you encounter something in a game that you believe to be angleshooting, inform the game host and the game host will take a look at it.


Out Of Game Information (OGI)

Mafia, as a game, can only work when the players inside the game abide by a certain kind of fiction. It's not roleplaying, not exactly, but the idea that a mafia game exists inside its own little bubble is what prevents games from degenerating into rampant angleshooting, prevents games from spilling over into other games, and lets us call each other liars without making it a personal attack.

Game integrity being paramount to healthy, fair games, the game of mafia places the highest priority on preserving it. Here's the Spirit of the Game version of OGI, and the reasons the game is against OGI influencing a game:-

The spirit of the rule regarding OGI is essentially this: no one should ever post anything that isn't about the game that a second player could reasonably make an alignment read based on.

Frequently, it's the second-order effects that OGI has on the game that is so disruptive. Even if you personally see nothing wrong / nothing alignment indicative about asking the game host a question in the thread, or commenting on a player's online activity elsewhere, or making a read based on what someone who's in another game is doing in your game, it's the catastrophic ripple effect that discussing these things in the game thread has on game integrity that's the problem. Players can and will read into your OGI comments, and players will read into those comments, and so on, and suddenly the game is no longer self-contained, no longer actually about the game.

To be clear: Sometimes OGI will influence a read of yours. It happens to everyone. "Man, Person X is posting up a storm in this other game but is a complete lurker here. Wonder if they randed wolf." That kind of thinking is bound to happen sometimes; it's unavoidable to a certain extent. What is completely unacceptable is publicly bringing up that read in the game thread.

Here's the short version, the quick "how should I act in a game" version: For the purposes of a game of mafia, everything outside the bubble should be treated (publicly) as if it doesn't exist.

  • What a player is or isn't doing online (outside of the game), anywhere, doesn't exist.
  • The game host doesn't exist. (All communication with / about game hosts should be done privately)
  • Reports don't exist (if you need to report something, just do it, don't mention it publicly and do not threaten to report someone.) Similarly, infractions and warnings don't exist. If you get one, handle it privately, don't mention it in the game thread.
The exceptions to "the bubble" are a player's previous mafia history / mannerisms/ preferences (everything generally covered under the term "meta") excluding ongoing games, and a player alluding to their own real-life status in the context of thread activity levels. For example, saying you're going to bed, or going to miss the first 24 hours of a day for Real Life reasons are perfectly acceptable statements. When you make such a statement, however, it is required to be alignment agnostic. No one should be able to plausibly read anything about your alignment into anything you say about your RL status.

Respect the bubble. Game integrity is an ideal that only works if everyone in the game actively works to maintain it.


Flaking

Signing up for a game is a commitment. It is unfair to the host and the other players if someone who signs up is unable to meet this commitment. You are expected to meet your host's definition of sufficient activity. If an emergency prevents you from being able to play the game, then you should contact the host and request to be replaced, while at the same time providing them with a valid explanation of why you require a replacement. However, note that replacing out is only for actual emergencies; subbing out because you are unsatisfied with your role, because you suddenly no longer feel like playing the game, because you realize that you would rather not actually play several games at once are all non-valid reasons for subbing out, for example. The Game Managers are keeping track of subbing and activity patterns, and if someone has a history of subbing out for poor reasons or not meeting the minimum activity requirements, they will be banned from signing up for games.

AnimeBase Mafia has a minimum post requirement of Three Posts Per Phase, meaning Players that do not post at least thrice per game phase, of any phase length, may be subject to penalty. The game host may increase this minimum requirement, but may not decrease it. Given an appropriate explanation for flaking consistently, violations may also be judged on a case-by-case basis. Our hope is that if an individual signs up to play in a game, that they will contribute to that cause.
 
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Game Phases in a Mafia Game

The Mafia Game consists of two main phases, Day and Night. A Day Phase and a Night Phase together form a Game Cycle.

PreGame

In the PreGame, the host randomly distributes all roles in the game to the players and sets up the private anti-town faction chat where the anti-town players can talk. The anti-town players may have a small introductory conversation in the chat. The anti-town players through the chat become aware of who is on their side and as such become informed. The anti-town faction also has less players, hence they are the minority. The anti-town faction is as such an Informed Minority. The host then posts the Game Thread and mentions all the players for the Day Phase.

Day Phase

In the Day Phase, the pro-town faction, the Town tries to weed out the anti-town players by someone they suspect to be anti-town through a collective voting process. The Town, unlike the anti-town faction, has no idea who is on their side. The Town also forms the majority by having a higher number of players. Hence the Town is the Uniformed Majority Faction. Because the Town is typically the single largest faction present, it openly dominates the Day, with anti-town factions been forced to pretend that they are either part of the Town or Independent. The Town uses the lynch to eliminate players. The player with the most votes, the majority vote or chosen by the monarchy depending on the lynch system used gets lynched and dies. the lynched player's role then gets revealed and the Day Phase ends. Most games will have a Day Start with Day Phase 1.

Twilight Phases

The Twilight Phases are Dawn Phase and Dusk Phase. Twilights Phases typically act as buffers between the Day Phase and Night Phase allowing players to discuss the game in the game thread but disallowing the use of Night Actions and Day Actions.

Dusk Phase

Dusk Phase is the Twilight between Day and Night. It is the period of time between the end of the Day phase and the announcement of the Lynch. In a Majority Lynch game, this is the period of time between a majority vote being reached/a hard deadline being hit and the announcement of the Lynch. In a Plurality Lynch game, this is the period of time between a hard deadline being hit and the announcement of the Lynch. In a Monarchy Lynch game, this is the period of time between the King voting/a hard deadline being hit and the announcement of the Lynch.

Night Phase

In the Night Phase, all discussion stops and the game thread is locked. The anti-town players, however, are able to continue discussing because of their private chat. Because Anti-Town factions tend to have abilities which can reduce the Town's playerbase, and because such factions are generally aware of their allies' identities, Anti-Town factions tend to dominate the Night, with the Town left groping in the dark hoping to use their Abilities on the right players. The anti-town players collectively choose a player to kill and send their target to the host. The host announces the and the role of the player killed by the anti-town faction when the Night Phase ends.

Dawn Phase

Dawn Phase is the Twilight between Night and Day. It is the period of time between the end of the Night phase and the announcement of what occurred during that Night phase. Game hosts use this phase to resolve all Night Actions and as a means to inform players that no more Night actions will be received by the game host.

EndGame

One Day and Night together form a Game Cycle, i.e; Day 1 and Night 1 together form Game Cycle 1. The phases mentioned above keep on happening in a cyclic manner like this: Day Phase 1 -> Dusk Phase 1 -> Night Phase 1 -> Dawn Phase 1 -> Day Phase 2 -> Dusk Phase 2 -> Night Phase 2 -> Dawn Phase 2 until the EndGame. The EndGame marks the victory of one particular faction because that faction attained it's win condition by eliminating all opposing factions. This marks the end of the game.
 
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The Vote Tally

The Vote Tally refers to the number of votes a faction has which is used by players in the lynch to eliminate players. The Vote Tally is always counted on the votes that a player has, not the number of players.

For example, a double voter player will have two votes, a triple voter player will have three votes and so on. The votes are always tallied according to the factions present in the game.

Example:-
In Day Phase 2 of a mafia game, this is the Vote Tally:-​
Town (T)​
Total Players - 8​
Total Votes - 9 (The extra vote comes from a double voter)​
Mafia (M)​
Total Players - 3​
Total Votes - 3​
Serial Killer (S)​
Total Player - 1​
Total Votes - 2 (The serial killer has a double vote modifier)​
The final vote tally is 9(T) - 3(M) - 2(S)​
The total votes are 9 + 3 + 2 = 14 Votes.​
Town has a majority of 9 votes out of 14.​
Mafia has a minority of 3 votes out of 14.​
Serial Killer has a minority of 2 votes out of 14.​
In order for Mafia to win, it has to get a majority over the Town and Serial Killer.​
In order for Serial Killer to win, it has to get a majority over the Mafia and Town.​
In order for Town to win, it has to retain it's majority and eliminate the Serial Killer and Mafia.​
 
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The Lynch System

The Lynch System is used in the Day Phase to eliminate players through a Voting Process.

Generally, five types of lynch systems are used in Mafia Games:-

  • Plurality Lynch: In this lynch system, the player with the highest amount of votes at the end of Day Phase is lynched.
  • Majority Lynch: In this lynch system, a majority of votes of the playerbase must be reached on a certain player to get him/her lynched.
  • Monarchy Lynch: In this lynch system, a single player called the "King" decides which player will be lynched. For balance purposes, the King title switches to a different player every Day Phase.
  • Majority and Plurality Lynch: In this lynch system, a majority of votes of the player base must be reached on a certain player to get him/her lynched. However, if a Majority of votes is not reached by the end of the Day Phase, then the player with the highest amount of votes gets lynched. This is the most balanced lynch system.
  • Variable Lynch System: In this lynch system the game switches lynch systems. For example, Day 1 is Pluarity, Day 2 onwards is Majority.
 
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Breaking a Lynch Tie

A Lynch Tie occurs when two or more players get the same highest amount of votes. A host in such a scenario can take the following actions:-
  • No Lynch: No player in the tie is lynched. This is the most optimal action to take as the Town has been unable to come to a consensus on who should be lynched hence no should be lynched.
  • Random Lynch: A player in the tie is randomly lynched through a Random Number Generator. This action, however, can be seen as unfair.
  • All Lynch: All players in the tie are lynched. This action could break the game in small player setups.
  • First Vote Lynch: The player who was voted first among all the tied players gets lynched. This action is also considered to be unfair.
 
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Win Conditions and Alignments

The win condition is a condition when attained causes a player to win the game and is explicitly stated in a Role Private Message. The win condition is always factional, not individual. Hence a player can win the game if his faction wins regardless of whether he is dead or alive.

An Alignment represents the win condition a player has been assigned. Alignment is normally indicative of which faction a player is a part of. The alignment is always determined by the game host on the win condition of the player, not his/her play style in the game.

The three alignments in a mafia game are as follows:-
  • Pro-Town Alignment- When the victory condition of a player or faction when fulfilled causes the victory of Town. The players with this win condition are known as Townie/Townies. These players as such have a Pro-Town Win Condition. The Town faction has a Pro-Town alignment.
  • Anti-Town Alignment- When the victory condition of a player or faction when fulfilled causes the loss of Town. The players with this win condition are known as Wolf/Wolves. These players as such have an Anti-Town Win Condition. The Mafia, Cult and Serial factions have Anti-Town alignments.
  • Neutral Alignment- When the victory condition of a player or faction is not related to the victory or loss of Town. The players with this win condition are known as Indie/Indies. These players as such have a Neutral Win Condition. Independent factions have neutral alignment.
How these alignments work in a game:-
  • Pro-Town and Anti-Town factions are inherently at odds with one another and typically cannot win together.
  • Anti-Town factions are typically also at odds with each other, and similarly cannot win together
  • The defining difference between Pro-Town and Anti-Town factions is that Pro-Town factions are represented as an uninformed majority, while Anti-Town factions are represented as an informed minority.
  • The conflict between Pro-Town and Anti-Town factions mainly centres around the number of votes.
  • Neutral alignment factions function entirely outside of the Pro-Town vs Anti-Town struggle and can win alongside any Pro-Town or Anti-Town faction, given that certain specific conditions are met as stated in their win conditions. They are not involved in the conflict over the number of votes.
  • If in a game no Town is present, then all factions who have a conflict over the number of votes will be Anti-Town factions.
  • If a game has multiple Town Factions then all the votes of the Town factions must be shared and count as the votes of one faction. Together these Town factions must comprise above 70% of the playerbase. These Town factions win and lose the game together. Essentially the Multiple Town factions would be like sub-factions of a mega Town Faction.
  • Custom factions have variable alignments and this is decided by the Game Host.
Multiple Win Conditions:-

In a majority of mafia games, players generally have only one win condition. This is known as a Singular Win Condition. This leads to the player having one alignment only.

However, in some mafia games, players can have multiple win conditions. Players having multiple win conditions generally come under Custom factions. Multiple win Conditions are of two types:-

Dual Win Conditions- This happens when a player has two win conditions. This leads to the player obtaining two alignments. The combinations of a Dual win condition include:-
  • Pro-Town and Anti-Town.
  • Pro-Town and Neutral.
  • Anti-Town and Neutral.
Triple Win Conditions- This happens when a player has Pro-Town, Anti-Town and Neutral win conditions. This leads to the player obtaining all three alignments.

How Multiple win conditions work in a mafia game:-
  • Achieving the Pro-Town and Anti-Town win conditions simultaneously is impossible unless the game ends in a draw, thus the one which is achieved first gives the player victory.
  • However, the Neutral win condition is compatible with the Anti-Town and Pro-Town win conditions. In other words, A player can obtain a victory by achieving a "Pro-town and Neutral win condition combo" or an "Anti-Town and Neutral win condition combo".
 
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The Types of Factions in a Mafia Game

There are six types of factions which are universally accepted in Mafia Games.

Town

The Town is an Uninformed Majority Pro-Town faction. It always constitutes more than half of the players in a game, i.e; above 70 % of the playerbase in a game. This makes it the single largest faction present in a mafia game, but no extra information is given to members of the Town faction outside of their Role. It wins when it eliminates all the Anti-town factions in a game. It can win with Pro-Town and Neutral alignments. It as such has a Pro-Town win condition and a Pro-Town alignment. The Town is officially represented by the colour Green #00b300.

Mafia
The Mafia is an Informed Minority Anti-Town faction. It is not required for a game to be "Mafia" (provided that there is an alternative Anti-Town faction included). It is an Informed Minority, meaning it has information outside of it's individual roles, this being the identity of other members of the faction and has a minority of players included. It usually has a Destructive action as a factional ability which kills players. It usually has a means of communication between members outside of the game thread to communicate with each other. It wins when it eliminates all the Pro-town and Anti-town factions in the game. It can win with Neutral alignments. It as such has an Anti-Town win condition and an Anti-Town alignment. The Mafia is officially represented by the colour Red #ff0505.

Cult
The Cult is an Informed Minority Anti-Town faction. Where it differs from a Mafia, however, is in it's main ability. Where a Mafia kills players, a Cult can recruit them into the faction making the recruited player abandon his faction and join the Cult. This means that the starting numbers of a Cult are usually small, with the idea of them growing the longer the Cult survives in a game. A Cult cannot recruit players belonging to Mafia factions and other Cult factions. The nature of how the Cult works means that they are harder to balance and roles typically change upon being recruited into the Cult to prevent them from being overpowered. It may sometimes have a Destructive action as a factional ability which kills players. It usually has a means of communication between members outside of the game thread to communicate with each other. It wins when it eliminates all the Pro-Town and Anti-Town factions in the game or if it obtains a majority of the votes. It can win with Neutral alignments. It as such has an Anti-Town win condition and an Anti-Town alignment. The Cult is officially represented by the colour Orange #ff9900.

Serial
The Serial is an Informed Minority Anti-Town faction. Unlike other anti-town factions, however, a Serial can only be solo / one-strong, i.e; the Serial can only be one player. It usually has a Destructive action as an individual ability which kills players. Given the very small size of the faction, Serial roles tend to be the most powerful roles in the game. It wins when it eliminates all the Pro-town and Anti-town factions in the game. It can win with Neutral alignments. It as such has an Anti-Town win condition and an Anti-Town alignment. The Serial is officially represented by the colour Violet #b300b3.

Independent
The Independent is a Neutral faction which means that it can win with either Pro-Town, Anti-Town or Neutral factions as their win condition is not related to the victory or loss of the Town. It can be Pro-Town or Anti-Town sided even, provided that nothing inhibits it from winning with both alignments. It wins when the faction achieves the neutral win condition and as such has a Neutral alignment. The Independent is officially represented by the colour Blue #4d4dff.

Custom
Custom factions have faction mechanics that do not fit in any of the five faction categories above. Custom factions only appear in modern games or unpredictable mechanical games. The win conditions of Custom factions vary with each game and is decided by the game host. Custom factions are represented by the colour Pink #ff1493.
 
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Role Abilities in a Mafia Game

A role in a Mafia Game can have abilities to influence the flow of the game. These types of roles are called "Power Roles".

The abilities in a Mafia Game are of three types:-
  • Passive Ability: A Passive ability is an ability which will work automatically without any input from the player. This means that the effects from any passive ability will automatically take place when valid.
  • Active Ability: An Active ability is an ability which requires player input to work. In other words, an active ability requires the player to opt to use the ability for its effects to take place.
  • Activated Ability: An Ability that is normally passive can be made into an Activated ability; this gives the player a choice as to whether they wish to use their passive effect or not. If the player chooses not to use it, it will be as though the role did not exist for that night. As such, an Activated Ability can be seen as an active version of a normally passive ability.
Abilities that are used in mafia games are given below, but a list of further abilities can be found in the :-

Passive Abilities

Actor
Type: Preventative/Passive
Ability: A vote made by the user of this ability does not count, unless the vote immediately results in a lynch (only usable during games featuring a majority lynch).

Aegis
Type: Protective/Destructive/Passive
Ability: A player other than the user of this ability (predefined) is immune to destructive effects as long as the user of this ability is alive. If a user attempts to use a destructive effect on the player this ability affects (i.e. the one immune to destructive effects), that user will be killed by the user of this ability instead (this is treated as a destructive effect).

Alternating
Type: Preventative/Passive
Ability: The ability that this applies to can only be used during either Odd or Even-numbered phases.

Ascetic
Type: Protective/Passive
Ability: The user is immune to all types of effects, except destructive and protective.

Backup
Type: Preventative/Passive
Ability: The ability that this affects will automatically fail if a user with the same ability and is of the same alignment uses their ability during the same phase.
Notes: There are 4 Uncommon Roles that serve as "backup" variants to certain abilities, and those are preferred to "Backup". They are "Deputy", "Nurse", "Sidekick" and "Wingman".

Bonded
Type: Creative/Passive
Ability: If the user of this ability dies, any other player with the Bonded passive also dies.
Notes: To distinguish this role from "Lover", Bonded usually applies to at least 2 players in the game.

Princess
Type: Preventative/Passive
Ability: If the user of this ability is removed from the game, excluding by modkill, the following Day Phase is skipped.

Jezebel
Type: Preventative/Passive
Ability: If the user of this ability is removed from the game, excluding by modkill, the following Night Phase is skipped.

Buckler
Type: Manipulative/Passive
Ability: While the user of this ability is alive, when another player (predefined) is targeted by a destructive effect, should the destructive effect be otherwise unprevented, the destructive effect will affect this user instead.

Burst
Type: Preventative/Passive
Ability: The ability that this affects, after use, cannot be used again for one full cycle (one day phase and one night phase).

Cursed
Type: Creative/Passive
Ability: If the user attempts to use an ability affected by this, the user will be inflicted with a penalty of some kind. The penalty varies by game/player.

Day
Type: Creative/Passive
Ability: The ability affected by this can be used in the Day Phase. This applies to roles that are traditionally used in the Night Phase.

Deaf
Type: Manipulative/Passive
Ability: The user with this ability cannot unvote.

Death Miller
Type: Manipulative/Passive
Ability: If the user of this ability dies, their role information is falsely revealed to some extent. The full extent of this varies game by game.

Faith
Type: Preventative/Passive
Ability: The ability that this affects has a 50% of successfully working.

Pessimistic
Type: Preventative/Passive
Ability: The ability that this affects has a 25% of successfully working.

Optimistic
Type: Preventative/Passive
Ability: The ability that this affects has a 75% of successfully working.

Unstable
Type: Manipulative/Passive
Ability: When using an ability that this applies to, the user is able to choose the target, but not which ability has been used.
Notes: Must apply to two or more abilities in a role.

Mental
Type: Manipulative/Passive
Ability: When using an ability that this applies to, the user is able to choose the ability used, but not the target.
Notes: Must apply to two or more abilities in a role.

Mentally Unstable
Type: Manipulative/Passive
Ability: When using an ability that this applies to, the user is able to choose either which ability is used or the target of the ability, and the other is randomized.
Notes: Must apply to two or more abilities in a role.

Completely Unstable
Type: Manipulative/Passive
Ability: When using an ability that this applies to, the user submits both the ability they wish to use and their target, but one of these choices is discarded randomly, and then randomized.

Full
Type: Creative/Passive
Ability: Instead of being One-Shot, the user's abilities of the affected ability are unlimited in usage.
Notes: Applies only to "Jack of X Trades" roles.

X-Shot
Type: Preventative/Passive
Ability: The user may use the ability a certain number of times, after which they lose the ability. The X should be exchanged for the number of times they are able to use this ability, and is determined on a game-by-game basis.

Loved
Type: Manipulative/Passive
Ability: The user of this ability requires one extra vote to be lynched.
Notes: Only usable in games featuring solely a Majority Lynch system.

Hated
Type: Manipulative/Passive
Ability: The user of this ability requires one less vote to be lynched.
Notes: Only usable in games featuring solely a Majority Lynch system.

Hero
Type: Protective/Destructive/Passive
Ability: If the user were to be lynched, the Lynch will fail. The King initiating the Lynch will then be killed (this is treated as a destructive effect).
Notes: This role can only be used in games featuring a Monarchy Lynch system (i.e. Kingmaker).

Invisible
Type: Protective/Passive
Ability: The user is immune to investigative abilities.

Iron
Type: Protective/Passive
Ability: This ability makes the user immune to destructive effects. This is sometimes referred to as "Bulletproof".

King
Type: Manipulative/Passive
Ability: Instead of the normal lynch system, the King can declare a player in the thread, and that player will be lynched.
Notes: This role can only be used in games featuring a Monarchy Lynch system (i.e. Kingmaker).

Kingmaker
Type: Creative/Passive
Ability: The user may select a player, that player will then gain King for the next Day Phase. The user cannot target themselves.
Notes: This role can only be used in games featuring a Monarchy Lynch system (i.e. Kingmaker).

Lich
Type: Conversive/Passive
Ability: The user with this ability will return to the game after a set cooldown period if they are lynched or killed or otherwise die (unless they are modkilled), as long as a player with the Phylactery role linked to the Lich is still alive. The cooldown period varies game-by-game. In games where there was never any Phylactery, the Lich will return indefinitely. When the Lich dies, they are still treated as dead for the purposes of achieving win conditions, regardless of whether they are to return or not.

Phylactery
Type: Conversive/Passive
Ability: As long as the user of this ability is alive when the Lich that is linked to this ability dies, the Lich will return to the game.

Lover
Type: Creative/Passive
Ability: If a specific player (predefined) dies in some way (through lynch or otherwise), the user of this ability will also die. This is not treated as a destructive effect.

Masonic
Type: Conversive/Passive
Ability: The user can communicate with any player with Masonic linked to them (and the user) outside of the game thread.

Long Lost
Type: Conversive/Passive
Ability: The user believes themselves to be Town-Aligned, but they are actually Anti-Town -aligned.
Notes: The user is not made aware that they have this ability.

Lynchpin
Type: Creative/Passive
Ability: If the user dies, all players who share an alignment with the user will also die. This is not treated as a destructive effect.
Notes: This role is typically used for Assassins in the Palace Game Setups.

Overeager
Type: Manipulative/Passive
Ability: if the user does not use the ability this is tied to, their target will be randomized.

Miller/Ghost
Type: Manipulative/Passive
Ability: This ability causes the user to investigate the opposite of what their alignment typically investigates as. The Town-aligned variant is known as "Miller", while the Anti-Town/Independent-aligned variant is known as "Ghost".

Nexus
Type: Manipulative/Passive
Ability: Any ability targeting the user is randomly redirected to another player.

Neighbourhood
Type: Preventative/Passive
Ability: The ability tied to this has a 50% chance of failing, unless the target of the ability is the same as that of another ability with Neighborhood tied to.

Ninja
Type: Manipulative/Passive
Ability: This ability does not appear on investigation results related to the usage of an ability (i.e. Watcher, Tracker etc).

Noble
Type: Creative/Passive
Ability: The ability grants the user a voting power of 2, instead of the default 1. This is sometimes referred to as "Doublevoter".

Peasant
Type: Preventative/Passive
Ability: The users vote has a weighting of 0.

Petty
Type: Preventative/Passive
Ability: The user's vote does not count, unless the player the user is voting for is currently voting them.

Priest
Type: Preventative/Passive
Ability: The user's vote does not count if it would result in a lynch occuring immediately.
Notes: Only usable in Majority Lynch games.

Pitfall
Type: Preventative/Creative/Passive
Ability: Any action targeting the user has a 50% chance of failing. The player then making the action dies (not treated as a destructive effect).

Reckless
Type: Creative/Passive
Ability: If the user uses an active ability, they have a 50% chance of dying.

Shield
Type: Protective/Passive
Ability: A specific player (predefined) is immune to destructive effects as long as the user is in the game.

Shy
Type: Preventative/Passive
Ability: If the user is targeted with an active ability, the user's active abilities automatically fail during that phase.

Strange
Type: Manipulative/Passive
Ability: A sixth Sanity for investigative roles. The user receives the correct results, but other, predefined terms are used to represent them.

Suicidal
Type: Creative/Passive
Ability: If the user receives half the number of votes required to be lynched, the user dies. This is not treated as a destructive effect, nor is it treated as a lynch.

Territorial
Type: Destructive/Passive
Ability: Any time a player affects the user with an ability, that player is killed by the user.

Bomb
Type: Destructive/Passive
Ability: If the user is killed by a destructive effect, the player that used said destructive effect is killed by the user as well.

Kamikaze
Type: Destructive/Passive
Ability: If the user is lynched, a player that voted for the user will be killed by the user. Whether this player is the first voter, the last voter, a random voter or a choice of the user varies game-by-game.

Cthulhu
Type: Creative/Passive
Ability: Any player that targets the user with an ability that is not prevented is given the "Drunk" passive for the rest of the game (until they are recruited by a Cult). Cult-aligned players are not affected by this ability.

Drunk
Type: Manipulative/Passive
Ability: The user is not allowed to make sense in the game thread. What exactly this constitutes as is dependent on the game host, and varies game-by-game.

Unlynchable
Type: Protective/Passive
Ability: The user is immune to lynches. Whether this ends the Day Phase with "No Lynch", or simply fails, varies by the game.

Unstoppable
Type: Protective/Passive
Ability: The active abilities this is tied to cannot fail. Unstoppable Kills are sometimes referred to as "Super-kills".

Untouchable
Type: Protective/Passive
Ability: The user is immune to all active and passive abilities.

Useless
Type: Preventative/Passive
Ability: The ability tied to this automatically fails upon use if it is an Active ability, or is not applied during any phase if it is a Passive ability.
Notes: Generally, the user should not be aware that they are "Useless".

Vanilla
Type: Creative/Passive
Ability: The user has no other active or passive abilities.

Vengeful
Type: Destructive/Passive
Ability: If the user is removed from the game, they may select one player. That player will be killed by the user.

Weak
Type: Creative/Passive
Ability: If the user uses an active ability that this is tied to on a player that does not share an alignment with the user, the user will die. This is not treated as a destructive effect.


Active Abilities

Abductor
Type: Preventative/Protective/Conversive/Active
Ability: The user's target's active abilities will automatically fail for the phase they are targeted in. The target is also immune to all other abilities during the phase they are targeted. At the end of the Night Phase, they are listed as Missing, and are removed from the game, but no role information is revealed and roles that target dead players have no effect. At the end of the following Day Phase, the target is returned to the game.

Addict
Type: Creative/Active
Ability: The user gives themselves a predefined item. The item can grant them any active or passive ability, but attaches Reckless to them. The items and the number of them depend on the game.

Assimilator
Type: Destructive/Creative/Active
Ability: The user's target is killed. The user then gains One-Shot versions of each of the target's abilities, as long as that ability isn't already X-Shot.

Assassin
Type: Destructive/Active
Ability: This is the Day-variant of Vigilante/Hitman/Killer.

Assistant
Type: Manipulative/Active
Ability: The vote of the user's target will increase by one in weighting the following Day Phase, and the user's vote weighting will decrease by one.

Bartender
Type:Investigative/Creative/Active
Ability: See "Cop", except the Bartender's target gains "Reckless" for the Night Phase too.

Body Changer
Type: Creative/Active
Ability: The user and the target swap all of their active and passive abilities, except the "Body Changer" of the user. Both the user and the target are now Death Millers, and will flip as one another's character and alignment. Investigative abilities treat characters, abilities (bar Body Changer) and occasionally alignments as swapped. Alignment itself isn't actually affected.

Bodyguard
Type: Protective/Destructive/Active
Ability: The user's target is immune to destructive effects for the phase they are targeted. Any player using an otherwise unprevented destructive effect on the user's target will be killed by the user.

Brain Surgeon
Type: Manipulative/Active
Ability: The Sanity of the target's investigative abilities, if any, are reversed for the Phase.

Buck Passer
Type: Manipulative/Active
Ability: All actions targeting the user affect the user's target instead for the Phase. Any actions that are redirected onto an invalid target through this method simply fail instead.

Bus Driver
Type: Manipulative/Active
Ability: This ability allows you to essentially swap two players around for the phase you use it in. For example, if you swap Player X and Player Y with each other, all actions for that phase targeting Player X will affect Player Y, and all actions targeting Player Y will affect Player X.

Cab Driver
Type: Manipulative/Active
Ability: The first target of the user affects the second target of the user's target, and the second target of the user affects the first target of the user's target.

Commuter
Type: Protective/Preventative/Active
Ability: The Commuter is immune to all abilities during the Phase this is activated in. The Commuter is unable to use any other abilities.
Notes: If a day Commuter is used, the Day Commuter would be unable to vote. If using a majority lynch system, Majority must be updated to reflect this. The Day Commuter would also be unable to post after they have commuted.

Convertor/Recruiter
Type: Conversive/Active
Ability: The user's target is recruited, and will share the same alignment as the user. The user and the target will also be able to discuss outside of the thread. The Serial-aligned variant of Convertor is "Recruiter".

Cop
Type: Investigative/Active
Ability: This ability allows you to target a player, and you will receive results indicating their alignment. Generally, investigating a Town-aligned player will yield the result "Innocent", while investigating any player not aligned with the Town will return "Guilty", though there are exceptions to both.
Notes: There are various sanities of Cop which can impact the results you receive. Players should generally not be informed of their sanity. A Sane Cop receives the normal results, and is the most common implementation of a Cop. An Insane Cop receives reversed results, a Paranoid Cop will always receive "Guilty" and a Naive Cop will always receive "Innocent". There is a fifth, final Sanity, known as "Random", which randomly alternates between the other sanities on a per-use basis, but use of this sanity is discouraged.

Corruptor
Type: Conversive/Active
Ability: See Convertor/Recruitor, except the target is given the choice to accept if they wish to be recruited. This role cannot be Serial-aligned.

Delegator
Type: Creative/Active
Ability: The user may target a player who is currently alive, and the ability of a player who is dead. The targeted player will gain a One-Shot version of said ability. The Delegator cannot self-target.

Dentist
Type: Protective/Creative/Active
Ability: See Doctor, except the target will also gain Reckless for the Night Phase they are targeted.

Deputy
Type: Investigative/Active
Ability: See Cop, except if a Cop sharing the same alignment as the Deputy successfully uses their night action, the Deputy's ability will automatically fail.

Detective
Type: Investigative/Active
Ability: The Detective may target one player. For the ability, see Tracker and Watcher. The Detective will continue to receive these results every Night Phase without needing to take further action, until either the Detective selects a new target or the target dies. The Detective will not receive Secondary Targets.

Doberman
Type: Protective/Destructive/Creative
Ability: See Bodyguard, except the target will also gain Reckless for the Night Phase they are targeted.

Doctor
Type: Protective/Active
Ability: This ability allows you to protect one player. Protecting a player means that, should they be targeted by a destructive effect the phase you protect them, the destructive effect will fail.

Dominator
Type: Manipulative/Conversive/Investigative/Active
Ability: The Dominator may select a player. That player will be informed that they have been dominated, and that another player will control their action for the phase. The Dominator then receives a list of the target's abilities (this overrides immunity to investigative abilities). The Dominator can then use one of them during the Night Phase. The target will be told which ability is used and on whom it was used on.

Eraser
Type: Creative/Active
Ability: The user's target will all of their active and passive abilities, and will gain Vanilla. This ability is sometimes referred to as "Vanillaiser" or "Role Crusher".

Executioner
Type: Destructive/Active
Ability: This role cannot be used in a Monarchy Lynch system. In a Majority Lynch system, to target a player, that target must have half of the required votes needed for majority. In a Plurality Lynch system, the target must have the most votes. The Executioner will kill the target. This will be treated as a Lynch and will end the Day Phase.

Executive
Type: Manipulative/Active
Ability: See Assistant, instead the target loses a vote instead of gaining one, and the user gains a vote instead of losing one.

Flavor Cop
Type: Investigative/Active
Ability: The user can investigate a player, and will receive some amount of flavor relating to the characters role, alignment or character. The Flavor Cop should not explicitly receive names of characters.

Forensic Investigator
Type: Investigative/Active
Ability: The user may target a dead player, and will receive results indicating everyone who targeted the dead player, and everyone whom the dead player targeted. This will not include Secondary Targets.

Framer
Type: Manipulative/Active
Ability: The Sanity of any investigation made by the user's target is reversed for the Night Phase.

Freeloader
Type: Protective/Manipulative/Active
Ability: The user may target a player. They will be immune to all other actions targeting them during the phase, except those originating from the user's target. The user will also be affected by all abilities targeting their target.

Governor
Type: Protective/Active
Ability: Can only be used during Twilight Phase or once Majority has been reached. The Lynch against the target will fail, ending the Day in No Lynch. The Governor must declare their action in the game thread.

Grave Robber
Type: Creative/Active
Ability: The user may target a dead player. They will then lose all active and passive abilities, except for Grave Robber, and will gain all the active and passive abilities of the dead player.

Guardian
Type: Protective/Active
Ability: Any otherwise-unprevented Destructive ability affecting the user's target will affect the user instead.

Hider
Type: Protective/Manipulative
Ability: See Freeloader, except this only applies for Destructive abilities.

Hostage Taker
Type: Conversive/Preventative/Manipulative/Active
Ability: The user's target will be told that they have been taken hostage and will be unable to take any actions during the phase (any active abilities will automatically fail), but will not be told who took them hostage. A destructive ability targeting the user will affect the user's target instead, but will also have a 50% chance of affecting the user. Any player targeting the user with a destructive ability will be told that the ability will affect the user's target with only a 50% chance of affecting the user. They will be given the opinion to confirm the action or to cancel it, but they will not be able to change their action otherwise.

Interrogator
Type: Preventative/Investigative/Active
Ability: See Jailer, but instead of protecting a player from destructive effects, it will investigate the player's alignment instead (see Cop).

Inventor
Type: Creative/Active
Ability: The user may give the target a predefined item. This item is used to grant active or passive abilities. All information relating to the abilities, and the predefined items themselves, varies game by game.

Isolator
Type: Protective/Preventative/Creative
Ability: See Jailer, except all actions will fail against the target, not just destructive effects.

Jailer
Type: Protective/Preventative/Active
Ability: The user's target is immune to destructive effects for the Night Phase, but all of their active abilities for the Night Phase automatically fail.

Jack of All Trades
Type: Creative/Active
Ability: This ability contains 4 One-Shot abilities: One-Shot Cop, One-Shot Vigilante/Hitman/Killer, One-Shot Roleblocker/Prostitute and One-Shot Doctor.

Jack of Anarchic Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Busdriver, Framer, Magnet and Redirector.

Jack of Day Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Assassin, Journalist, Mayor and Politician.

Jack of Deadly Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Assimilator, Executioner, Poisoner and Vigilante/Hitman/Killer.

Jack of Deductive Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Cop, Thief, Tracker and Watcher.

Jack of Epic Trades
Type: Creative/Active
Ability: The user has 7 One-Shot abilities: Busdriver, Cop, Doctor, Messenger, Roleblocker/Prostitute, Vigilante/Hitman/Killer and Reviver. The user may use up to two of their abilities each phase. The reviver ability will count for both action slots.

Jack of Impeding Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Abductor, Isolator, Roleblocker/Prostitute and Vote Drainer.

Jack of Medical Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Bodyguard, Doctor, hider and Vagabond.

Jack of Mixed Trades
Type: Creative/Active
Ability: The user has 3 One-Shot abilities: Jailer, Interrogator and Paramedic.

Jack of Other Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Bartender, Dentist, Rioter and Sadist.

Jack of Passive-Agressive Trades
Type: Creative/Active
Ability: The user has 3 Two-Shot abilities: Mercy Angel, Mind Flayer and Stalker.

Jack of Religious Trades
Type: Creative/Active
Ability: The user has 4 One-Shot abilities: Covertor, Corruptor, Mason Recruiter and Necromancer.

Janitor
Type: Conversive/Active
Ability: If the user's target is killed during the phase the user targets them, the target is listed as missing, and is treated as dead, except no role information is revealed, and abilities that target dead players do not work on the target.

Journalist
Type: investigative/Active
Ability: The user must select a question they had asked the previous Day Phase. If every part of the answer to that question is True at the time of being said, the user will receive "True", otherwise, the user will receive "False". The question and answer must be clearly specific.

Kleptomaniac
Type: Creative/Active
Ability: The user will gain a random passive or active ability from the target, while the target will lose that ability.

Leader
Type: Conversive/Creative/Active
Ability: See Converter/Recruiter, except if the Leader dies, the player who has shared an alignment with the Leader the longest will gain Leader. The Leader cannot be Serial-aligned.

Lie Detector
Type: Investigative/Active
Ability: See Journalist, except the line in question must be a statement and not an answer to a question asked by the user.
Notes: A Lie Detector is typically not allowed to claim Lie Detector. Doing so results in the loss of the ability. Similar restrictions may also be placed on the Journalist.

Lightning Rod
Type: Manipulative/Active
Ability: All actions occurring during the Night Phase target the Lightning Rod instead.

Magnet
Type: Manipulative/Active
Ability: The Magnet may each night target someone, resulting in that person's night action, if they have any, to be redirected onto the Magnet.

Masochist
Type: Manipulative/Active
Ability: All actions made by the user's target will affect the user instead.

Mason Recruiter
Type: Conversive/Active
Ability: The target will gain Masonic linked to the user, and all other players with Masonic linked to the user. This does not change alignment.

Master of All Trades
Type: Creative/Active
Ability: The user gains One-Shot actions for each defined ability that can be used at Night, except Jack and Master abilities.

Master of Epic Trades
Type: Creative/Active
Ability: The user gains One-Shot actions for each defined ability, except Jack and Master abilities.

Mayor
Type: Creative/Active
Ability: The user's target gains Unlynchable for the Day.

Mercy Angel
Type: Protective/Destructive/Active
Ability: The user's target is immune to Destructive effects for the phase. If this is the same target as the previous phase, the target is is killed by the user instead.

Messenger
Type: Conversive/Active
Ability: The user's target will gain a message from the user via the Host. Whether the user's identity is revealed or not depends on the game.

Mimic
Type: Creative/Active
Ability: The user gains all active and passive abilities that the target has. The user retains these abilities without needing to take further action until they either die or select a new target.

Mind Flayer
Type: Preventative/Destructive/Active
Ability: See Mercy Angel, except the target's active abilities are blocked instead of the target being immune to destructive effects.

Miracle Worker
Type: Creative/Active
Ability: A predefined change is applied to the user's target's alignment or role. This change varies game by game.

Motivator
Type: Conversive/Active
Ability: The user's target may take an additional action during the phase they are targeted.

Name Cop
Type: Investigative/Active
Ability: The user receives the name of the target's character, if any.

Necromancer
Type: Conversive/Investigative/Manipulative/Active
Ability: The user may target a dead player. That dead player will be revived, gaining the alignment of the user (unless the user is Serial aligned). The target is unable to post except to vote. The target loses all of it's abilities and gains One-Shot versions of each of them, provided they were not already modified by X-Shot. The Necromancer will be told all of the abilities that the target now has (this overrides immunity to investigation). The user will decide what actions the target takes and will have full control of their vote. If the target dies after being revived through this ability, they are marked as Destroyed rather than Dead, and will not be targetable by abilities that target dead players.

News Anchor
Type: Manipulative/Active
Ability: All actions, except for those of the user and the target, will affect the target for the Phase.

Nurse
Type: Protective/Active
Ability: See Doctor, except if a Doctor sharing the alignment of the user successfully uses their action during the Phase, the user's action will automatically fail.

Observer
Type: Investigative/Active
Ability: See Tracker and Watcher.

Oracle
Type: Investigative/Active
Ability: The user receives a list of the target's abilities. These will be represented in their Town-aligned format, where applicable.

Paramedic
Type: Protective/Investigative/Active
Ability: See Doctor and Cop.

Poisoner
Type: Destructive/Active
Ability: The user may poison a player. After a set period of time, that player will die. This is counted as an ongoing destructive effect, so abilities which can make the target immune to destructive effects can nullify this effect at any time between when the target is first poisoned and when they actually die.

Politician
Type: Manipulative/Active
Ability: The user can force one player to vote for another player of the user's choice. The vote will remain on that player, whether or not the first target tries to remove the vote from the secondary target.

Psychiatrist
Type: Conversive/Active
Ability: If the target is Serial-aligned, the target will gain the alignment of the user. Otherwise, the ability has no effect.
Notes; This cannot be Serial-aligned.

Psychic
Type: Investigative/Active
Ability: The user may target any player listed as missing. If the target is alive, they will return to the game at the end of the phase this ability is used in. If dead, their death will be mentioned in the end of phase writeup.

Punisher
Type: Destructive/Active
Ability: See Bodyguard, except the destructive effect targeting the user's target is not prevented.

Quack
Type: Destructive/Protective/Active
Ability: If the target is affected by a destructive effect that would be otherwise-unprevented, the target is immune to destructive effects for the Night. If not, the target is killed by the Quack instead.

Redirector
Type: Manipulative/Active
Ability: The user may force their target to target another player of the user's choice with their abilities.

Reviver
Type: Conversive/Active
Ability: The target is brought back into the game and is considered Alive.

Rioter
Type: Destructive/Creative/Active
Ability: The user kills the target. The target will also gain Pitfall for the Night (the user is immune to this ability).

Roleblocker/Prostitute
Type: Preventative/Active
Ability: This ability allows you to block a player for the phase in which you target them. Blocking a player means that their active abilities, should they have any, will automatically fail. The Mafia-aligned variant in this ability is sometimes referred to as "Prostitute", although this is somewhat uncommon.

Role Cop
Type: Investigative/Active
Ability: The user receives the full role information of the target. Abilities are listed in their Town-aligned varients.

Sadist
Type: Preventative/Creative/Active
Ability: See Roleblocker/Prostitute, except the target will also gain reckless for the Night this is used.

Salesman
Type: Manipulative/Active
Ability: The user's target's vote will not count against a player of the user's choice for the following Day Phase.

Schizophrenic
Type: All but Conversive/Active
Ability: See Jack of All Trades, except the abilities are not One-Shot. Instead, there is a 20% chance the user will use each of the abilities (mutally exclusive to each other) every Night Phase, and a final 20% chance to do nothing (also mutually exclusive).

Searcher
Type: Investigative/Conversive/Active
Ability: The user will receive Yes if their target has Long Lost and shares an alignment with the User, and No otherwise. If the user received yes, the target will lose Long Lost, and both the user and the target gain Masonic linked to each other.
Notes: This can only be held by Anti-Town.

Seraph
Type: Protective/Active
Ability: The target is immune to destructive effects. The user does not have to send in further actions while they are alive until they switch to a new target.

Shifter
Type: Protective/Preventative/Conversive/Active
Ability: The user is immune to all other actions during the Phase. The user cannot take any other actions during the Phase. At the end of the Phase, the user is listed as Missing, and will be removed from the game until the end of the next Day Phase.

Sidekick
Type: Destructive/Active
Ability: See Vigilante, except if a Vigilante sharing an alignment with the Sidekick successfully uses their action during the Night Phase, this ability will automatically fail.

Soothsayer
Type: Investigative/Active
Ability: The user can select a player and a second player. They will receive True if the first player targeted the second player, and false otherwise.

Spy
Type: Investigative/Active
Ability: The user will receive true if the target used an active ability during the Night Phase, and false otherwise.

Stalker
Type: Investigative/Destructive/Active
Ability: See Observer, except if the same target was targeted the previous phase, the user will kill the target instead.

Suicide Bomber
Type: Destructive/Creative/Active
Ability: See Vigilante, except the Suicide Bomber dies after use.

Tagger
Type: Creative/Active
Ability: The user will give the target a predefined passive ability.

Talker
Type: Conversive/Active
Ability: The user will be able to communicate with their target outside of the thread the following Day.

Terrorist
Type: Creative/Destructive/Active
Ability: The user may place a bomb on a target of their choice, or they can opt to detonate all bombs placed. The Terrorist can do both, but will die as a result.
Notes: It is not uncommon for Terrorists to have a set amount of bombs.

Therapist
Type: Investigative/Active
Ability: The user will receive a list of their target's abilities, as well as any hidden conditions pertaining specifically to that target.

Thief
Type: Investigative/Active
Ability: The user will receive an item that hints towards the target's character, alignment or abilities.

Turtle
Type: Protective/Preventative/Active
Ability: See Commuter, except the user is only immune to destructive abilities.

Tracker
Type: Investigative/Active
Ability: This ability allows the user to see who their target targeted.
Notes: The 5 sanities apply to Tracker. An Insane Tracker will receive themselves in their results, a Naive Tracker will receive the target of any protection (or "no results" if there are none), a paranoid Tracker receives the target of a kill (or "no results" if there are none), while a random Tracker will receive a player at random.

Vagabond
Type: Protective/Creative/Active
Ability: See Bodyguard, except instead of killing the player targeting the user's target, that player will receive some form of penalty instead. This varies game by game.

Vigilante/Hitman/Killer
Type: Destructive/Active
Ability: This ability allows you to select one player and target them with a destructive effect (i.e. kill them). The Mafia-aligned variant of this ability is called "Hitman", and other variants (Independent, Serial, Cult) are simply known as "Killer".

Vote Drainer
Type: Preventative/Active
Ability: The target's vote counts for one less the following Day Phase.

Vote Locker
Type: Manipulative/Active
Ability: The target is unable to unvote.

Voyeur
Type: Investigative/Active
Ability: The user gains a list of abilities that affected the target during the phase it is used in.

Watcher
Type: Investigative/Active
Ability: This ability allows the user to see every player who targeted their target.
Notes: The 5 sanities apply to Watcher. An Insane Watcher receives everyone but who targeted their target, a Naive Watcher receives "No One", a Paranoid Watcher receives everyone and a random Watcher receives players at random.

Wingman
Type: Preventative/Active
Ability: See Roleblocker/Prostitute, except if a Roleblocker/Prostitute sharing the same alignment as the user successfully uses their ability during the phase this is used, this ability will automatically fail.

Witch Doctor
Type: Conversive/Creative/Active
Ability: The user's target gains the alignment Serial. The target will also lose all other active abilities and gains Killer.
 
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Mafia Game Ability Types

The following is a list of Mafia Game Ability Types and what they mean.

Destructive- A destructive ability is an ability that kills a player (or players). The most iconic Destructive Ability is the Vigilante/Hitman/Killer, but other common Destructive Abilities include the Poisoner and Executioner. Destructive Abilities are generally more useful for Anti-Town factions than for the Town, as Anti-Town factions generally already know which players are friend and which are foe, and so can use Destructive Abilities more precisely without the risk of friendly fire. The use of a Destructive Ability is typically called a Kill. For write-up purposes, a player killed with a destructive effect should be displayed as having been "killed", whereas a player who died through a non-destructive effect should be displayed as "died".

Investigative- This refers to any ability which provides information. The most iconic Investigative Ability is the Cop, but other common Investigative Abilities include the Tracker, Watcher, and Thief. Investigative Abilities are generally more useful for the Town than for Anti-Town factions because Anti-Town factions are typically already better informed than the Town. The use of an Investigative Ability is typically called an Investigation.

Protective- This refers to any ability which provides some form of immunity. The most iconic Protective Ability is the Doctor, but other common Protective Abilities include the Commuter, Jailer, and Bodyguard. Protective Abilities are generally more useful for the Town than for Anti-Town factions because Town is far more likely to be targeted by harmful abilities from which one would want immunity. The use of a Protective Ability is typically called a Protection.

Manipulative- Also referred to as "Chaotic". This refers to any ability which aims to misinform or misdirect. This is used primarily as a counter to Investigative actions. The most iconic Manipulative Ability is the Bus Driver, but other common Manipulative Abilities include the Framer, Redirector, and Politician. Manipulative Abilities are generally more useful for Anti-Town factions than for the Town, because misinformation is normally harmful to the Town's ability to identify Wolves. The use of a Manipulative Ability is typically called a Misdirection.

Creative- This refers to abilities that alter or add to base roles. For example, a role that can Gift abilities to other players (For example, Inventor) is considered Creative because it can add to roles. The most iconic Creative Ability is the Inventor, but other common Creative Abilities include the Eraser, Graverobber, and Kingmaker. Creative Abilities are objectively more useful for Anti-Town factions than for the Town, as there is no chance of accidentally targeting an enemy with a beneficial Creative ability or a friend with a harmful Creative ability; for this reason, such Abilities must not be given to Anti-Town factions lightly. The use of a Creative Ability is typically called a Gift.

Conversive- This refers to abilities that can convert the alignment of players, or otherwise provide a means of out-of-thread communication with them. The most iconic Conversive Ability is the Cult Leader, but other common Conversive Abilities include the Mason Recruiter, Motivator, and Psychiatrist. Conversive Abilities are objectively more useful for Anti-Town factions than for the Town, as there is no chance of accidentally targeting an enemy with a beneficial Conversive Ability or a friend with a harmful Conversive Ability. For this reason, such Abilities must not be given to Anti-Town factions lightly. The use of a Conversive Ability is typically called either a Conversion or a Conversation, depending on whether the Ability also alters Alignment.

Preventative- This refers to abilities which block or prevent the use of other abilities. The most iconic Preventative Ability is the Roleblocker/Prostitute, but other common Preventative Abilities include the Jailer. Preventative Abilities are generally about as useful for the Town as for Anti-Town factions, as they can be used by the Town as a quasi-Investigation looking for Destructive roles or by an Anti-Town faction to shut down a Protective or Investigative Role. The use of a Preventative Ability is typically called a Block.
 
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Action Resolution

Action resolution is the act of determining how Actions interact and then resolving what occurs overall. Because many Actions are specifically designed to inhibit or enable other Actions, it can be quite complex. The following is a guide on how to resolve action abilities.

Action Resolution for Night Actions:-

Night Actions are Actions that are used during the Night phase. Night Actions are broken up into three tiers, with a higher tier resolving before a lower tier fires. Conversive, Manipulative, Preventative, and Protective Actions are Tier 1, Investigative Actions are Tier 2, and Creative and Destructive Actions are Tier 3. Tier 1 has special self-interaction rules for resolving when one such Night Action would affect another.

Tier 1 -
Conversive, Manipulative, Protective, Preventative.
Tier 2 - Investigative.
Tier 3 - Destructive, Creative.
  • Tier 1 resolves before Tier 2.
  • Tier 2 resolves before Tier 3.
  • A Tier 1 action that targets itself will resolve before any other Night Action (including Tier 1 actions).
  • If a Tier 1 action targets another Tier 1 action, the latter action will resolve after the former action, unless the latter action is also affected the former action.
Action Resolution for Day Actions:-

Day Actions are Actions that are used during the Day phase. Unlike Night Actions, which are generally not revealed in the game thread, Day Actions are posted in the game thread and they fire and immediately resolve based on when they are sent by the player to the host.
 
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Claiming

Claiming is the act of revealing information about one's Role in the game thread, generally at the request of the Town. A Claim, therefore, is the information that is revealed during this action.
  • However, in doing so, the player should either not give any proof or give hypothetical proofs based upon the outcomes of Day and Night Phases to support his/her claim.
  • To the above, a player is not allowed to make a claim and support it with absolute proof by posting quotes and screenshots of Private Messages between the Host and the Player in the Game Thread. If a player does this he/she will be mod-killed and receive a strike.
  • Some Game hosts will not allow claiming in their Mafia Game. In such a case scenario, players should not claim nor support other player's assumptions of their role. The best response is an ambiguous one (Maybe you are correct with your assumption?).
  • To the above, you can claim the roles of other players but you must support your claims from the game thread and not from any abilities that you have in your role.
Types of Claims:-
  • Ability Claim: An Ability Claim is when a player states only the Abilities they received that game, generally accompanied by the Actions they have taken thus far.
  • Alignment Claim: An Alignment Claim is when a player states only the Alignment they received that game.
  • Character Claim: A Character Claim is when a player states only the Character they received that game and specifically does not state the accompanying flavour, which may provide clues about the Abilities that player received that game.
  • Counter Claim: A Counter Claim is when a player's Ability Claim and/or Character Claim is the same as someone else's that has already Claimed. The general implication is that one of the two must be Fake Claiming, and therefore is Wolf.
  • Fake Claim: A Fake Claim is when a player appears to Claim, but is actually lying about the information so revealed.
  • Flavour Claim: A Flavor Claim is when a player states the only Character they received that game, generally accompanied by the provided flavour. This is sometimes erroneously referred to as a Character Claim.
  • Full Claim: A Full Claim is when a player simultaneously Mechanical Claims and Flavor Claims. This is sometimes confused with a Role Claim, which is less specific.
  • Mechanics Claim: A Mechanics Claim is when a player simultaneously Ability Claims and Alignment Claims. This is sometimes erroneously referred to as a Role Claim.
  • Role Claim: A Role Claim is when a player simultaneously Mechanical Claims and either Flavor Claims or Character Claims. This is sometimes confused with a Full Claim, which is more specific.
  • Safe Claim: A Safe Claim refers to a Fake Claim which is provided by the host. As such, they are generally not at risk of being Counter Claimed.
 
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AnimeBase Mafia Calendar

The Mafia Calendar is a thread where a schedule for hosting mafia games is made. This is to ensure that mafia games run smoothly and properly in the mafia section.
  • If you want to host a normal mafia game, go to the "Mafia Calendar Thread" and request for a hosting spot.
  • Please read the Operation Policies before asking for a hosting spot.
  • The Mafia Calendar can be found here in a Google document: AnimeBase Mafia Game Calendar (Click Me!).
  • The game queue is only for Normal Mafia games; Turbo Mafia games are exempt from the game queue.
 
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Types of Mafia Games

Mafia games come in two types based on the time period of the phases in the game. This is the official mafia game distribution used in the Animebase Mafia section.
  • Normal Mafia Games: Normal Games are games where the Day and Night Phases last for 24 hours or more. This means that people from all time zones can play the game. These games can take a month to complete and as such are slow paced games.
  • Turbo Mafia Games: Turbo Games are mafia games where the Day and Night Phases last from 10 minutes to 20 Minutes. These games are restricted in nature as people from all time zones cannot play this game. These games get over in a few hours and as such are rapid paced games.
A mafia game setup is a combination of power roles and mechanics used in a game of Mafia. Mafia Games come in three types based on the setup of the game.
  • Open Setup Mafia Game: An Open Setup is a setup in which the game host has revealed all the roles and mechanics present in the game they are hosting.
  • Semi-Open Setup Mafia Game: A Semi-Open Setup is a setup in which the game host has partially revealed the roles and mechanics present in the game they are hosting. Some game roles and mechanics remain hidden.
  • Closed Setup Mafia Game: A Closed Setup is a setup in which the game host has not revealed any of the roles and mechanics present in the game they are hosting. All game roles and mechanics are hidden.
Depending on the factions present in the game, Mafia games are of three types.
  • Traditional Mafia Game: A Traditional Mafia Game features a Pro-Town faction versus an Anti-Town faction. Independent factions are rarely present in Traditional games. Example 1- Town VS Mafia, Example 2- Town VS Serial, Example 3- Town VS Cult.
  • Multiball Mafia Game: A Multiball Mafia Game features a Pro-Town faction and multiple Anti-Town factions. Independent factions appear a lot in Multiball Games. Example 1: Town Vs Mafia 1 VS Mafia 2, Example 2- Town VS Mafia VS Serial, Example 3- Town VS Mafia VS Serial 1 VS Serial 2.
  • Modern Mafia Game: A Modern Mafia Game generally does not follow the traditional conventions of mafia games and have new setups like having multiple Pro-Town factions, only Anti-Town Factions and the usage of Custom Factions. Independent Factions appear a lot in Modern games. Example: Custom VS Mafia VS Serial 1 VS Serial 2 VS Cult.
 
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Credits

The Credits of the compilation of above mafia guide goes to:-
Miscellaneous Mafia Game Guides

Player Guides
Host Guides
Game Guides
If you have a guide you want to be added here, contact the Game Managers

Posting in this thread is forbidden!
 
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