[Game] AnimeBase Mafia Game Overview, Guides and Rules (Do not post here)

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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 the .

Thread Index

  1. Global Mafia Game Rules
  2. Mafia Game Rules - Extended
  3. Game Phases in a Mafia Game
  4. The Vote Tally
  5. The Lynch System
  6. Breaking a Lynch Tie
  7. Win Conditions and Alignments
  8. The Types of Factions in a Mafia Game
  9. Role Abilities in a Mafia Game
  10. Mafia Game Ability Types
  11. Action Resolution
  12. Claiming
  13. AnimeBase Mafia Calendar
  14. Types of Mafia Games
  15. Role Madness Hosting Guide made by DDL
  16. Hosting Guide by SirDantetheFancy
  17. Player Guide by Rotaretilbo
 
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Global Mafia Game Rules

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 agreement 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 removed from the game.
  • 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 you with another player or remove you from the game with your role.
  • 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 replaced with another player or removed from the game along with your role.
  • 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 removed from the game, you will not be eligible for the prizes and awards 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 should be bolded by using the Bold BB Code (See vote format).
  • You should follow the voting formats given below. Hosts might consider your vote invalid if you do not follow these formats.
  • 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 an abstention 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 might 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 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's private chat and you can discuss the game in the private chat till the game is over.
  • You can post and give your opinions on the game once the game is over.
Rules for Game Hosts
  • It is advised 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 should 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 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 its conversion/recruit ability, then this should 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 its side!" or "The Illuminati (Cult) has failed to recruit a player to its side!"
  • If you want to clarify an 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.
  • It is advised that you inform players of "Unpredictable Game Mechanics" in your game in the first post. 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 coach to review your game. A list of Unpredictable Game Mechanics can be found below.
Unpredictable Game Mechanics

  • 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 coaches 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 forum 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

The following are the 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.

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.

Gang
The Gang is an Uninformed Minority Anti-Town faction. It is an Uninformed Minority, meaning it does not have information outside of its 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 an individual ability which kills players. It does not have a means of communication between members outside of the game thread. 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. Given the very small size of the faction and its uninformed nature, Gang roles tend to be powerful roles in the game.

Cult
The Cult is an Informed Minority Anti-Town faction. Where it differs from a Mafia, however, is in its 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 other anti-town 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.

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.

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.

Custom
Custom factions have faction mechanics that do not fit in any of the 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 are decided by the game host.
 
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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 stickied "AnimeBase Mafia Calendar" thread in this section and request a hosting spot.
  • Please read the Operation Policies of the calendar before asking for a hosting spot.
  • 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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Role Madness Hosting Guide by Dragon D.Luffy

Introduction
Hello, folks.

I have decided to write a guide on hosting role-madness mafia games. I don't believe I am the best host in the forum, but I have a lot of accumulated experience in the "field", and I want to pass that knowledge forward, so if I ever quit this forum, it doesn't go away with me.

So, a little about me: I started playing internet mafia in August 2014, and hosted my first game (Order of the Stick) in January of the following year. I'm still hosting games to this day, and so far, I have hosted a total of 14 games (4 turbos and 10 full games), and co-hosted another 3, on this site and in Mafia Syndicate. I made most of those setups, copied some from other sites, and almost every single one of them was role madness. So I think I know a couple of things. I will post what I believe are good practices for hosting games, and if some of you want to add your own points of view on it, you are more than welcome to use this thread for it.

There is a belief some people have in the internet mafia that role madness is not balanced or competitive, that it is just a casual game to troll and shitpost between generic games and that trying to balance a game with a lot of roles is a futile effort. I strongly disagree with that. It is harder to balance, and it is something you may get wrong even if you have a lot of experience, but there are ways to make a RM game run smoothly, and I'll try to explain them here. Chapters 1 and 2 deal with gameplay theory, while the rest of the chapters are mostly general points on hosting. Some of the points I'll make can be applied to generic/vanilla games too, though I don't specify which ones.

Credit to WolfPrinceKouga for reviewing the guide and adding some extra points.


Part One

1- The Paradox of Role Madness (or how to build a list of roles).

(This chapter is the longest one by far, so don't be scared of its size lol)

Role madness games are faced with a paradox, which explains why many of them crash and burn: the game of Mafia doesn’t like roles. The game likes scumhunting, and votes, and lynches and faction kills. Roles attempt to distort this system, by giving town information, or stopping kills, or allowing either faction to bypass the lynch. This explains why generic games are the most popular form of mafia in competitive communities: because they are the most competitive. The roles, in those games, are added in small amounts, surgically, and the game tends to involve players strategizing around them. A single cop in a generic game can potentially dictate the whole discussion of the game.

All of this tells us the following story: Role Madness is a mistake. Yet, somehow, a lot of RM games… don’t crash and burn. They achieve a level of balance just good enough for everyone to have fun, for factions to have an equal chance of winning, and for the game to still feel like mafia. How?

I believe this is due to an effect of “dampening” between roles. Which means in a game with so many roles interacting with each other, a lot of them just cancel each other, and the game ends up having little influence of roles. Furthermore, due to the information-lacking nature of the game, and assuming the host did a good job at limiting the number of sources of investigation, most players (town and mafia included) have no idea who they are supposed to use their abilities on, which causes most actions in each phase to be wasted.

To achieve that state, you must first understand that not all roles are born the same. I’ve identified four main types of roles that tend to appear:

1- Information Gathering (a role that gives a player information about other players or roles)

2- Kill (a role that removes a player from the game)

3- Lynch Manipulator (a role that gives or takes away vote power, or interferes directly with the lynch)

4- Role Manipulator (a role that prevents another role from working, or changes the way they work)

There are a few other types (such as recruiter or reviver) but they are rare enough that I won’t talk about them now.

Now you may ask: where are the doctor, the roleblocker, the rolecrusher, the busdriver? They are all in that #4 – Role Manipulator. All those roles have this in common: they don’t add anything new to the game. They don’t directly make players die, and they don’t make anyone learn anything. Instead, they shut down other roles, or at least change their effect/target. This is very important, because this is where the dampening effect I mentioned before comes from. If most of the roles in a game do nothing but shut down other roles, you may be able to make a game that is not dominated by roles. What you want to achieve is a certain illusion: give the players the feeling they have power, when truth is, they don’t, and what really matters is the voting and hunting part of the game. You cheat the Paradox of Role Madness by making a game that feels like RM more than it actually is.

So, your first job is to make sure none of the other categories above have too many roles. #1 - Information Gathering is the most critical. Mafia is a game of Uninformed Majority vs Informed Minority, and those roles remove the “Uninformed” part from the game. If town knows who they need to lynch, mafia can’t overpower them with their lower numbers. If mafia knows where the town PRs are, the PRs will die before they can do anything. You want those roles in low, controlled numbers. Furthermore, you want them to be easy to get rid of by the mafia, which is why investigative roles in my games almost never have bulletproof shots. Now, for the number, I usually have 1 cop per 20 players, and 2-3 of the following: tracker, watcher, (non-public) lie detector, mason duo. This is not a rule, and can be tweaked. A cop can be made into a faction-specific one that only finds one faction. Roles can be weakened by X-Shot limits, and/or broken into multiple players. A mason group is way stronger than a mason duo, and a public lie detector is way stronger than a non-public one (the latter is a weaker cop, but the former is considerably stronger), so those can replace the cop. Tracker is a fairly weak role that can replace cops in a pinch and reduce the amount of information available (the same doesn’t apply to watchers, as they are much stronger). Finally, give mafia ways to directly counter them: godfathers, millers, but also role cops, roleblockers and super-kills (aka strongman kills).

#2 - Kill is also tricky. Vigs can be deceptively strong, or deceptively weak. They give town the power to bypass the lynch and decide who should die by themselves. They may break through the thread presence mafia took so long to build and expose a player who was well hidden. And they may also make town kill each other and hand the game on a plate to the mafia. But kills are also very fun, so you may want a few of them. I tend to be more liberal with vigs than with cops, but generally, no more than 1 vig per 15 players. A few extra one-shot or every-other-cycle vigs can be added because of flavor, but don’t go wild on them. Consider having only one or even zero dedicated vigs if you are going to have a lot of part-time ones, even in a big game.

Mafia, on the other hand, NEEDS kills. A mafia with kills that don’t work or are hard to access is a mafia that can’t deal with townies who are doing PoE (process of elimination), and a good sign that you screwed up as a host is seeing mafia losing to PoE despite having most of their members still alive. If there is only one mafia team, and the game has more than 25 players, consider giving this mafia access to extra kills. Not necessarily kill twice per night, because this may be OP, but conditional. This can be done in a number of ways: X-shots, game mechanics that let you buy abilities, reflexive kills, etc. Make sure your kill condition is not too hard to achieve, too. Now, if there are multiple scum factions, you may get away with having each faction with only one kill. On the other hand, you now need the mafia/town ratio to be higher, because the mafias will kill, and vote, for each other. If a game with one scum faction enjoys a mafia with 1/4 to 1/5 of the player total, one with two requires something closer to 1/3. Favorites V, which had 3 mafias and 10 indies, only had 50% of the players as townies.

Finally, kills dictate how long your game will last. A long game where nobody dies is not only boring, but may help the town too much. The more lynches there are to analyze, the harder it is for mafia to hide. On the other hand, a super short game probably means your vigs and indies are monopolizing the gameplay. To balance this, what I usually do is calculate the number of deaths I expect to happen per cycle (including the lynch), and divide the player number by that number. The result is then multiplied by a factor (I usually use 1.5, but it’s not very precise), related to failed kills, and vigs/indies who die too early, which nets me the predicted length of the game. If I’m okay with the number (between 7 and 12 days is what I call “okay”), I go on.

Next, #3 - Lynch Manipulator. Those are surprisingly forgiving, depending on their type and alignment. In town’s hands, vote power is very weak, so you can be liberal with it and give it to multiple roles. In mafia’s hands, it’s stronger, but you can limit it by not letting mafia boost their own vote power during the day (they have to activate it in the previous night), or give them other drawbacks. Actual lynch stoppers and lynch redirects are extremely strong in the hands of mafia, and still somewhat weak for town, but even then they can make the game frustrating, so you should stay away from those in most games.

#4 – Role Manipulator, like I explained above, are your dampeners. Be liberal with them. Of course, don’t give town 6 doctors in a 25p game, because they may actually start stopping the faction kill consistently, but you can usually get away with 2-3 and watch as town protects the wrong person (just remember to give mafia a super kill/roleblock to make sure the docs can’t make a confirmed player immortal). Likewise, roleblocks are super easy to relate to most characters, and don’t hurt the game too much (again, don’t let town control the game by having a million of the same role, see doctors above). Ability redirectors require some caution: while they don’t add anything new to the game, they tend to make players die in unlucky ways that they didn’t really deserve, and make the game feel like a troll game. Furthermore, they are a pain to process in high numbers. Don’t be too liberal with those.

Finally, a note about passive abilities: be aware they are intrinsically better than their active counterparts, because the player doesn't have to think when to use it, they act whenever they are needed. Bulletproof can be problematic, especially in the hands of town, since it messes with mafia's ability to kill consistently, as explained above. My townies almost never have more than a one shot of bullletproof, and if they do, it's either conditional, or the role has nothing else, and they always have some clause that makes them lose vote power after they stop a kill, so it doesn't break the endgame. Mafia and indies are allowed to have more bulletproof, since town's tool is the lynch. Other passives may be used depending on the need and creativity, as long as you add counters to all of them. Abilities that remove passives on the whole, such as rolecrushes (you can make a rolecrush that only lasts one night too, if you want) can be useful in that regard.

So you add 2-3 doctors here, then 2-3 blockers there, some vote manipulators, 1 redirector, some roles that remove passives, some roles with cool passives, and when you see it, you have filled your role list, without giving town a bunch of cops and vigs. Mission accomplished.

2- How to make Cults, Serials and Indies that don’t suck.

So you come to a mafia forum for the first time and sign up for a big RM game with 40+ players. Then you watch as an indie player raises hell and fire upon the puny townies and scum. Then you read the role after the game ends, and it’s like an angel wrote it. You make a decision: “that’s the kind of role I wanna make!”. So you write your 25 player setup, add 5 indies, put it on sign ups, get players and start the game.

Two weeks later:

1- Your serial killer was taken down by a vig on Night 1.

2- The non-hostile indie sided with town.

3- The cultist failed to recruit all but one person, then was lynched, and left that person alone with no chance of victory.

4- Your flavor-specific role that had to hunt for items never interacted with anyone and stopped posting by Day 4.

5- That role the entire setup depended on was modkilled after two failed replacements.

All the above have happened to me, or way or another.

First, let me teach you the Paradox of Role Madness : the game hates these roles except the Serial. This is because the Serial, at the end of the day, is just another mafia faction, the difference is that they are alone. So they integrate naturally into the game’s logic, by threatening to destroy all other factions, and needing to do that to win. When you add any level of ambiguity to it, you give the players a choice to do something other than play mafia, and it’s where things get tricky. They start siding with other factions, or doing things that are against the game’s spirit. Now, that doesn’t mean you should never make other types of indies, but you need to understand the problems of each role and design ways to overcome them.

The most important thing about these roles, in my opinion, is that they have no obvious incentive to side with other factions. That’s why they are seoerate from the town and mafia. A good role like this threatens and is threatened by other players, even if they don’t need to eliminate them all. A survivor or another non-hostile indie is a problem role because they are can win just by claiming and being left alone. That doesn’t mean the survivor is impossible to balance, but you may want to add a twist to it, like giving players a prize for taking it down, or punishing other players if they are left alive too long.

Next, be aware that most of these roles are weaker than they look. A player who is alone not only needs to survive (except the jester), but also accomplish something else. They are extremely vulnerable to stray kills. Consider giving these roles generous amounts of bulletproof, even lynchproof depending on the game (except the survivor and the jester, they are already very strong without that). Try to run endgame situations in your head, so that you can see if your indie won’t be stopped by a single bulletproof opponent, for example. Make sure they have the tools to get over those, even if conditional or limited. It may also be wise to give these roles defences against some permanent effects, like being made vanilla, since it can quickly prevent them from having a chance of winning. And remember that these roles strength is very dependent on the number of players. A cult in a 15p game is a juggernaut, a cult in a 50p game is not. Balance accordingly.

Finally, make sure these roles are fun to play with. Maybe hunting the seven chaos emeralds sounds like a great time to you, Sonic fanboy, but not to that person who came to play mafia instead. Their wincon, no matter how original or flavored, should be related to mafia in some way. It should involve hunting specific roles, or taking down specific factions, for example.

3- You are a computer (avoiding host interference during the game).

Mafia is like a videogame. You input actions and votes into it, and it gives you deaths and lynches. In a videogame, you have a computer program that processes all of that automatically. Mafia, being a board game of sorts, has no program. The one who does the processing is the host. So the host must act like a program.

This means you don’t get to interfere in the game after it starts. You don’t change roles, you don’t help the faction that is losing, you don’t give hints to people. You don’t make events during the game that help certain players, and you certainly don’t have a role in the setup. You are a computer. You receive input, and give output, based on a logical system you created.

Sometimes this will not work in practice. Sometimes two roles will interact in a way you didn’t plan ahead for, so you have to decide how it will work. Sometimes a player will spot a loophole that makes their role more powerful. In that case, you must choose how to interpret the mechanics. You can pick the solution that keeps the game as balanced as possible, or one that abides by the original philosophy of the role. And there are rare cases where you must edit a role after the game starts, usually to add a clause to prevent a specific situation from happening, before the players spot the loophole. In all cases, use your common sense, and try to find the solution that you think players will feel is the fairest.

Either way, do everything you can to keep the game as close as possible to a computer program. When writing roles, make it clear what is a day role, what is a night role, how often they can be used. Add clauses to predict how abilities will work in certain tricky situations. Simulate role interactions and decide in advance how they will work. Sometimes you get to find the loophole while you are still designing the game, so you can fix it before it’s too late.

Some hosts (*cough*CR*cough) intentionally avoid this rule and make a career out of interfering in their games. That’s fine if you want to adopt this style, and those games can also be really fun, but let players know that you are this type of host. Otherwise, it you want to make balanced and competitive games, you need to make sure they will be able to run without host decisions as much as you can.

4- How to deal with role claiming.

Role claiming is one of the most polarizing topics of internet mafia. Some people believe they should always be allowed, and that if you ban them, it means your game wasn’t well designed to begin with. Some believe they are a shortcut for people who can’t scumhunt or defend themselves properly, and prefer it to be banned every time. Personally, I think both sides are right to some point.

Role claiming adds an extra dimension to the gameplay. Now you are not only figuring out if the player is scumhunting or not, but you can also figure out whether their claim fits into the setup or not, and whether their posts fit with the actions they are claiming. And mafia must learn how to make claims that people will believe in.

Role claiming adds a huge problem, too. If the roles are all named, and the players know which names are good or evil, then townies can become confirmed just by claiming those names. Mafia has no way of fighting against that. This is even worse if the game is open setup, where players can just claim every role in the list and solve the game like a puzzle.

There are, however, a number of ways to get around that. The most obvious one is to have generic roles. But you are hosting a RM, so you don’t want those. Maybe you can, however, have generic roles that get to use abilities through some common game mechanic (i. e. the generic roles from WPK’s Zootopia game).

You can also add game mechanics that punish people for claiming. For example, a Death Note mechanic, which is basically giving mafia extra kills that only work if they know the player’s role name. Or janitors which let them fake claim a town’s role. But beware that janitors and other specific roles can depend on luck to work (i. e. the janitor not getting lynched on day 1 and hitting their kills), so if they are your main plan to stop claims in a game that is very vulnerable to it, you need to make sure they will be powerful and abundant (but not too abundant so that town has no info at all, you need to balance that out).

Some setups are less vulnerable to claiming. Original flavors that you made yourself. Mash-up setups where good characters can get evil roles (i. e. Favorites). Setups with loads of characters where players can’t predict who got in (i. e. Game of Thrones), though in this case it’s advisable to provide the mafia with a list of claimable roles. On the other hand, open setups are the most vulnerable to claiming, and should ban claiming in most cases. Another factor that you must take into account is how much information you are showing in write-ups: only the deaths, or other types of abilities? And do they show the alignment of the role using them? Depending on those, a game may become more or less vulnerable to claiming.

At the end of the day, use your common sense, and don’t be afraid to press the “ban role claim” button if you are afraid your game will not work otherwise. But make sure you make this decision while you are still writing the setup, not when a player tags you during the game to ask if it’s allowed. Because your entire game design will be affected by what decision you make.

5- How to deal with inactivity.

Inactivity is one of the worst things that can happen to mafia, and yet it happens nearly every damn game. People have lives, and those get in the way. Sometimes we sign up for more games than we should, or one game delays to start and collides with another so now we don’t have time to play both. Some people are just irresponsible and don’t care. You can and should try to improve your community by educating people on the importance of not flaking, and maybe blacklisting those who do it a lot. But when you are a host, and you have an inactive in your game, it’s your job to deal with them yourself.

There are two ways to deal with an inactive: modkill and replacement. There is also the option of not doing anything, and leaving them in the game. All those options have problems. Generally, I follow this priority system:

1- Early game replacement (using a new player)

2- Early game replacement (using a dead player)

3- Modkill

4- Late game replacement (using a new player)

5- Late game replacement (using a dead player)

6- Leaving the inactive alone

This is very subjective and most hosts don’t follow the exact same system. I have also broken it myself before. Again, use your common sense, and pick the option that harms the game the least.

I will now explain the pros and cons of each option. Replacements are usually harmless, but the later they happen, the more they affect the game, because other players now have less time to read the new guy’s alignment. Most of the time you should modkill instead of replacing at the end of the game. Using dead players to replace is viable, but it can distort the game a little because mafia now has an incentive not to kill the best scumhunters in town early, since they will just come back as replacements. Try to avoid it if possible. Modkills are clean and nobody will hate you for doing them, but they change the setup’s numbers randomly and remove roles that you worked hard to make. I like to take my time before doing them, and go around hunting for replacements for some time. Leaving the inactive alone is my least favorite option, because it leaves the burden of inactivity to other players. Now they have to figure out how to read someone who’s never posted. A lot of the time mafia will leave the inactives alone and only kill the actives, which means your game will become really imbalanced near the end. I try to avoid letting that happen.

One thing that helps you a lot is being pro-active. You don’t want to learn about inactivity when a player tags you in Day 4 and asks you what are you going to do about it. You want to be aware of it, and be hunting for replacements before the modkill point comes. Know who the inactives are, check when they were last online, see if you can contact them, know how many replacements you have and what are your options. Sometimes this means sending PMs to potential replacements at 6 AM before you go to work. It takes work to do, but it’s worth it.

Finally, there is the option of modblocks. Those are not likely to bring the inactive player back, but they deal with a different problem: mafia being able to use abilities for inactive teammates. It’s common to let mafiosos send abilities for each other, because it facilitates their teamwork, but if the owner of the ability is not posting, they are likely to coast the entire game while the townies avoid them, and now you have given someone an award for not posting. So, I modblock players who don’t post, and forbid them from using abilities while I am looking for a replacement. This isn’t meant to be a punishment, but a way to keep the game fair for everyone.



Part Two

6- Take it easy when you are starting.

A common mistake hosts make, and that I’ve made myself, is to try to create an amazing, complex game in their first try. This ties together with the topic about Cults, Serials and Indies, as they tend to be the crazier game mechanics that new hosts get excited about.

Go slow.

If this is your first game, your lack of experience will come to bite you at the times you will least expect. You probably lack the intuition necessary to know if a role is too powerful or not, or if a mechanic will be fun or not. You are also more prone to making in-game hosting mistakes, because you are dealing with a bunch of new information at once that you are not used to. In my first game I didn’t know mafia cops were supposed to reveal roles so I had to edit it in during the game, after the mafia team asked. Yes, it’s stupid, but I had started playing online mafia 6 months before. My second role madness game (Favorites V) had a huge number of in-game mistakes.

These mistakes (both related to hosting and game design) will happen. They are part of the experience. But you can reduce their effects by not trying to chew something too big in your first game. So, keep the player number reasonable: anything above 30 is probably too much, maybe even above 20. Don’t add too many indies. Make sure most roles have a low number of abilities, and try to focus the role power on a few strong roles, or a single game mechanic for example. And if you want to create new game mechanics, don’t add too many of them. It’s always tempting to add every single fantastical aspect of your favorite manga into the game, but each new game mechanic is a thing whose effects you have predict before the game starts, and trust me, experience helps a lot in that. Maybe you should save your favorite theme for your 2nd or 3rd game instead, if you really want to make a big game from it.

Heck, if you really want to be safe and learn the basics of hosting, start with a generic game. It’s hard to get them wrong. If you want to start with role madness it’s fine though, just be careful not to make something too big for you to deal with.

Finally, consider asking a veteran host to review your setup. Or even someone who’s hosted only one or two games before. They may help notice things you didn’t, point out if one of the factions is too powerful, and maybe you can even invite them to be your co-host! Just be aware that if your game is not fully open setup, you won’t be able to allow them to sign up for it.

7- Getting through the sign-up phase.

This is a subject that has probably caused nightmares to many hosts before. How to make your game fill up. Well, there isn’t an easy answer for this, if there was, we wouldn’t have so many games dying before they even start.

There is one thing you can do that helps a lot, though: predict how many sign ups you are likely to get, and set the required player number according to that.

There are a few factors that play into that. The ones I think are most important are theme, season, and host reputation. The theme of the game may be more or less attractive to players. For example, this is a forum about Naruto. So Naruto is the winning theme that will get you any sign ups you want. Feel free to make a 40 or 50 player game with it, people will come out in droves, provided you advertise it in other sections. Next, other anime/manga related themes, especially popular shounen from the same generation of Naruto, like Bleach and One Piece. After that, come other well-known popculture themes, like Marvel, Game of Thrones, Zelda, etc. At the dead end are themes from types of media most people don’t even consume, like webcomics. If you want to host those, be aware that you are probably not getting any people to sign up for the theme alone. The ones who do sign-up, will do it because they like mafia anyway.

Finally, host reputation. This is probably a little unfair, but people will be more willing to sign up for your game if they already played (and liked) your games before. This ties up together with the previous point nicely though: don’t make a game too big in your first try, not only because it will help not to screw up with making it, but also help you get all the required sign ups. And if the game is good, help you get even more players in the following game.

Now that you have predicted the number of players, some tips on actually getting there. First, advertising is the soul of business. Tag people. If it’s a big event game, maybe even ask the staff to put out a forum-wide announcement. Also, a tip: people are more likely to sign up if you invite them personally, rather than add their name in a giant invite list. Go to their profile page, or address them in the convo thread and ask them if they want to play. You will be surprised how well this works, but it does. I guess people feel flattered when they are individually told they are wanted in a game. The downside of this is that you have to do it slowly, so it doesn’t look like the aforementioned giant invite list.

Another point: the presentation helps. Make sure your sign-up thread doesn’t look like shit. Don’t use words like “I guess” and “whatever”, and don’t give people the impression you are half-assing it. If you are good at art, make a cool banner. If there are any cool game mechanics you can show, show them. This is tricky if it’s a fully closed setup game, but sometimes there are things you can show, so consider doing so in the sign-up thread instead of just when the game starts.

8- Design your game to match your free time.

Free time is one of the most critical assets of modern civilization. That’s why people retire from mafia: they get jobs, and families and social lives, and realize all those hours they are spending in an online game every day are not worth it. This is fine. But every adult needs a hobby. And hosting big and complicated mafia games can be that hobby if you want, even if the number of hours you have for doing it is limited.

The trick is to know how much time it will consume while you are still making the game. Do not try to repeat that monster of a game you made during university that took 4 hours a day to host. You have no time for that now. Instead, plan on the game’s size and complexity ahead. If you can’t go online multiple times a day, don’t have day actions. Don’t make night actions with obnoxious mechanics like counting words or things that force you to do a lot of work. Don’t make a game too big and crazy that you know it will take two hours a day just to process actions.

Have systems in place to do things faster, too. Spreadsheets where you keep track of players status effects and X-shot abilities, and whatever other mechanics your game uses. A list of all actions in the game, saying whether each action worked or not, and why. Threadmarks. Role PMs with the name of the role on them (I don’t do that usually, but Tiger did in CotH1 and it’s awesome). A list of rules you can copy from previous games, a write-up format you can copy from previous write-ups, and so on. The more shortcuts you can take, the better.

Finally, take your time to design the setup. Opening the sign-up thread for a game that starts in a month whose roles you haven’t written yet, and then rushing it out of the door may work for some people, but not for me. I don’t open the sign-up thread until the game is like 90% done. Even if it takes me months to get there. I don’t care. You don’t flake on hosting if you only open sign-ups when you are ready to host it.

9- Balance is your king, but fun is your god.

The game must be fun. Otherwise, there is no point to it. This may seem obvious, but many hosts get this wrong. In an attempt to make legendary roles, they create something that is not entertaining for anyone except the guy hosting it.

This ties up well with the indies chapter. You want roles that are fun to play with. Roles that give people incentive to scumhunt, or pretend they are scumhunting. In the night, their abilities should have some practical, tangible effect, like giving a chance of learning something, or stopping a kill, even if the player can’t see it easily without some puzzle solving. I know some of you will read this and scream “but the best role is vanilla!” Yeah maybe but people sign-up for role madness to get role action. Don’t betray their expectations.

Even more important is that the abilities don’t ruin the fun of their target either. Abilities that make people unable to post or vote for long periods of time ruin the game for them, and should be avoided. Abilities that make people lose roles permanently should be rare. Abilities that force townies to work for the mafia can seem fun at first, but make sure they don’t last too long. And please, be careful of post restrictions. Unless the words “troll” or “bastard” can be seen in your sign-up thread or you are famous for making those, do not add them in your game. They piss players off more often than they entertain anyone. Next, don’t go crazy on redirects. While a carefully aimed redirect can be hilarious, a game where half of all abilities keep getting redirected is just frustrating for the players.

Finally, lynches. They should work. The game is about lynches, if all the death is only happening in the night kills, this means most players are not participating in the gameplay. Think twice about making an ability that stops or redirects lynches, and if you insist, make it a one-shot. Maybe even a conditional one. Likewise, mafia will get bored if they can’t kill anyone. As a rule of thumb, if town overwhelmingly thinks a player is scum, they should be able to get rid of them with little trouble or delay. And if mafia wants to get rid of a player, they should be able to kill them with little trouble or delay. Follow this rule, and your game will flow much better. Remember, you want to make a game that feels like role madness more than it actually is.

10 – Short topics that don’t deserve their own chapter.

- Co-hosting: This sounds like a good idea, but make sure you have the necessary organization to make it work. One host alone should be responsible for processing the actions, otherwise you two will just be confused at what is happening with them. The other host should help designing the game, and then help with manual labor like counting votes or making write-ups (provided the actions have already been decided).

- Make rules clear: make sure the game’s rules are known before it starts. This includes things that vary between games, like whether role revealing is allowed, posting requirements, tiebreaking policy, etc. If anyone asks you about something that is not included in rules, add it, and use it as a template in your next game so you don’t miss it again. I also like to make a glossary of terms that may not be obvious to site newcomers, like rolecrushes and super-kills.

- Show cults and jesters: this ties up with the above. Unless it’s a setup where those are expected (i. e. Favorites), those roles should be advertised in the sign-up thread. If not, at the earliest, in the game thread for the jester, and the first time someone is recruited, for the cult. Jesters are ridiculously easy to win with if people do not expect them, and a surprise jester flip is annoying at best, and infuriating at worst (when it causes the game to end). Cults can be very hard to fight against if players are not expecting someone to be culted. This point may also apply to any other indies that get too powerful if their actions are not known by other players, so think about that when you are desiging the game.

- Pseudo-investigations: a pseudo-investigation is an ability that was not designed to be an investigation, but ends up working as such due to a design oversight. This usually includes ability copycats and mind control powers. If you will implement those, either be aware they are investigations and account for that in the balance, or find a way to nerf them, such as limiting the amount of information the mind controller learns, or forcing the copycat to pick multiple players to copy and giving them a random one, or making them passive abilities.

- Don’t depend on players being gullible for your game to work: while mafia is all about players fooling one another, be careful about expecting players to be fooled at very specific times for certain key roles to work. This includes designing roles that make offers to other players and expecting them to fall for them, or expecting players to relinquish their vote power or abilities. There is a famous expression at NF that is “town gonna town”. I have my own version: “town gonna town, unless the host needs them to town”. Townies are notoriously bad at noticing when other players are fooling them, but they seem to be great at noticing when the host is trying to fool them. It’s like they have a sixth sense for it. So don’t taunt it. If you are really making a role that depends on players being gullible, at least make sure that role isn’t the one thing the game’s balance and fun factor rely on.

- About day abilities: most people like day abilities in RM games. Provided you are available to process them (refer to the chapter about free time), they can be a good idea, but if you are not making a huge game, be careful with having too many of them. Day abilities are automatically stronger than night ones since they are harder to block, and they distort normal mafia system that is lynches at day, abilities at night. Also, if you are going to do day kills, it may be tasteful to not allow them on Day 1, so players can have at least one day phase to post and defend themselves.

- Don’t be an asshole: the game may get rough sometimes, but make sure you are the mature side of the conflict. Don’t argue game balance with players during the game, apologize for host mistakes, don’t criticize players’ performances before the game ends. You have an advantage since you are the only person who has access to all the information, so don’t use that to bully the players. Be civil and fair as much as you can, and players will be more likely to ignore the mistakes you’ve made and remember the fun things about the game.

 
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Hosting Guide by SirDantetheFancy/@PuzzleBot

This post will discuss hosting a game. Its goal is to ensure that hosts are able to easily identify what is and is not balanced in a setup, as well as the proper etiquette expected of them. In this post, we will cover three major stages of hosting a game: initial design, specific design, and running the game.

Initial Design

Initial design is the stage of creating a game in which you consider the theme, size, and rules that you intend to use in this game. It is important to have a good idea of these three things before you start crafting roles, conditions, or anything else, because it is around these three things that the game is designed.

Theme
Theme is probably one of the most important things to consider when designing a game. While a very simple game can be forced into just about any theme, anything even remotely complex will need to be crafted around the theme, rather than forced into the theme. When considering a theme, you should ask yourself some important questions:

What theme should I use? It might seem obvious, but this is easily the most important question. A theme can be any number of things. It can be as broad or specific as you want, as original or as derivative as you please. A theme can reference a specific source material, such as a novel, movie, or show. Consider a game based around a particular arc of the One Piece manga. Such a theme is going to carry certain expectations, both for the host and players, regarding how familiar they are with the theme. You'll be selecting from a set of relevant characters, generally trying to give them abilities that fit their personalities and capabilities, designing mechanics and conditions which lend themselves to the theme, etc. A theme can also be based on an original story. You can make up the names of the characters, craft their personalities and capabilities to suit your roles, and craft the narrative to suit your mechanics and conditions. The down side is that there will be a larger burden upon you to provide original flavor for the players, so that they can properly grasp the theme. But a theme can also be broader than that, such as an abstract concept. Consider a game themed around fast food restaurants. The characters aren't really people so much as the charicatures of massive corporations to whom you can assign roles that are really only loosely relevant, and the concept is abstract enough that you can probably fit in all sorts of interesting mechanics and conditions.

To what sort of factions does this theme lend itself? This is especially important for determining what kind of Anti-Town or Independent factions you might use in the game. You don't need to make any final decisions, but it's good to have some idea, going in, as to what kind of factions are viable. Consider a game themed around Mario. The conflict between Mario and his various adversaries is generally much too straight forward to support a proper Cult. Now consider a game themed around The Call of Cthulhu. This is a theme that demands a proper Cult, but doesn't really have room for a Mafia. As you can see, some themes fit certain factions better than others, and this should be taken into consideration.

How many characters have to be in this game? A common trap a new host falls into when crafting a themed game is using all of the obvious characters. This leads to a Town advantage, where a Mass Claim can break the game due to character confirmation. When deciding what characters to include, and what characters to leave out, it is important to include some minor characters and to exclude some major characters. Consider a game themed around The Lord of the Rings: The Fellowship of the Ring. This is a theme that has nine major protagonist characters, the eponymous fellowship. In a game where the protagonists are the Town, it is tempting to include all nine. However, this is a trap. With all nine characters included, Scum are left with no truly viable Fake Claims, while a Mass Claim allows the Town to form a huge nine-man bloc of unlynchable confirmed players. In such a game, the mafia would need to be incredibly powerful to balance the flavor advantage offered to the Town. Now, consider a game themed around A Song of Ice and Fire. There are scores and scores of characters, with maybe twenty or thirty characters important enough to be considered main characters, and with all the shifting perspectives, it is difficult to clearly define all of them as protagonists and antagonists. In such a game, it is less necessary to exclude major characters (albeit not completely unnecessary), as the allegiances of the various characters are not immediately identifiable, due to the theme.

Which faction goes with which set of characters? It is important to remember that the Town is not inherently good, nor is the Mafia inherently bad. Protagonists can be Anti-Town, and antagonists can be Town. This is another trap that new hosts commonly fall into. Instead of arbitrarily making the protagonists the Town and the antagonists the Anti-Town, consider which set of characters fits each faction the best. Consider a game themed around the Left 4 Dead franchise. We are presented with eight major protagonists and maybe two minor protagonists, and then eight major antagonists and a myriad of minor antagonists. A host might be tempted to make the protagonists the Town, but this is a trap. There aren't enough protagonists for Anti-Town to have viable Fake Claims. However, reverse the situation, and suddenly, there is a clear Anti-Town, and plenty of antagonists both major and minor to leave the Anti-Town with viable Fake Claims. Now, consider a game themed around Bleach, which (in general, though subverted in various specific arcs) has a high number of recurring protagonists and a fairly limited number of recurring antagonists. This is a theme that is better suited for a protagonists as Town setup, in most situations.
Size
Once you've decided on a theme, the next important step is to decide on how many players you're going to design the game around. There are three major factors in this decision.

How many characters does the theme you've selected reasonably offer you? It is important to remember that, in most themes, you need to leave some characters out so that Scum have viable Fake Claims. In a theme with eighteen characters, it is not appropriate to have eighteen players, unless the theme does not allow for a clear determination to be made on which characters will be Scum, even late into the game. As a general rule of thumb, try to leave at least as many characters out as there are Anti-Town. If you're only leaving that many out, you may also want to consider providing Anti-Town with some of the characters left out as Safe Claims.

How many players can you reasonably expect to sign up? I know this sounds obvious, but sometimes the place where you're hosting limits how large a game you can run. You can't exactly run an eighteen-player game when you only have twelve players, after all. Especially if you want the game to be active. It's tempting to try and fish in a lot of new players, but this has historically led to an overall poor experience for everyone involved on most occasions.

How many players are you comfortable hosting for? Again, this seems obvious, but a lot of people don't realize the burden hosting a forty-player epic game is going to put on the host. Resolving Night Actions with that many players is a nightmare, and tracking votes is far worse. Just remember that bigger is not always better, where mafia is concerned. If a host can't handle the burden of a game and neglects the game, it can really ruin the game for everyone else. And that's not to mention that larger games require all players to be more active, because they are generally going to have more posts overall.
Rules
Finally, you need to consider what rules you're going to use. There are a variety of different rules you can enforce in a mafia game that lend themselves to different styles of play.

Communication: By default, players are not allowed to communicate outside of the game thread unless otherwise specifically stated in their Role PMs. This is called a Closed Communication game. It is intended to maintain the Town's status as "uninformed" by ensuring that everything the Town collectively knows is in the game thread, as well as making it easier for the host to enforce rules, since it is very difficult to monitor what is said outside of the game thread. However, it isn't the only way to run a game. The alternative is called an Open Communication game, in which there are no restrictions on players communicating outside of the game thread. In an Open Communication game, it is important to ensure that the Town does not have any roles or characters that can easily confirm themselves early in the game, as such roles allow the Town to form powerful blocs of confirmed players too early for the Mafia to counter them. Open Communication is best used in a theme either where it is difficult to discern which characters will be Town and which will be Anti-Town, where the flavor lends itself to individual detective work, or where accidentally revealing one's self to Scum has serious repurcussions. The inbetweens for these two are Semi-Closed Communications and Semi-Open Communications. In a Semi-Closed Communications game, players are generally not allowed to communicate outside of the game thread, but under certain circumstances may be on a limited basis. In a Semi-Open Communications game, players are generally allowed to communicate outside of the game thread freely, but might not be under certain circumstances. For example, if members of the Town are allowed to communicate outside of the game thread during the Day, but not at Night, then this would be Semi-Open Communications.

Universal Knowledge: By default, players are normally provided with only cursory universal knowledge. This is called a Closed Setup game. In a typical Closed Setup game, all players will be informed as to the theme of the game, how many players are in the game, and what rules the host expects players to abide by, but nothing else. Providing additional information should be carefully considered. A fairly standard practice, for example, is to provide the default Town win condition that appears in Town-aligned Role PMs to all players to prevent them from trying to nitpick wording to confirm players. It is important to consider the consequences of any information revealed. For example, in an Open Setup game where the host reveals exactly which characters are present in the game, a Mass Claim will effortlessly reveal all scum. In such a game, some rule or mechanic must prevent or otherwise discourage a Mass Claim to balance things out. A game which reveals more than just the basics, but not everything is considered to be a Semi-Open Setup game.

Claiming: By default, the only restriction on what a player may or may not claim is that it is expressly forbidden to quote messages the host sends to players privately. This is to prevent players from nitpicking the host's alleged wording or formatting to try and confirm players. Further restrictions on what players can claim should only be used when necessary, as such restrictions can heavily hinder the Town's ability to discuss and scum hunt. As such, restrictions on claiming should only normally be used if the Town is already very powerful in the setup and needs to be weakened in order to balance out.

Deadlines: By default, there is no hard deadline on Day. This is to allow the Town as much time as it needs before making a Lynch. However, hard deadlines can be used to great effect to create tension in a game where the Town might otherwise be too powerful, and the threat of soft deadlines is a typical method of fighting inactivity as a host. It is important to consider how a deadline, be it hard or soft, will affect a game, before putting one into effect.

Lynches: By default, a game of mafia is Majority Lynch. This is to ensure that the Town truly controls the Lynch until the Mafia outnumbers them. Plurality Lynch and Monarchy Lynch should only be used in games where the Town is significantly larger or more powerful than the Anti-Town faction(s), and there is a need to weaken the Town's control of the Lynch.

Writeups: By default, a writeup should provide flavor hints as to what actions might have taken place, and which characters might have performed those actions. In a game with a strong Anti-Town faction or particularly weak Town, a host might consider including hints regarding the identities of Anti-Town players in addition to the normal flavor. On the other end, in a game with a strong Town or particularly weak Anti-Town faction(s), a host might consider limiting the flavor hints.


Specific Design

Once you've decided on a theme, size, and the general rules you intend to use, it's time to actually craft the setup. This stage is called specific design.

Mechanics
A Mechanic is something that will affect every player, typically by either altering a fundamental element of mafia, or by adding an additional element to mafia. Games with Mechanics are often built around those Mechanics. For the most part, players are normally aware of Mechanics going into a game. Not all games need Mechanics, but they can be a fun way to keep the game fresh. The important thing is to really think about the consequences of a given Mechanic, how it will impact the various potential Roles, and to build around that. A Mechanic is only fun when it isn't abusable. Mechanics can have a wide range of effects, so there's not really much else I can explain to prepare you for balancing them.

Faction Counts
Having considered what factions a theme might lend itself to, you now need to decide exactly how many and what kinds of factions the game will include. Typically, you'll want to consider the Anti-Town factions first, and then move to Independents. It is important for each Anti-Town faction to have an equal chance of victory, not only compared to the Town, but also compared to one another. Steps need to be taken to ensure that no one Anti-Town faction is clearly more powerful than any other Anti-Town faction. After determining which factions will be in the game, you should divide up the total number of players you intend to run into the various factions. Generally speaking, in a game with a single Mafia, there should be one Mafioso for every two to three Townies, depending on how powerful you intend to make the Mafia. When dealing with multiple Anti-Town factions, remember to try and assign at least half of the total players to the Town. In a game with multiple Mafias, the individual Mafias should generally be the same size, unless you intend for a particular Mafia to have stronger roles than another, in which case the Mafia that will have stronger roles should be smaller. Cults should generally be smaller than Mafias due to their ability to grow by eliminating members of the Town.

Individual Roles
Once you've nailed down factions, it's time to start crafting individual Roles. Balancing during this stage is as much an art as it is a science. I'm going to try and explain this, but it's something that you'll pick up with experience. As a general rule, the Town should have at least one Investigative Ability and one Protective Ability, while a Mafia and/or Serial should have at least one Destructive ability, and a Cult should have at least one Conversive ability capable of modifying alignment.

Consider how quickly each faction can achieve victory. Generally speaking, the average length of a game is a number of Phases equal to one plus a half of the total number of players. A 12-player game should generally take around seven Phases, while a 20-player game should generally take around eleven Phases. For the Town, look at how quickly they can have every player investigated (count weaker Investigative roles like Trackers, Watchers, and Thieves as half a player per Night rather than a whole player per Night). In a balanced setup, the Town should generally not be able to investigate every player before the average length of a game of that size. For an Anti-Town faction, consider how long it will take for said Anti-Town faction to be the same size as the Town if the Town mislynches every Day. In a balanced setup, an Anti-Town faction should never be able to be the same size as the Town in half the average length of a game of that size.

Next, consider the overall strength of each faction. I like to give rough point values to Abilities to get a feel for a faction's strength. Generally speaking, Investigative, Protective, Destructive, and Manipulative Abilities are worth 4 points for the faction they're most useful to, or 2 points for the faction they're least useful to. Meanwhile, Preventative and Creative abilities are always worth 4 points, and Conversive abilities are always worth 8 points. Strong Abilities are considered for full point value, while weaker Abilities are counted as half point value. Finally, I add 1 point for every positive Passive Ability, and subtract 1 point for every negative Passive Ability (certain Passive Abilities are worth more than 1 point, but they are special exceptions). Generally speaking, using this method, you'll want each Anti-Town faction to have roughly the same point values as one another, and roughly between half and a third the total point value of the Town. Moreover, you should try to avoid any individual Role having an overall negative point value, as such Roles may not prove very fun to play.

Finally, look for individual loopholes that might be abused. For example, consider a game which features a very major character, one that is highly unlikely to be Lynched after Claiming. If this character is made Iron, he/she would be a major obstacle to the Mafia, but more importantly, he/she would make winning nigh impossible for a Serial player. If the Town has a Noble and the Mafia has a Politician, they could potentially grab the Noble's doublevote, which could allow them to Speed Lynch and win before the Town is at Lynch-or-Lose. Just consider how all the various roles might interact with one another to try and work out the quirks and kinks a full setup is bound to have.

Conditions
Conditions are little special exceptions meant to make a particular setup properly unique by more accurately reflecting the flavor. They are minor modifications to existing mechanics that players are generally unaware of. They are generally also used to fine tune balance. A condition might say that a certain character's action will always fail against a particular other character, either for flavor or balance reasons, or both ideally. Or, a condition might outline how a particular character's ability is slightly different from normal, perhaps a Manipulative Ability that also allows the target to self-target, even when the target is otherwise not allowed to, which is normally explicitly prevented. Like Mechanics, Conditions can cover a wide range of things and are generally used to spice things up, so there's not a lot else I can say about them here.


Running the Game

A lot of new hosts don't realize the burdens that actually running a game entails.

Role PMs
It is important to craft clear and concise Role PMs, as they are often the only direct interaction you will have with each player. A good Role PM should include some flavor about the character, typically justifying the abilities assigned to the character or hinting at conditions that might be specific to that character, as well as a breakdown of what alignment and abilities the player has been assigned. Moreover, it is important to give a detailed explanation of exactly what a player's victory condition is, as well as how each ability specifically works. While we have somewhat standardized the terms used for alignment and abilities, they are not perfectly uniform, and it is not uncommon for a player to make an incorrect assumption about what a term means. However, probably the most important aspect is for the flavor and mechanics portions of each Role to be separate and distinct from one another. Flavor is nice, but when it is confused with mechanics, it can seriously mislead the player as to what their abilities are within the game. A well crafted Role PM should leave as little as possible to interpretation.

Writeups
As a host, you need to be very careful what you put in Writeups. In a lot of ways, a Writeup is like a Role PM. It should have a section of flavor explaining what took place, followed by a section breaking down what, mechanically-speaking, occurred.

End-of-Night Writeup: Flavor should center around things that every character might have seen or been aware occurred. In most cases, this means framing the writeup around the discovery of a dead body or bodies, so kills will take center stage in these Writeups. It should be clear which character died, and the nature of the body should give some hint as to how they died or perhaps which character killed them, but should otherwise be left somewhat vague or open to interpretation. The writeup may also hint subtly at other actions that may have taken place, especially failed kills, at the discretion of the host. The mechanics explanation should include which player died and what Role that player had, and may also list which players were targeted by failed kills. As such a Writeup marks the start of the Day phase, it is also typical for the mechanical explanation to announce the new phase and any conditions related to the Lynch, either how many players represent a majority if Majority Lynch, when Day will end if Plurality Lynch, or the identity of the King if Monarchy Lynch.

End-of-Day Writeup: Flavor for these writeups is normally a bit shorter. Generally, they should reveal what character is being lynched, and what alignment that character was. This can be framed as a lynch followed by finding evidence of innocence or guilt, if the theme is not overtly clear on which factions are innocent or guilty, or it can simply state that the character was lynched if the theme is clear. The flavor can additionally allude to the flow of phase it follows, making references to major arguments or periods of inactivity/indecision, but this should be handled with care so as not to reveal anything about the still living players and their possible motives. The mechanical explanation should reveal which player was lynched and what Role that player had. As such a Writeup also marks the start of the Night phase, it is also typical for the mechanical explanation to announce the new phase, as well as note when this Night will end if a hard deadline is in use.

Host Etiquette
Hosts are expected to behave in a specific manner in their role as the moderator of a game. These are some general guidelines that a host can follow to minimize player disputes and the like.
  • Hosts should never discuss game balance while running a game, even if it does not necessarily pertain to the game being hosted. Moreover, they should never comment on what characters or roles may or may not be in the game, unless the game is Open Setup and specifically calls for such statements.
  • Hosts should never allow themselves to be dragged into a debate in the game thread, nor should they ever appear to side with a specific player in any such debate. Hosts have knowledge regarding a game that players do not, and so may be biased by such knowledge in their opinions, and disputes regarding a game should always be held until the game has ended. This includes liking posts or revealing their thoughts to a player in private.
  • Clarification should be given on a need-to-know basis, and hosts should always try to avoid clarifying on a subject if doing so would directly confirm or contradict a player's claimed alignment or role. Players should be focused on what other players are saying, rather than what you as the host are saying. A player needs to know how their own Role works, but does not necessarily need to know how another player's claimed role would work, for example.
  • Any rule that constitutes a modkill should be clearly outlined in the topic post of the game thread. Players come from a variety of communities and may have played mafia differently, so a host should never just assume that every player is aware of unstated "common sense" rules.
 
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Player Guide by Rotaretilbo.

This post will discuss playing a mafia game. Its goal is to ensure that players understand common strategies and why they are prevalent. In this post, we will cover strategies for the three major alignment types: Town, Anti-Town/Wolves, and Independent.

Townie Play Advice


As a Towny, your primary goal is to seek out and eliminate Scum. Because the Town typically controls the Day phase, Scum are often forced to pretend like they are Townies as well. Thus, the key to winning as Town is to identify players who are not what they say.

Logic
Mafia is a deeply complex game, but even in highly situational circumstances, there are some rights and wrongs to be found. Through the application of logic, one can differentiate between these rights and wrongs.

Deduction: Deductive reasoning, generally speaking, is taking a broad truth and applying it to a narrow case. While it is a fundamental of logic, it is not very useful on its own. Proper deduction leads to absolute certainty, but only because it starts with absolute certainty, and absolute certainty is not particularly abundant. It is generally used in conjunction with hypotheticals and other forms of reasoning to reach a conclusion.

Induction: Inductive reasoning, generally speaking, is taking observations and using commonalities to predict future events. This is the bread and butter of logic within mafia. Broadly speaking, induction is used to analyze past events, both within a particular game and within mafia overall, and use those to reach the likeliest conclusion.

Abduction: Abductive reasoning, generally speaking, is considering all possibilities and repeatedly ruling out the least likely until only one remains. That is, it is effectively process of elimination. Abduction is primarily used alongside induction, and is itself a form of induction.

How to Argue: I'm adding this section because, too often, I've found that players use the wrong definition of argument. As a Towny, you are effectively a philosopher, trying to seek the truth. To a philosopher, an argument is not a fight, nor a back and forth of scathing remarks. An argument should be either an assertion or a counter to an assertion, in either case supported by evidence. An argument should be kept civil, and it needs to be understood that the goal of an argument is not to win, but to reach the truth.
Scum Hunting
Scum hunting is the act of actively trying to identify Scum via a series of observations intended to identify players attempting to blend into the Town and tactics designed to make blending into the Town more difficult.

Observations: The key to observations is to look for Scumtells.
  • Scum tend to lie about certain aspects of their role, especially alignment for obvious reasons. Being caught in a lie is pretty much the single most damning of all Scumtells, and is where the common Town mantra "Lynch All Liars" comes from. In a perfect world, there are no common false positives of this Scumtell; however, some Townies sadly will lie, typically because they are fearful of revealing their role because it will make them appear Scummy or because their role is powerful and may encourage Scum to target them. There are no exceptions to this Scumtell: all Scum must lie about something in order to blend in with the Town.
  • Scum tend to use fallacies, statements that appear logical at first glance but which are actually inherently flawed, in order to try and mislead the Town. Fallacies are a powerful tool for any Scum, because they can be used to subtly control the Town's actions and obfuscate the actual facts while simultaneously making it seem as though the user is contributing. See the section on Anti-Town strategy for a proper breakdown of fallacies. In a perfect world, there are no common false positives for this Scumtell; however, some Townies sadly will use fallacies in an attempt to get their way, usually out of pride or incompetence. There are no specific exceptions to this Scumtell: Scum will almost always rely on a fallacy at some point in a game, as they are the easiest way to support the lies necessitated by being Scum.
  • Scum tend to avoid contributing to discussions, especially early in the game. This is because the more Scum say, the more they can be held to later in the game, when more information has been revealed. By committing to a side in a discussion, they allow the Town to analyze their statements in light of information learned after the fact. Moreover, Scum will, at least on some level, be worried about appearing to side with or otherwise agree with other Scum too often. Scum do not want the Town to identify them, and contributing to a discussion may inadvertently lead the Town in the right direction. Finally, Scum do not want to draw attention to themselves, and being the first to suggest something new tends to draw attention. Thus, Scum tend to be wishy-washy. This can take the form of frequently posting meaningless or irrelevant content, only posting cursory agreement to something already suggested, or posting very infrequently. In a perfect world, there are no common false positives of this Scumtell; however, some Townies sadly will lurk, parrot, or otherwise appear wishy-washy, often because they are either unhappy with their role or overly fearful because their role is important, though this can also be borne of laziness or incompetence. The primary exception to this Scumtell is the Serial player, who will often contribute with zeal as though they were a Towny. It should be noted that Serial players sometimes display this Scumtell in the very earliest parts of the game if they are unaware as to which group of characters is the Town in the game.
  • Scum tend to be more defensive of one another than Town are. This is because Anti-Town factions are considerably smaller, and so the loss of even a single member can greatly cripple an Anti-Town faction. Moreover, Scum know the identintities of their partners from the outset. Thus, on a subconscious level, Scum tend to be more defensive of their partners than is normally expected because they have no uncertainty regarding the alignment and value of said partners. While this can manifest simply as overdefensiveness, its most common manifestation is actually that Scum are normally among the last players to vote for their partners in a lynch, if they even vote at all. The most common false positives for this Scumtell are the Mason, which has a partner or partners of which they may be excessively defensive as Town, and any Investigative role, which may have special knowledge which exhonerates a player that has not been shared with the rest of the Town. The primary exception to this Scumtell is, once again, the Serial player, which has no partners to defend; indeed, the Serial player will often display an indifference towards which player is lynched, because, on a subconscious level, they recognizes every other player as an enemy.
  • Scum are more prone than Townies to try and deflect suspicion onto other players. When pressed, Scum are more likely to try and distract their accusers by pointing out another player that might be suspicious than they are to actually respond to accusations leveled against them in the hopes that these accusations will be forgotten. In a perfect world, there are no common false positives of this Scumtell; however, some Townies sadly will deflect suspicion onto others when pressed, typically due to laziness or incompetence. It should be noted that pointing out a better lynch is not necessarily the same as deflecting in and of itself; the key to deflecting is to use suspicion of another player to ignore addressing accusations made against one's self. There are no exceptions to this Scumtell, but it should be noted that a Serial player will only ever deflect for themself, while other Scum will also often deflect for their partners.
  • Scum are more likely to vote with the flow than Townies. This stems from a desire to not stand out or go against the Town consensus, especially early in the game. In a perfect world, there are no common false positives of this Scumtell; however, some Townies sadly will bandwagon, normally as a result of laziness or incompetence. It should be noted that voting with the consensus is not necessarily bandwagoning in and of itself; bandwagoning is voting with the consensus without contributing anything to the discussion regarding the potential lynch. There are no specific exceptions to this Scumtell, but Scum won't always bandwagon; they are just more likely to.
  • Scum have a tendency to become overly focused on opportunities to mislead the Town, which will sometimes manifest as tunnel vision. This comes from the fear that, at any moment, some new information can come to light and the tides of Day can turn on a dime against an Anti-Town faction. Moreover, certain Mislynches benefit an Anti-Town faction moreso than others, and sometimes Scum will allow their desire for that perfect moment to overrule their otherwise cautious behavior. As such, Scum will sometimes become overly committed to a specific suggested Lynch, even if a better Lynch is identified. A common false positive of this Scumtell is any Investigative role or Preventative role, which may have special knowledge which condemns a player that has not been shared with the rest of the Town. There are no specific exceptions to this Scumtell, but Scum won't always tunnel; they're just more vulnerable to allowing greed to cloud their judgment.
  • Scum will often attempt to promote Townies revealing information. This stems from the fact that, while most Anti-Town factions are informed in the sense that they know one another's identities, their greatest weakness is that they don't know very much about any other player's role. Thus, Scum tend to fish for this information, usually with subtle posts that can be interpretted as a call for information but that they can later be claimed as benign and misinterpretted by whomever offered the information. Any Towny can appear as a false positive for this Scumtell, as some information is needed to fuel the Town's discussions. There are no exceptions to this Scumtell, though an Anti-Town faction that has already gathered what it deems to be sufficient information will often stop fishing for further information.
  • Scum will sometimes claim things late in a game which contradict their behavior early in the game. This is normally due to carelessness, but is still important to watch for. This is especially the case with Fake Claimed investigations. Late in the game, when making a fake Full Claim as an Investigative role, Scum will often select players that are currently dead as the alleged targets of their investigations earlier in the game, so as not to provide the Town with any useful information, as well as because dead players cannot speak up if lied about. However, by looking at how the claimant interacted with these players in light of this claim, contradictory information can be identified. When caught in a contradiction, Scum will typically attempt to backtrack, claiming that they made a mistake and that the contradictory information was incorrect. There are no common false positives for this Scumtell: this is a symptom of Fake Claiming, and members of the Town should pretty much never Fake Claim. The are no exceptions to this Scumtell: if Scum are careless and Fake Claiming, they are prone to lie in a manner that contradicts past behavior.
Tactics: There are a myriad of different scum hunting tactics out there, but we're going to talk about some of the most common ones.
  • The most tried and true scum hunting technique is simple observation. Being on the lookout for common Scumtells is the most paramount tenet of scum hunting.
  • It is traditionally accepted that if a player claims to have information that condemns another player, the accused must make a Full Claim before the accuser reveals the information they may have. This is because, once condemning information is revealed, a Fake Claim can be tailored to explain away any information. If the accused knows that the accusations against them are based on their having targeted whomever died last night, they can claim that they targeted that player and lie about the ability they have, while if they know that the accusations against them are based on their having a Destructive ability, they can claim to have said Destructive ability and lie about whom they targeted with said ability, etc. By forcing the accused to claim before the accuser presents their evidence, the chances of Scum correctly guessing what the accuser has discovered and tailoring their Fake Claim to combat it are significantly lowered.
  • The Town's most potent weapon against Scum is information, and so it is of the utmost importance that information only be released on an as-needed basis. Thus, it is fairly standard for the Town to agree to a maximum number of claims they will pursue during a Day before they buckle down and lynch one of the claimants. The exact number can vary based on how many players are in the game, how far into the game they are, and how many players have already claimed, but it is generally a fairly small number. This helps prevent an overflow of information that can aid Scum in crafting Fake Claims.
  • It is generally accepted that some consensus should be reached before a player claims. A single player's demand for a claim is rarely sufficient. Typically, true consensus is shown via votes. A player may refuse to claim unless a certain number of votes is placed upon them, and some players may seek to expedite this by preemptively voting for a player they wish to claim. However, Anti-Town factions may attempt to take advantage of this to "accidentally" Speedlynch a player. Generally speaking, votes placed to prompt a claim should never exceed half the majority needed to lynch. If votes are placed in excess of half the majority, players should remove their votes to prevent an accidental Speedlynch. Townies should not place votes in excess of half majority unless the intent is to lynch the player being voted for, and should be wary of players that break this rule of thumb.
  • Outlining a plan for how various players or roles should behave at Night is a delicate procedure. While it might be tempting to outline a large and specific plan, it is these that are most easily abused or worked around by Anti-Town factions. It is better to leave some variability to any plan for Night Actions. Rather than demanding that a specific player be targeted by a specific role, provide a small list of candidates for that role to target. This will not only help prevent Anti-Town factions from abusing or working around a plan for Night Actions, but may also reduce players with similar roles from redundantly targeting the same player.
  • It is fairly common for the Town to require any player that investigates guilty to a sane Cop to say so before the end of Day 1; any player claiming to investigate guilty after Day 1 risks being policy lynched. This often forces Millers and Independents out of hiding, which saves any Cop that might be present from wasting an investigation on them, but also serves to deny the common reactionary tactic used by Scum cornered with a guilty investigation of claiming to be a Miller or Independent after the fact. While it is fairly common for one or even two Scum to join the Millers and Independents in claiming to investigate guilty on Day 1, the Town grows suspicious if there are too many such claims, and those who do try to take advantage are often scrutinized more heavily than those that do not, which is still an overall benefit for the Town.
Power Roles
There are a variety of roles with active abilities, commonly called power roles, which the Town can have. However, in order for these roles to be effective, there are certain things that must be kept in mind. Below, the expected behavior for the most common roles from each type of ability are outlined. Other roles can model their behavior after those with the same type of ability.

Cop: A Cop should never investigate a player that has claimed to investigate guilty, because whether they are telling the truth or lying, the result is the same, and is thus a waste of an action. Generally speaking, a Cop should not claim during the first couple of Days if it can be helped, and should avoid claiming if they do not have a guilty result on someone. A Cop should attempt to push a lynch against a player that has investigated guilty without revealing the investigation initially, revealing only that they has condemning evidence if the lynch is not supported, and revealing the actual evidence (the guilty result) only after the player investigated has Full Claimed.

Doctor: A Doctor should never protect a player that has claimed to be immune to kills, because an Anti-Town faction is unlikely to risk a shot against a player that may be immune to kills, or that investigates guilty, as an Anti-Town faction will rarely waste a kill on a player that may serve as a fallback lynch for the Town, not to mention that a player claiming to investigate guilty may be Scum themself. Generally speaking, if it can be helped, a Doctor should be among the last players to claim, as they are one of the most important roles for Anti-Town factions to eliminate. A Doctor should try to prioritize protection on a claimed Investigative role, if possible, but should not be afraid to occasionally stray from an outlined Night Action plan to try and keep Anti-Town factions on their toes.

Roleblocker: A Roleblocker should never block a player that has claimed an Investigative or Protective ability, unless Town consensus dictates otherwise, because such abilities are the most important to the Town. A Roleblocker should use their ability every night, and should prioritize players that either claim to have no Night Action or that they won't use their Night Action, because blocking such players has the least potential to harm the Town while still having the potential to harm Anti-Town factions. A Roleblocker should not block the same player twice consecutively, unless a kill failed the same Night said player was blocked the first time, in which case, the Roleblocker should always block that same player again; if a kill fails on both Nights the same player is blocked, this should be considered condemning evidence against that player, and the Roleblocker should continue to block them until they are either lynched or a kill does not fail without the total kill count being reduced.

Vigilante: A Vigilante should never shoot a player without a consensus from the Town the previous Day indicating that a Vigilante should shoot said player. This is because the Vigilante is potentially one of the most harmful roles to the Town. While a Vigilante can make their own judgments if consensus is not explicitly stated, such as a Mislynch after a Counter Claim, they should always treat their action with the utmost care. The exception to this is players that have claimed to be immune to kills, which Vigilantes can shoot in order to test such claims without Town consensus.

Bus Driver: A Bus Driver is a difficult role to play as Town. The primary use of a Bus Driver for the Town is to switch an important player, such as a claimed Cop or Doctor, with a player of lesser value, such as an inactive player, acting in the place of a Protective role. It is imperative that a Bus Driver be open with the Town, should their action lead to confusion, especially regarding condemning evidence. A Bus Driver should never be afraid to claim to clear up a situation affected by their actions.

Inventor: An Inventor is a role that must be played very carefully, as it can just as easily benefit an Anti-Town faction as it can the Town. Inventors should try to only send their gifts to players that are very likely to be Town, such as players that have been investigated innocent or players that have confirmed abilities that are traditionally Town.

Mason Recruiter: Depending on the host, a Mason Recruiter can act as a weak Cop by announcing whom they intend to target each Night, as Mason Recruiters traditionally either die or fail to recruit members of Anti-Town factions. However, Mason Recruiters need to be keenly aware of the possibility of Chaotic roles, and should always query the host as to what occurs upon targeting a member of an Anti-Town faction.



Wolf Play Advice


As Scum, your primary goal is to seek out and eliminate Townies and Scum from competing Anti-Town factions. Because the Town typically controls the Day, Scum are often forced to pretend like they are Townies as well. Thus, the key to winning as Anti-Town is to blend in with and mislead the Town.

Fallacy
Mafia is a complex game, and while there are sometimes rights and wrongs in many situations, they are not normally very clear cut. Fallacy is the bread and butter of Scum, because it appears to be logic on the outside, but actually serves to mislead the Town.
  • Appeal to Common Sense: The user makes an assertion and acts like it should be common sense rather than providing specific evidence. The user hopes that others will be too afraid of looking stupid to ask for evidence. See also: Appeal to Ridicule.
  • Appeal to Flattery: The user compliments others rather than offering any evidence for an assertion. The user hopes that those receiving compliments will feel obligated to support the assertion despite the lack of evidence.
  • Appeal to Force: The user explicitly or implicitly threatens to do something if an assertion is not supported. The user hopes that others will support the assertion out of fear of whatever was threatened.
  • Appeal to Majority: The user insists that an assertion must be correct because most people support it. The user hopes that others will support the assertion out of fear of standing out or going against the flow.
  • Appeal to Ridicule: The user acts like an assertion made by someone else is so ridiculous as to not need specific counterpoints. The user hopes that others will be too afraid of looking stupid to ask for evidence. See also: Appeal to Common Sense.
  • Appeal to Tradition: The user insists that an assertion is correct because it has always been accepted in the past. The user hopes that others will feel obligated to support the assertion out of a false sense of obligation to tradition.
  • Argument from Repetition: The user continues to make an assertion, even after it has been countered, without providing any new evidence. The user hopes that, eventually, everyone else will get sick of the discussion and just disregard it altogether, treating the assertion as equally valid to any alternatives.
  • Bait and Switch: The user subtly alters an assertion previously made such that it looks the same but is fundamentally different, and then offers evidence supporting the altered assertion as though it supports the original assertion. The user hopes that people won't notice the difference and will assume that the evidence is valid for the original assertion. See also: Straw Man.
  • Cherry Picking: The user points only to favorable specific events or statistics as evidence for an assertion while outright ignoring relevant events or statistics that do not support the assertion. This is used to give false weight to the assertion.
  • Circular Reasoning: The user supports an assertion with evidence that only applies if the assertion is assumed to be correct. This is used to give false weight to the assertion.
  • Correlation Proves Causation: The user points out a correlation between two things and then treats this correlation as proof that one thing causes the other thing. This is used to give false weight to an assertion.
  • False Analogy: The user offers an analogy for an assertion which is inherently flawed or otherwise doesn't fit the current situation. This is used to give false weight to either the assertion, or a counterpoint of the assertion, depending on the nature of the analogy's flaw.
  • False Compromise: The user suggests a compromise between two assertions purely on the grounds that compromise is inherently better than choosing one or the other. Alternatively, the user can first suggest an infeasible alternative to an assertion, and then offer to compromise, once again purely on the grounds that compromise is inherently better. The user's suggested compromise is often designed to negate the pros of one or both suggested assertions.
  • False Dichotomy: The user insists that there are exactly two possible assertions, and then shows one to be either false or undesirable. The user hopes that others will support the other assertion without considering alternatives to the two suggested assertions.
  • Hasty Generalization: The user points to specific events or statistics as evidence for an assertion when the events or statistics represent too small of a sample size to come to any conclusion. This is used to give false weight to either the assertion, or a counterpoint of the assertion, depending on the nature of the generalization.
  • Kettle Logic: The user offers multiple statements in support of an assertion, and while any single statement might be valid, the individual statements contradict one another. This is used to give false weight to the assertion.
  • Loaded Question: The user asks a question, typically a yes or no question, that assumes something that has not been proven, such that, regardless of how it is answered, it implies an assertion the user has made. This is used to give false weight to the assertion.
  • Non Sequitor: The user offers evidence which may be correct, but which is wholly irrelevant to the assertion or counterpoint it allegedly supports. This is used to give false weight to the assertion or counterpoint.
  • Poisoning the Well: The user ignores counterpoints made against an assertion, and instead verbally assaults the person offering the counterpoints. The user hopes that others will call into question the credibility of the person being insulted and ignore the offered counterpoints.
  • Red Herring: The user makes a contentious assertion which is ultimately irrelevant. The user hopes that everyone else will be too busy arguing about this new assertion to remember whatever they were previously debating.
  • Slippery Slope: The user insists that if a certain course of action is taken, a chain of events will follow leading to an ultimately unfavorable result. The user hopes that others will be too concerned with the stated potential end result to notice that the suggested chain of events leading to it are actually unlikely. Alternatively, the user offers a seemingly innocent course of action which, if taken, may lead to a chain of events which are ultimately unfavorable. The user hopes that this seemingly innocent course of action is taken without considering the consequences.
  • Straw Man: The user subtly alters an assertion made by someone else such that it looks the same but is fundamentally different, and then offers counterpoints against the altered assertion as though they counter the original assertion. The user hopes that people won't notice the difference and will assume that the counterpoints are valid for the original assertion. See also: Bait and Switch.
Blending
Because the Town controls the Day, Scum must blend in with the Town out of necessity. This means that Scum must appear as though they are Town to an uninformed player, while working against the Town in actuality. This entails several things.

First, Scum must be careful about contributing to discussion for a number of reasons. For one, taking a side on issues can lead to problems for an Anti-Town faction. If Scum take the "correct" or Town side of an issue, they risk assisting the Town, which may ultimately lead to the Town catching other members of the Anti-Town faction. On the other hand, if a member of an Anti-Town faction takes the "incorrect" or Anti-Town side of an issue, they risk Town identifying that they are Anti-Town later. The best type of contribution for a member of an Anti-Town faction is information that appears to be helpful but is actually misleading. Misinformation is a very powerful tool for members of Anti-Town factions, but it must be used wisely. Obvious misinformation can draw the attention of the Town, after all. The use of fallacious reasoning can be very helpful both in obfuscating which side of an issue is "incorrect" and in distributing misinformation.

Second, by necessity, members of Anti-Town factions must lie. While the Town will seek to minimize the lies that can be told and identify the lies that are told, members of Anti-Town factions must lie in spite of this. The truth is the Town's most powerful weapon, and so members of Anti-Town factions must seek to obfuscate it as best they can, both surrounding themselves and the Town. The key to lying believably is to lie about as little as possible to get the job done. Lying is necessary, but that does not mean that members of Anti-Town factions must lie about everything always. Half truths are much easier for the Town to swallow, and thus will be easier to sell as truths. The same can be said of fallacies, as well. A subtle fallacy is always preferable to an overt fallacy.

While it is the goal of Anti-Town factions to eliminate the Town, one must recognize that it is also the goal of Anti-Town factions to eliminate other Anti-Town factions. In games that feature more than one Anti-Town faction, an opportunity is presented wherein members of one Anti-Town faction can gain clout with the Town by hunting for members of another Anti-Town faction. This is a very powerful tool, as it allows members of an Anti-Town faction to actually contribute and otherwise behave like members of the Town without risking themselves or their teammates.

Finally, and most importantly, one must seek to minimize any idiosynchrasies or quirks that easily differentiate one's normal Town playstyle from one's normal Anti-Town playstyle. If one is always active as Town, one must also be active as Anti-Town. If one always takes a front role in scum hunting as Town, one must appear to take this same role as Anti-Town. This is another place where fallacies can be of assistance. Through the use of fallacy, one can ostensibly seem to be playing in the same manner that they always play, while actually corrupting their normal playstyle. The key is for the difference between one's Town playstyle and one's Anti-Town playstyle to be as subtle as possible. Alternatively, if one frequently changes how one plays as Town, so long as they do not have a set manner in which they play as Anti-Town, they can get away with more.
Power Roles
There are a variety of roles with active abilities, commonly called power roles, which Anti-Town can have. However, in order for these roles to be effective, there are certain things that must be kept in mind. Below, the expected behavior for the most common roles from each type of ability are outlined. Other roles can model their behavior after those with the same type of ability.

Investigator: An Investigator's primary goal is to identify important Town power roles. If possible, a Investigator should avoid investigating players claiming to have no active abilities. Moreover, Role Cop can prove to be a good fallback Fake Claim for a Investigator.

Doctor: A Doctor's primary goal is to keep important faction power roles alive. Priority should be given to a Hitman or Converter when they are present. Moreover, Doctor is a great fallback Fake Claim, as the Town will almost always hesitate to lynch a claimed Doctor, and if the real Doctor Counter Claims, the trade is almost worth it.

Prostitute: A Prostitute's primary goal is to shut down Town-aligned Investigative roles. A Prostitute should block players at random until a player with an Investigative role claims, and then attempt to shut down that player.

Hitman/Killer: A Hitman/Killer is the mainstay of a Mafia or Serial player. They should prioritize killing Town power roles, but need to care for Town protection and kill immunity. They should never fire on a claimed Iron unless there is serious reason to suspect the claim, or unless they have the ability to kill through immunity. If possible, eliminating Town protective roles is ideal.

Bus Driver: A Bus Driver is a very powerful ability for an Anti-Town faction, because it not only allows the Anti-Town faction to manipulate set night plans and mess with Investigative roles, but it also allows the Anti-Town faction to kill or convert through protection.

Inventor: An Inventor effectively further augments an Anti-Town faction's abilities, as an Inventor knows the identities of his allies. An Inventor can prove his ability by sending items, which makes Inventor a decent fallback Fake Claim.

Converter: Conversion is incredibly powerful for Anti-Town factions, as it allows them to simultaneously reduce the number of the Town and increase their own number. The best targets for conversion are claimed power roles and players that have been "confirmed" as Town, whether via investigation or other means.



Independent Play Advice


The various neutral third-party factions have a myriad of unique ideal playstyles, depending on their exact win conditions.

Survivor
Survivor is one of the most common Independents. As a Survivor, one must be careful not to anger either the Town or any Anti-Town factions that might be present, because a Survivor's victory is very much in their hands. Moreover, it is key for a Survivor to come forward as soon as possible.

To placate the Town, a Survivor should appear cooperative and provide any information requested. Naturally, if information is requested that might anger an Anti-Town faction, a Survivor should lie to the Town so as not to anger said Anti-Town faction. So long as the lie is believable, the Town will be none the wiser. A Town will normally only lynch a Survivor if they believe the Survivor to actually be Anti-Town, because it is a waste of a lynch otherwise.

To placate Anti-Town factions, a Survivor need only be aloof and distant in discussions. If the Survivor has an active ability that could be useful to the Town, it is important that the Survivor either lie and say they do not have such an ability, or lie about how they are using it. An Anti-Town faction will normally only shoot at a Survivor if they believe that the Survivor poses a greater threat to them than the Town's major power roles, or if the Survivor refuses to cooperate during an endgame Gambit.

When a Survivor is present, it is fairly common for an Anti-Town faction to come forward and demand support from a Survivor in what might otherwise have been a Lynch-or-Lose situation for the Town. This is a type of endgame Gambit. If the Survivor cannot rely on the Town for protection, has no means of self-protecting, and cannot reasonably guarantee that the Anti-Town's kill is either lynched that Day or blocked that Night, a Survivor should always cooperate with the Anti-Town faction in this situation. However, if the Survivor can either rely on the Town for protection, self-protect, or otherwise reasonably guarantee that the Anti-Town faction's kill will be a nonissue, they may choose to side with whichever faction they feel treated them better.

Jester
Jester is a rare Independent, because it is incredibly difficult to balance. Getting lynched is pretty straightforward, and a Jester almost always ends up harming a Town. Still, they are sometimes used. The key to winning as a Jester is to get one's self lynched without the Town realizing that they are lynching a Jester. A Town will always opt to shoot a Jester at night rather than waste a lynch if they recognize it for what it is. Thus, the key is to instead be "caught" as scum. There are many ways to achieve this. It is also generally wise to very lightly hint at being Iron; the key is to hint lightly enough that the Vigilante doesn't bother to test it, but overtly enough that the Mafia is hesitant to test it as well.

The first is for the Jester to act generally scummy, and then claim an important character or role in the hopes of being Counter Claimed. Being on the wrong end of a Counter Claim is almost always a guaranteed way to get lynched. The Jester should fight the lynch, so as not to draw suspicion, but shouldn't fight it effectively enough to turn the lynch on whomever Counter Claimed him, as this will normally result in being shot the following Night by a Vigilante.

The next is for the Jester to Counter Claim a player that has recently claimed. This should only be employed if a Vigilante is likely not to be present, because it is likely that whomever has been Counter Claimed will be lynched first, meaning that a Vigilante may eliminate the Counter Claiming Jester the Night after rather than the Town lynching him the Day after.

Another effective method is for the Jester to claim to have condemning evidence against a specific player. Like the previous method, care for Vigilantes while using this. Moreover, the Jester should be careful not to accidentally get real scum lynched in this manner, as that will cement the Jester as "Town" and may draw Anti-Town kills.

Finally, a Jester can act generally scummy, and when asked to claim, "botch a Fake Claim". Effectively, the Jester lies in their claim, but intentionally makes some mistake that the Town identifies and uses as justification for a lynch. This can be difficult to pull off correctly, however; if the mistake is too obvious, the Town may grow suspicious that a Jester is in play, while if the mistake is too subtle, the Town may miss it altogether.

Lyncher
Lyncher is a fairly common Independent. Unlike a Survivor, a Lyncher should try to remain unknown for as long as possible. The key to winning as a Lyncher is to ensure that one's target is not killed at night, while casting enough suspicion on them that they will eventually be lynched.

Ultimately, a Lyncher needs to cast as much suspicion on a player as possible. Constantly calling into question their motives or picking apart their arguments is a good start, but one must be careful not to appear to have tunnel vision. So long as the target is under suspicion, it is unlikely that the Mafia will waste a kill on him.

If a Lyncher can't seem to get a Town to commit to a lynch, or finds himself under suspicion because of how hard he is pushing against a specific player, the best way to proceed is to claim as a Cop or similar investigator with incriminating evidence on the target. This will normally be just enough to convince the Town to lynch the target, and once the target is lynched, the Lyncher has won and doesn't care about any consequences.

The primary drawback of the investigator claim Gambit is the threat of Counter Claim. In the event that a Lyncher is Counter Claimed while fake claiming as a Cop or similar investigator, they should push to lynch the target on the grounds of "proving" their investigation. Once again, once the target is lynched, the Lyncher wins and is immune to consequences, and the Town should go along, considering that, for Anti-Town, this would be a 1:1 trade, which is only ideal in a Lynch-or-Lose situation.

Alien
Alien is an uncommon Independent. It is a difficult role to win with simply because games are normally too short for an Alien to have sufficient opportunity to saturate their ability. There are a couple of strategies that an Alien can employ to attempt to achieve victory.

First, an Alien can try to keep whomever they have already targeted alive. This can be pretty difficult, but if at all possible, an Alien cannot afford for anyone they have already targeted to be lynched or killed. On principle, an Alien should probably oppose plans that involve lynching or killing someone they have already targeted. Still, this can be very difficult to effect.

Ultimately, an Alien wants a game to drag on for as long as possible, and wants the game to end with as few as possible players left alive. To this end, an Alien should try to take steps to delay the game without giving advantage to any particular faction. Lynching claimed Independents and supporting No Lynches are both decent ways to slow the game down, but these can also lead to an Anti-Town advantage.

An easier method is for the Alien to figure out who the Anti-Town are, target all of them, and then try to work against the Town, acting as a sort of secret ally for the Anti-Town faction. Even if the Alien is eventually killed, so long as the Anti-Town achieve victory, the Alien has also won (provided the Alien targeted all of the Anti-Town players that survived to the end). While this is somewhat easier than trying to keep previous targets alive or delay the game, especially if the Alien manages to identify a Serial, it is still fairly difficult, and requires a mixture of luck and skill to achieve.

Savage
Savage is an uncommon Independent, and is a bit more loosely defined that other Independents. A Savage wins by killing other players. Sometimes, it is specific other players, while other times, the Savage simply has a quota. Exactly how many and which players must be killed are determined by the host, but generally a Savage should need to kill more than one, and unlike a Lyncher or Unlyncher, a Savage never knows which players they have to kill, just which characters (or from which factions) they must kill.

Playing as a Savage is, in many ways, similar to playing as a Serial. Savages usually have some manner of kill, and generally have no explicit allies. Savage is simultaneously more difficult and easier to play than a typical Serial Killer. On one hand, a Savage can win with other players, which is generally easier than having to kill everyone. On the other hand, the game does not wait for a Savage the way it does for a Serial: if all that is left is a single main faction and the Savage, the game is over whether the Savage has achieved their win condition or not.

The fewer players a Savage need kill, the more tactical and less like a Serial the Savage will want to play. This is because, the more players a Savage kills, the more likely the Savage will be identified by the Town as a Serial Killer, which makes it increasingly difficult to win alongside the Town.

Another important difference between Savage and Serial is that a Savage needs to be responsible for the requisite deaths, while a Serial does not. This means that a Savage cannot rely upon the Mafia's kill or the Town's lynch to eliminate a target, and indeed is threatened by these methods of elimination, because a Savage will generally lose if it fails to eliminate its target. A Savage wants to identify a target and be directly responsible for that target's death.
 
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