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Author Topic: Mafia 51: Silo (Wool) Mafia - Serial Killer (ashersky) wins!  (Read 170831 times)

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yuma

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Mafia 51: Silo (Wool) Mafia - Serial Killer (ashersky) wins!
« on: September 15, 2014, 10:48:09 pm »

Mafia 51: Silo Mafia

Mods: yuma, mail-mi

This is a normal mafia game. The setup is invented and has been titled, Traitor8. See further set-up and deadline information in Post 2.

Players:
1. Eevee (VT) - Lynched on D4
2. Ichimaru Gin (Mafia Traitor) - Lynched on D3
3. ashersky (Serial Killer) wins!
4. faust (Mafia Goon) - Killed on N4
5. silverspawn (Jailkeeper) - Killed on N3
6. witherweaver (VT) - Endgamed
7. hydrad (Mafia Goon) - Lynched on D2
8. xerxes (VT) - Lynched on D1
9. ADK (VT) - Killed on N1
10. Jimmmmm (1-Shot Commuter) - Modkilled on D5
11. joth (Detective) - Killed on N3

tagged: 2.7, scott, kingzog

f.ds Mafia Ruleset

The Golden Rule:

Please remember that this is a game and your main objective is to have fun! Be considerate of each other, don’t get personal, and enjoy the game.

Please read The Civility Pledge before signing up for this game. If you have not /pledged there, you cannot play here.

Excessive personal attacks or uncivil behavior may be dealt with by modifiers or modkills.


General Gameplay and Etiquette:

1. You may not quote private Moderator-supplied information (either real or fabricated) of any kind. Paraphrasing (for role claims, etc.) is acceptable, check with the mod if you need clarifications.
2. Personal communication outside of the forum postings is NOT ALLOWED unless your Role PM specifically allows it.
3. If you have a role with a Night action, your choices are due to all mods by the posted deadline (generally 48 hours from Night start during the first few Nights; later Nights may have shorter deadlines). If we do not receive your choice via PM by the posted deadline you will forfeit your actions. In case of multiple submissions, the last valid one before the deadline will be used. Generally, one team member may submit the Night Actions for all team members. See rule 7 under miscellaneous below if you anticipate being VLA while having a PR.
4. Roles with Night actions will not be able to submit an action on Night 0 (i.e. during the confirmation stage), unless your Role PM specifically allows it.
5. Any player with a Night action may instead submit a “No Action” PM to let the Mods know that you do not want to perform your expected action that Night phase, unless your Action is compulsory.
6. As a general rule you should aim for more than one post every 24 hours, minimum, to keep the game moving. Please treat this game as a commitment. If you can't commit to this game because of outside activities/responsibilities, other forum games or other contributing factors please /out before the start of the game.


Voting, Deadlines, and Player Death:

1. A simple majority (rounded up) of all living members must agree on one person for a lynch to occur prior to deadline.
2. Once you have reached a simple majority no further unvoting will change someone’s fate. Further votes will also be ignored.
3. Once a player is lynched the game enters twilight until I post a death scene; all players including the one who was lynched may continue to post during twilight.
4. Please submit votes as: Vote: PlayerName. Votes will NOT be counted if they are not bold or do not follow this syntax! Obvious abbreviations or nicknames will be counted so long as they are unambiguous.
5. Please submit vote revocations as either Unvote: PlayerName or Unvote. Unvotes are not necessary before changing votes.
6. You may Vote: No Lynch - a simple majority of these vote types are required to send the game to Night phase without a lynch.
7. Once you are killed (either via lynch or night kill) you may no longer post in the game or in Quicktopics, except for twilight. This means that you do not even get a “Bah” post. The dead in this game are silent, but will be invited to the Spectator Quicktopic.
8. Do not edit or delete posts. We don't want some players having more information than others. If you want to clarify posts, feel free to double post.

9. This game will have 10 day deadlines and 2 days nights.

Miscellaneous/Mechanics:

1. Bold, brown text is reserved for the Mod. No invisible/small text is allowed, nor is cryptography.
2. If you have an issue/problem with the game, please PM the Mods privately. Do not post issues/complaints in the game thread.
3. The Mods may make mistakes - please point out any mistakes gently. Mistakes will be corrected where possible, but sometimes mistakes are made that cannot be reversed. These will stand as final to be commiserated over after the game. In the event of an incorrect vote count the mod has the right to revert the game state back to the state before the erroneous vote count. This means that any votes cast in the meantime will become void. Any time that was lost during this even will be added back onto for deadlines. Please note that if a mistake is not caught before a flip, the erroneous vote count will become binding.
4. Please bold all requests to the Mods so that they don’t get missed.
5. Prods of missing players will be issued automatically after 24 hours of no activity (VLA posts in the official VLA thread negate automatic prods). A prodded player has 24 hours to respond or risks replacement. A player who has been prodded 3 times is subject to replacement without further notice.
6. Rule violations will be dealt with according to their severity, up to and including a Modkill, or beyond.
7. If you anticipate being unavailable for more than a 48-hour period please post a notice to that effect in the thread. Treat this game as a commitment. Be considerate – don’t leave us hanging. If you have a Power Role and go on VLA for longer than 2 days (the time period of a Night) please submit a temporary Night Action before leaving on VLA. This will be a placeholder action in the event that you will be absent during the night. Failure to submit an action before leaving will result in a "no action" that night.
8. Players who discover they are too busy to play in a game or want to leave the game for civility issues are not allowed to officially /out in the thread. A request to /out must only be done via a PM to the moderator. Please do not use this as a manipulation technique. (Note players may continue to threaten to /out or imply that they might as long as it does not include an official request). Requests to /out are final once submitted. There will be no /outing and then /inning back into the game so make sure that when you /out you have thought it through and really want to do it. Players that can't be replaced will simply be mod-killed.
« Last Edit: November 11, 2014, 11:53:18 pm by ashersky »
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yuma

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Re: Mafia ?? : Silo Mafia - Signups Open - Setup Coming Soon
« Reply #1 on: September 15, 2014, 10:48:28 pm »

This setups is an invented, open setup called Traitor8 for 11 players.

Please PM me if you have any concerns or questions. This setup can be modified if it appears to be broken or flawed. I would rather change something than run a broken setup so please don't hesitate to PM me. But please do not discuss theory or problems with the setup in the thread.

Mafia:
2 Mafia + 1 Roleblocking Traitor

Town:
Up to 8 players

One of the following rows or columns adding a scum add on depending on the row added:


xxxx               Column1         Column2         Column3         Column4         Add-On           
Row1              VT                  Detective         1-shot CommuterGoon Cop         1-shot Investigation Immune/SK
Row2                Watcher            JK                     VT                     Psychologist       2-shot JOAT       
Row3                1-shot Bulletproof Townie VT                     JK                     BodyguardTraitor Knows Mafia         
Row4                 1-shot CommuterPsychologist        Detective            VT                      Mafia Knows Traitor   
Add-On              2-shot JOAT       Mafia Knows Traitor/SKTraitorKnows Mafia/SK1-shot Investigation Immune      xxxxxxx           

To clarify here are the 8 options:

1. Detective, 1-shot Commuter, Goon Cop; 1-shot Investigation Immune + Serial Killer
2. Watcher, Jailkeeper, Psychologist; 2-shot JOAT
3. 1-shot BP Townie, Jailkeeper, Bodyguard; Traitor Knows Mafia
4. 1-shot BP Commuter, Psychologist, Detective; Mafia Knows Traitor
5. Watcher, 1-shot BP Townie, 1-shot BP Commuter; 2-shot JOAT
6. Detective, Jailkeeper, Psychologist; Mafia Knows Traitor + Serial Killer
7. 1-shot Commuter, Jailkeeper, Detective; Traitor Knows Mafia + Serial Killer
8. Goon Cop, Psychologist, Bodyguard; 1-shot Investigation Immune


Serial Killer: (if applicable, present 3/8 of the time)
- 2-shot JOAT, which includes a passive 1-shot Bulletproof, 1-shot Strongman, 1-shot Investigation Immune. If the Bulletproof is used up one JOAT attributes will be lost. If both the Strongman or Investigation Immune is used at night the Bulletproof will be lost as well.
- The SK may choose to give up NK and instead perform any one of the 8 town roles listed above during the night. Each role may only be used once by the Sk during the game.


Mechanics:
- All roles will be used according to mafiascum specification unless otherwise noted below.
- Daystart
- Mafia JOAT is an option of Strongman and Ninja (each can only be used once) and is not an assigned role, instead it is universal for the mafia team. But is instead a role that any alive mafia player can use it while performing the night kill.
- Mafia Investigation Immune is universal. It will return results of "Not Goon" to Goon Cops, "Not Killed" to Detectives, "Can't Kill" to Psychologists and "Didn't Target Anyone" to Watchers.
- Traitor does not know the identity of Mafia Partners unless it is added on as a bonus. Traitor will be informed at day start of the Mafia's identities in a PM if that add-on is selected.
- Mafia does not know the identity of the Traitor unless it is added on as a bonus. The Mafia will be informed at day start of the Mafia's identities in their quicktopic if that add-on is selected.
- Flavor will indicate if a player was killed by multiple factions, but will not indicate which alignment performed specific kills.
- When the Traitor dies, if at least one Mafia Goon is still alive one will be chosen at random to inherit the Roleblocking role. This Goon will be transformed from a Goon to a Mafia Roleblocker.
- If the Mafia target the Traitor with a NK, the Traitor will not die unless mafia is using a strongman kill. Otherwise, the Traitor will be recruited and become a Mafia Roleblocker and be given access to the quicktopic.
- The Traitor can Roleblock a Mafia NK.
- If the Traitor will inherit the NK and become a Mafia Roleblocker if is the only Mafia player alive.
- Goon Cop will return results of Goon or Not Goon.
- Detective will return results of having killed or not killed.
- Psychlogist will return results of being capable of killing or not capable. But if a kill has been performed previously, the result will be falsified. Traitors are not capable of killing until they have been converted into Mafia Roleblockers
- Roles cannot target themselves.
- Roles will not be indicative of alignment, except for one exception that will not be disclosed. All other roles will be rolled randomly.
- Mafia will have fakeclaims.

Order of Operations: (roles listed earlier in parenthesis will be performed simultaneously)
Modifiers (Ninja/Strongman)
Commuter
Blocking (Jailkeeper, Roleblocking)
Protective (Bodyguard, Bulletproof)
Killing
Investigative (Watcher, Psychologist, Detective, Goon Cop)

Win Conditions:
- Town wins when all threats to the Silo have been eliminated.
- Mafia wins when Mafia (not counting the Traitor, unless the traitor has become a Mafia Roleblocker) controls at least half of the silo and the SK, if present, has been eliminated.
- Serial Killer wins when all other players have been eliminated. If a scenario exists where a Serial Killer and a Mafia the following will be followed:
   * If Bernard is the last mafia alive, Mafia will win.
   * If Senator Thurman or Anna Thurman is the last mafia alive, the SK will win.
« Last Edit: September 22, 2014, 08:16:11 pm by yuma »
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Eevee

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Re: Mafia ?? : Silo Mafia - Signups Open - Setup Coming Soon
« Reply #2 on: September 16, 2014, 01:09:34 am »

in!
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Ichimaru Gin

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Re: Mafia ?? : Silo Mafia - Signups Open - Setup Coming Soon
« Reply #3 on: September 16, 2014, 01:24:46 am »

/interesting

ashersky

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Re: Mafia ?? : Silo Mafia - Signups Open - Setup Coming Soon
« Reply #4 on: September 16, 2014, 03:07:51 am »

/in for flavor, but would give way if too many sign up.
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2013, 2014, 2015 Mafia Mod of the Year
2015 f.ds Representative, World Forum Mafia Championships
2013, 2014 Mafia Player of the Year (Tie)

11x MVP: M30, M83, ZM16, M25, M38, M61, M76, RMM5, RMM41, RMM46, M51

faust

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Re: Mafia ?? : Silo Mafia - Signups Open - Setup Coming Soon
« Reply #5 on: September 16, 2014, 05:11:22 am »

/in
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mail-mi

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Re: Mafia ?? : Silo Mafia - Signups Open - Setup Coming Soon
« Reply #6 on: September 16, 2014, 09:10:07 am »

/tag
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yuma

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Re: Mafia ?? : Silo Mafia - Signups Open - Setup Coming Soon
« Reply #7 on: September 16, 2014, 11:48:29 am »

Got some good feedback already. Will make some slight tweaks that should help in a bit.

regardless this game won't start until we get the games that are going a bit further in, and some of the games I am not following (Zelda and Pokemon?) complete. One in D1 and two in D2. I think it would be good to have a bit of space from those.
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Re: Mafia 51: Silo Mafia - Signups Open - Setup Coming Soon
« Reply #8 on: September 16, 2014, 12:50:46 pm »

/in

Witherweaver

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Re: Mafia 51: Silo Mafia - Signups Open - Setup Coming Soon
« Reply #9 on: September 16, 2014, 12:51:10 pm »

/in
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yuma

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Re: Mafia 51: Silo Mafia - Signups Open (5 Spots Available)
« Reply #10 on: September 17, 2014, 09:23:12 pm »

Changed a little bit to the setup to reflect some changes. Again, feel free to look it over and get back to me. Modified some stuff to prevent some potentially broken scenarios, removed a role that was unnecessary, modified win conditions and added an element to make solving the setup more difficult.
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Hydrad

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Re: Mafia 51: Silo Mafia - Signups Open (5 Spots Available)
« Reply #11 on: September 18, 2014, 01:24:21 am »

/in!
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Re: Mafia 51: Silo Mafia - Signups Open (5 Spots Available)
« Reply #12 on: September 18, 2014, 04:46:10 pm »

/tag. yuma game
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XerxesPraelor

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Re: Mafia 51: Silo Mafia - Signups Open (5 Spots Available)
« Reply #13 on: September 18, 2014, 11:21:42 pm »

/in
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Re: Mafia 51: Silo Mafia - Signups Open (3 Spots Available)
« Reply #14 on: September 18, 2014, 11:38:02 pm »

/tag
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yuma

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Re: Mafia 51: Silo Mafia - Signups Open (3 Spots Available)
« Reply #15 on: September 19, 2014, 12:50:58 am »

Ok, hopefully the last change has been made. After a series of steps that made the setup increasingly more complex I decide to take a step backwards. I removed some of the unnecessary elements but kept the original premise and kept some added complexity by creating a 4x4 matrix rather than a 3x3 matrix. The central theme remains, as do all of the roles, now the spread just provides a little bit more in way of options.

The gist of the setup is the same, just added a little bit more diversity. It is late and my head is a bit tired so there may still be something I missed. Again, PM me if you have concerns. Since this is an open setup I want it as close to perfect as I can get it. Thanks to everyone who provided feedback thus far.
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A Drowned Kernel

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Re: Mafia 51: Silo Mafia - Signups Open (3 Spots Available)
« Reply #16 on: September 19, 2014, 11:41:51 pm »

/in
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Eevee

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Re: Mafia 51: Silo Mafia - Signups Open (2 Spots Available)
« Reply #17 on: September 20, 2014, 05:01:12 pm »

Join people, join! I'm about to be gameless.
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yuma

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Re: Mafia 51: Silo Mafia - Signups Open (2 Spots Available)
« Reply #18 on: September 20, 2014, 09:59:15 pm »

Also I should mention that this game will be unrunable without some sort of back up mod. There will likely be a few 1-2 day stretches where I won't have internet access and will need some assistance.

If anyone would be willing I would appreciate it! (aside from those who have already signed up to play)
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mail-mi

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Re: Mafia 51: Silo Mafia - Signups Open (2 Spots Available)
« Reply #19 on: September 21, 2014, 11:19:09 am »

Also I should mention that this game will be unrunable without some sort of back up mod. There will likely be a few 1-2 day stretches where I won't have internet access and will need some assistance.

If anyone would be willing I would appreciate it! (aside from those who have already signed up to play)
I'm willing.
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I currently imagine mail-mi wearing a dark trenchcoat and a bowler hat, hunched over a bit, toothpick in his mouth, holding a gun in his pocket.  One bead of sweat trickling down his nose.

'And what is it that ye shall hope for? Behold I say unto you that ye shall have hope through the atonement of Christ and the power of his resurrection, to be raised unto life eternal, and this because of your faith in him according to the promise." - Moroni 7:41, the Book of Mormon

EgorK

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Re: Mafia 51: Silo Mafia - Signups Open (2 Spots Available Need Backup Mod)
« Reply #20 on: September 22, 2014, 05:04:03 pm »

I'm willing being backup mod as well
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Re: Mafia 51: Silo Mafia - Signups Open (2 Spots Available Need Backup Mod)
« Reply #21 on: September 22, 2014, 05:15:26 pm »

Would it be possible for me to play multiple spots?
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jotheonah

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Re: Mafia 51: Silo Mafia - Signups Open (2 Spots Available Need Backup Mod)
« Reply #22 on: September 22, 2014, 05:27:59 pm »

/in
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Re: Mafia 51: Silo Mafia - Signups Open (2 Spots Available Need Backup Mod)
« Reply #23 on: September 22, 2014, 05:34:12 pm »

/tag (that's for spectating right?)
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Re: Mafia 51: Silo Mafia - Signups Open (2 Spots Available Need Backup Mod)
« Reply #24 on: September 22, 2014, 06:24:30 pm »

/in

I'll soon be in no games, and my RL craziness looks like it's clearing up somewhat, so I should be able to give one game a suitable amount of focus.
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