Welcome to MafiaManiac, a site is dedicated to the growth and expansion of the online forum game of Mafia.

Mafia is that party game you may have played, where there is a mafia (informed minority) trying to overtake an entire village and the villagers (uninformed Majority) are trying to stop them. We play these mafia games over several days in our forum and we have people from all over the world playing them. These mafia games can be themed from movies, real life situations and almost anything you can think of! Mafia involves a lot of creative strategy, making you think on your toes. You'll be forced trust your gut, check your logic, and deceive or be deceived. If you think you can handle playing, here are a few links you should definitely check out.

- Unreality's Official Guide to Mafia
- Site Rules
- Our Wiki

Also registering and replying to my welcome message with how you found this site without me asking you to will get you 2 rep points, which is very helpful later on.

Thank you for visiting our site and please Register

Regards,

Nana7
Admin of MafiaManiac
GAME NEWS  BOARD TIME:  
Recent Topic Activity
Latest Shouts In The Shoutbox -- View The Shoutbox · Rules   




Profile
Personal Photo

User Photo
Rep [details >>] 149 pts

Options
Custom Title
lolcat
Personal Info
Location: California
Born: No Information
Website: No Information
Interests
No Information
Other Information
Gender: Male 
Mafia Record: 22-24
Baddie Record: 2-4
Goodie Record: 12-5
Indy Record: 2-3
Other Faction Record: 6-12
Turbo Baddie Record: No Information
Turbo Goodie Record: 2-0
About Me: No Information
Statistics
Joined: 25-September 11
Status: (Offline)
Last Seen: ---
Local Time: Aug 18 2017, 06:11 AM
2,375 posts (1.1 per day)
( 1.06% of total forum posts )
Contact Information
AIM No Information
Yahoo No Information
GTalk No Information
MSN No Information
SKYPE No Information
Message: Click here
Email: Private
Signature
View Signature

plasmid

Current Host

Topics
Posts
Comments
Friends
Video
Music
My Content
Aug 17 2017, 10:21 PM
Toy Soldiers: Battle of Cedarglen Park
I'll make a permutated list of players/roles and the wincon for each player will be to outlive the roles on both sides of them. I'll tape the permutated list together at the beginning and the end so it will form a circle. Each player will know which two roles they need to outlive, but the entire permutated list won't be made public knowledge. Players leave the game as losers if all of their soldiers in play are dead, or leave the game as winners if they achieve their wincon. Note that roles won't actually appear anywhere in the action results or posts; that's intentional so figuring out who you need to kill won't be so easy and the only way to do it is by communicating with people, and by seeing roles revealed when players leave the game because of either losing all their soldiers or achieving their wincon. In this Toy Soldiers there is no direct player-to-player communication via PM allowed, but there are Radio items.

The game will start with a purchasing phase, where all the players get 12 soldiers and $250 to buy whatever equipment they want for their soldiers. Equipment (except choppers) must be assigned to soldiers. They'll also deploy each of their soldiers to an area on the map of the park.

Combat phases will begin with each player being told how many choppers they have, where their soldiers are, what equipment they have, and which other soldiers and equipment are visible. They'll give commands to each of their soldiers, and can use a Kid Stomp. Each soldier can perform actions from their current position for the current phase and may move to an adjacent area for the next phase, and may use one killing action per phase and however many other actions they have enough equipment for. All of the commands for the soldiers and the stomping and stuff will be PMed to the host with one command per line and using the syntax described further down. There are only combat ("Night") phases and no lynch ("Day") phases.

Stuff 4 $ale
Knife: $2
Flamethrower: $4
Rifle: $3
SniperRifle: $4
Chopper: $3
Parachute: $2
Flashbang: $2
Probe: $1
Radio: $2
Silencer: $6
Kevlar: $4
M*A*S*H: $4
Binoculars: $5
Camo: $4

Park map


How actions work
Events are strictly OOA and occur in the following order

Chopper drops
Command syntax
PLAYER DROP LIST OF SOLDIERS SEPARATED BY COMMAS AT LOCATION
You use up one of your choppers and it picks up however many soldiers you want and drops them off at the chosen location. The soldiers can be anywhere on the map before they get picked up, but will all be dropped off at the same spot if they're all carried by the same chopper. If you want to drop off different soldiers at different locations on the same phase, then you can do so but you have to use one chopper for each drop location. The chopper is lost once it's used, and each soldier that gets dropped must have a parachute which gets consumed by use. The NP shows "A chopper dropped {list of players} at location" because after all choppers are loud and way up in the sky where everyone can see them. Since this is the first action that gets processed in the phase, your soldiers can act from their new positions on the same phase immediately after they get dropped (but can't act from the position they were in before being picked up by the chopper), and will not be hit by any killing actions targeted at their position at the beginning of the phase (except stomp which doesn't care where the soldier is).

Flashbangs
Command syntax
SOLDIER FLASHBANG LOCATION
A soldier can flashbang his own area or any adjacent area, and all soldiers in a flashbanged area will have all of their actions (including movement) fail but can still be acted on. The flashbang gets consumed by use. The NP will show "{Location} was hit by a flashbang" but not who used the flashbang. All flashbangs happen simultaneously (all of the soldiers throw their flashbangs into the air at exactly the same time and they all detonate a few seconds later) so a flashbang won't stop another flashbang.

Probes
Command syntax
SOLDIER PROBE OTHER SOLDIER
You get told who owns the targeted soldier (player name, not role name). The targeted soldier can be anywhere on the map, not necessarily in the same or a neighboring area to the soldier using the probe. The probe is not consumed by use.

Radios
Command syntax
SOLDIER RADIO PLAYER TRANSMISSION Your message goes here and can pretty much be as long as you want but shouldn't have any enter/return
The player you target will see "You received the following transmission:" followed by your transmission followed by "- End transmission -" (so you can't just send bogus PM results or smth). The radio is not consumed by use. This can be stopped by a flashbang but not by getting killed.

Knives
Command syntax
SOLDIER KNIFE OTHER SOLDIER
Marks another soldier in the same area for death; the knifed soldier won't die immediately and can still carry out actions and possibly be saved by kevlar or a M*A*S*H. The knife is consumed by use since it's permanently lodged between the target's ribs. If the target was picked up by a chopper and dropped in a different location then the knifing won't occur and the knife won't be consumed. The owner of the soldier doing the knifing will be told whether it was successful or not (it counts as successful even if the target ends up being saved by kevlar or a M*A*S*H), and the owner of the targeted soldier will be told "YourSoldierName was knifed by AttackingSoldierName", unless the attacker has a silencer in which case he'll just be told "YourSoldierName was knifed by someone with a silencer". Because silencers work on knives. Yeah.

Rifles
Command syntax
SOLDIER RIFLE OTHER SOLDIER AT LOCATION
Works like a knife, but the target can be either in the same location or an adjacent location. Except that if you try to shoot someone and the location is wrong (like if they get picked up by a chopper or if you're just drunk and messed your action up) the rifle is still used up. Rifles only come with one bullet, so soldiers just use it once and then throw it away. The owner of a soldier that gets hit by a rifle will be told "YourSoldierName at YourSoldier'sPosition was rifled by AttackingSoldierName at AttackingSoldier'sPosition" if they don't have a silencer, or "... was rifled by someone with a silencer" if they have one.

Sniper Rifles
Command syntax
SOLDIER SNIPE OTHER SOLDIER AT LOCATION
Works like a rifle, except the target can be in any area and doesn't have to be in the same or an adjacent area as the sniper. But if you try to snipe a soldier and you get their location wrong then it fails and you still lose the sniper rifle. The notification a player whose soldier gets sniped is essentially the same as for rifling but will say "sniped" instead of "rifled" so they can tell the difference between the two.

Kevlar
This doesn't need to be submitted as a command; a soldier who has kevlar will automatically use (and lose) their kevlar if they were hit by a knife or rifle or sniping and will survive the hit. Soldiers can carry more than one kevlar, and if they get hit by multiple knifes and/or rifles and/or snipers on the same phase then one kevlar will stop everything for that phase. If a soldier gets saved, the owner still gets the usual message about how he would have been killed but is also told "but he was saved by his kevlar".

M*A*S*H
Command syntax
SOLDIER MASH LIST OF SOLDIERS SEPARATED BY COMMAS (without an "and")
The soldier looks through the list of targets, and the first soldier on that list that's about to die from a knife, rifle, or sniper rifle will be saved. If the soldier has kevlar then that takes precedence over the MASH. Can only be used on soldiers in the same area and can't be used on self. The MASH is consumed by use, but won't be used if no one on the list needs to be saved. If a soldier gets saved, the owner still gets the usual message about how he would have been killed but is also told "but he was saved by SoldierName using a MASH".

Stomps
Command syntax
PLAYER STOMP SOLDIER
The targeted soldier dies, wherever he is on the map, no matter what regardless of kevlar and MASH and such. This appears in the NP as "Player stomped Soldier". Because kids are way bigger than toy soldiers and are easy to see from anywhere in the park.

Flamethrowers
Command syntax
SOLDIER BURN OTHER SOLDIER
Works like a knife (target must be in the same location), but can't be saved by kevlar or MASH.

Death
Soldiers that were marked for death by knife / rifle / sniper / stomp / flamethrower will now actually die.

Movement
Command syntax
SOLDIER MOVE TO LOCATION
Moves to an adjacent location to start the next phase, and will see other soldiers / gear (according to the mechanics in the next couple of sections) from the new position. If a soldier gets chopper dropped, he can move to a location adjacent to the drop point.

Vision
This is where I calculate what the players will see (via their soldiers) to plan for the next phase. If they have a soldier in an area, they can see all other soldiers in that area unless camouflaged. If they have a soldier with binoculars in the area, then they can see all other soldiers in that area (whether camouflaged or not) and adjacent areas (if not camouflaged), and can see the gear of soldiers in their area (if not camouflaged -- if camouflaged then they can only see that the soldier is there and has camo).

Spoiler for and here are the EXTREMELY detailed rules
Aug 13 2017, 04:03 PM
Toy Soldiers: Battle of Cedarglen Park
I'll make a permutated list of players/roles and the wincon for each player will be to outlive the roles on both sides of them. I'll tape the permutated list together at the beginning and the end so it will form a circle. Each player will know which two roles they need to outlive, but the entire permutated list won't be made public knowledge. Players leave the game as losers if all of their soldiers in play are dead, or leave the game as winners if they achieve their wincon. Note that roles won't actually appear anywhere in the action results or posts; that's intentional so figuring out who you need to kill won't be so easy and the only way to do it is by communicating with people, and by seeing roles revealed when players leave the game because of either losing all their soldiers or achieving their wincon. In this Toy Soldiers there is no direct player-to-player communication via PM allowed, but there are Radio items.

The game will start with a purchasing phase, where all the players get 12 soldiers and $250 to buy whatever equipment they want for their soldiers. Equipment (except choppers) must be assigned to soldiers. They'll also deploy each of their soldiers to an area on the map of the park.

Combat phases will begin with each player being told how many choppers they have, where their soldiers are, what equipment they have, and which other soldiers and equipment are visible. They'll give commands to each of their soldiers, and can use a Kid Stomp. Each soldier can perform actions from their current position for the current phase and may move to an adjacent area for the next phase, and may use one killing action per phase and however many other actions they have enough equipment for. All of the commands for the soldiers and the stomping and stuff will be PMed to the host with one command per line and using the syntax described further down. There are only combat ("Night") phases and no lynch ("Day") phases.

Stuff 4 $ale
Knife: $2
Flamethrower: $4
Rifle: $3
SniperRifle: $4
Chopper: $3
Parachute: $2
Flashbang: $2
Probe: $1
Radio: $2
Silencer: $6
Kevlar: $4
M*A*S*H: $4
Binoculars: $5
Camo: $4

Park map


How actions work
Events are strictly OOA and occur in the following order

Chopper drops
Command syntax
PLAYER DROP LIST OF SOLDIERS SEPARATED BY COMMAS AT LOCATION
You use up one of your choppers and it picks up however many soldiers you want and drops them off at the chosen location. The soldiers can be anywhere on the map before they get picked up, but will all be dropped off at the same spot if they're all carried by the same chopper. If you want to drop off different soldiers at different locations on the same phase, then you can do so but you have to use one chopper for each drop location. The chopper is lost once it's used, and each soldier that gets dropped must have a parachute which gets consumed by use. The NP shows "A chopper dropped {list of players} at location" because after all choppers are loud and way up in the sky where everyone can see them. Since this is the first action that gets processed in the phase, your soldiers can act from their new positions on the same phase immediately after they get dropped (but can't act from the position they were in before being picked up by the chopper), and will not be hit by any killing actions targeted at their position at the beginning of the phase (except stomp which doesn't care where the soldier is).

Flashbangs
Command syntax
SOLDIER FLASHBANG LOCATION
A soldier can flashbang his own area or any adjacent area, and all soldiers in a flashbanged area will have all of their actions (including movement) fail but can still be acted on. The flashbang gets consumed by use. The NP will show "{Location} was hit by a flashbang" but not who used the flashbang. All flashbangs happen simultaneously (all of the soldiers throw their flashbangs into the air at exactly the same time and they all detonate a few seconds later) so a flashbang won't stop another flashbang.

Probes
Command syntax
SOLDIER PROBE OTHER SOLDIER
You get told who owns the targeted soldier (player name, not role name). The targeted soldier can be anywhere on the map, not necessarily in the same or a neighboring area to the soldier using the probe. The probe is not consumed by use.

Radios
Command syntax
SOLDIER RADIO PLAYER TRANSMISSION Your message goes here and can pretty much be as long as you want but shouldn't have any enter/return
The player you target will see "You received the following transmission:" followed by your transmission followed by "- End transmission -" (so you can't just send bogus PM results or smth). The radio is not consumed by use. This can be stopped by a flashbang but not by getting killed.

Knives
Command syntax
SOLDIER KNIFE OTHER SOLDIER
Marks another soldier in the same area for death; the knifed soldier won't die immediately and can still carry out actions and possibly be saved by kevlar or a M*A*S*H. The knife is consumed by use since it's permanently lodged between the target's ribs. If the target was picked up by a chopper and dropped in a different location then the knifing won't occur and the knife won't be consumed. The owner of the soldier doing the knifing will be told whether it was successful or not (it counts as successful even if the target ends up being saved by kevlar or a M*A*S*H), and the owner of the targeted soldier will be told "YourSoldierName was knifed by AttackingSoldierName", unless the attacker has a silencer in which case he'll just be told "YourSoldierName was knifed by someone with a silencer". Because silencers work on knives. Yeah.

Rifles
Command syntax
SOLDIER RIFLE OTHER SOLDIER AT LOCATION
Works like a knife, but the target can be either in the same location or an adjacent location. Except that if you try to shoot someone and the location is wrong (like if they get picked up by a chopper or if you're just drunk and messed your action up) the rifle is still used up. Rifles only come with one bullet, so soldiers just use it once and then throw it away. The owner of a soldier that gets hit by a rifle will be told "YourSoldierName at YourSoldier'sPosition was rifled by AttackingSoldierName at AttackingSoldier'sPosition" if they don't have a silencer, or "... was rifled by someone with a silencer" if they have one.

Sniper Rifles
Command syntax
SOLDIER SNIPE OTHER SOLDIER AT LOCATION
Works like a rifle, except the target can be in any area and doesn't have to be in the same or an adjacent area as the sniper. But if you try to snipe a soldier and you get their location wrong then it fails and you still lose the sniper rifle. The notification a player whose soldier gets sniped is essentially the same as for rifling but will say "sniped" instead of "rifled" so they can tell the difference between the two.

Kevlar
This doesn't need to be submitted as a command; a soldier who has kevlar will automatically use (and lose) their kevlar if they were hit by a knife or rifle or sniping and will survive the hit. Soldiers can carry more than one kevlar, and if they get hit by multiple knifes and/or rifles and/or snipers on the same phase then one kevlar will stop everything for that phase. If a soldier gets saved, the owner still gets the usual message about how he would have been killed but is also told "but he was saved by his kevlar".

M*A*S*H
Command syntax
SOLDIER MASH LIST OF SOLDIERS SEPARATED BY COMMAS (without an "and")
The soldier looks through the list of targets, and the first soldier on that list that's about to die from a knife, rifle, or sniper rifle will be saved. If the soldier has kevlar then that takes precedence over the MASH. Can only be used on soldiers in the same area and can't be used on self. The MASH is consumed by use, but won't be used if no one on the list needs to be saved. If a soldier gets saved, the owner still gets the usual message about how he would have been killed but is also told "but he was saved by SoldierName using a MASH".

Stomps
Command syntax
PLAYER STOMP SOLDIER
The targeted soldier dies, wherever he is on the map, no matter what regardless of kevlar and MASH and such. This appears in the NP as "Player stomped Soldier". Because kids are way bigger than toy soldiers and are easy to see from anywhere in the park.

Flamethrowers
Command syntax
SOLDIER BURN OTHER SOLDIER
Works like a knife (target must be in the same location), but can't be saved by kevlar or MASH.

Death
Soldiers that were marked for death by knife / rifle / sniper / stomp / flamethrower will now actually die.

Movement
Command syntax
SOLDIER MOVE TO LOCATION
Moves to an adjacent location to start the next phase, and will see other soldiers / gear (according to the mechanics in the next couple of sections) from the new position. If a soldier gets chopper dropped, he can move to a location adjacent to the drop point.

Vision
This is where I calculate what the players will see (via their soldiers) to plan for the next phase. If they have a soldier in an area, they can see all other soldiers in that area unless camouflaged. If they have a soldier with binoculars in the area, then they can see all other soldiers in that area (whether camouflaged or not) and adjacent areas (if not camouflaged), and can see the gear of soldiers in their area (if not camouflaged -- if camouflaged then they can only see that the soldier is there and has camo).

Spoiler for and here are the EXTREMELY detailed rules
Jul 30 2017, 02:36 AM
KAMIKAZE THIEF SECRET WIZARD LOLCAT MAFIA :·3

Cats have 9 lives. Lolcats in this game have 6 because they tend to do stupid stuff and lose a few before even making it into mafia games. Hence, a lolcat will not be killed off by a single NK, nor a few lives lost through a lynch, but must lose all 6 lives before they're out of the game. You heard me right about “a few lives lost through a lynch”. I don't want the game to take forever with players losing 6 lives, so every vote in the lynch will remove 1 life from whoever gets voted at end of day, whether or not they actually get most of the votes. No abstaining, and default is to vote for self.

Wizard lolcats are fearsome indeed. At least when they have their act together and have a scroll in their paws so they can cast a spell. Otherwise they're pretty much vanilla. When they do have scrolls they can do all sorts of things listed below, but only one action per Night/Day cycle. How do they get ahold of scrolls? Why, they're thieves, of course!

Thief wizard lolcats start the mafia with a random scroll, but they're not just content to sit around holding on to that scroll. No, sir. If you want a scroll, you've got to go out and take it! Each day phase, the lolcats pick someone they want to steal a scroll from and they go out and take a scroll from said lolcat to use in the next Night/Day cycle. It works like so: each lolcat has an ordered list of scrolls like {Haz a happee, monorail, out of focus} where the scroll they start the game with is the first one on the list and each time they steal a scroll it's added to the end. If someone steals from that lolcat, they'll take the first scroll on their list (Haz a happee) and leave them with {Monorail, out of focus}. If two players steal from that lolcat on the same day, the first one to steal gets the Haz a happee scroll and the second one to steal gets the Monorail scroll, and the lolcat is left with Out of focus. But if said lolcat also steals the dreaded Basement cat scroll from another player at the same time, he'll end up with {Out of focus, Basement}. And of course if you try to steal from someone who has nothing, then you get nothing. The order of stealing is randomized each day phase and not revealed to anyone. You can steal from the corpse of a dead lolcat.

Kamikaze thief wizard lolcats are more powerful than mere thief wizard lolcats because they can use kamikaze abilities that come along with their scrolls, which tend to be more powerful than regular abilities but will cost the caster a life to use.

Kamikaze thief secret wizard lolcats are, well, secret. No one knows the faction affiliation of the other roles at the beginning of the game (except of course the baddies. And the host.) But every Night phase there will be a voting roster where players vote for which role to faction reveal, and whichever role is chosen will be revealed in the NP as either baddie or goodie. And the faction but not role of each player is revealed upon their death, whether it occurs during the night or day.

Baddies.
Wincon: Convince the host you can wipe out the goodies with certainty.
NK: They get a certain number of kills and can use them on whichever players they want, but no more than three kills per night on any single player. Unless they RID said player, in which case they can use as many kills as they want on 'em. Total number of kills each night = (Number of players in the game) divided by 2, rounded up. NP will show who gets targeted for NKs and how many on each target. Also, they can feint NKs. That means that some of the NKs can be made to appear in the NP but not actually happen and not cost the target a life.
BTSC. Be thankful I've done away with the BTSC spying thing.

Goodies.
Wincon: Convince the host you can wipe out the baddies with certainty. Or just wipe them out. Then the host ought to be pretty certain you can do it.

Role names and number of goodies and baddies in the game
Will be decided when I see how many people sign up. But probably will have [Goodies] = 2 x [Baddies] + 2 or thereabouts.

Scrolls
Ceiling cat scroll – Save me Jeebus: Target does not lose any lives this night, even if they would've lost like a dozen or something. Appears in the NP.
Kamikaze – Cast the first stone: Target does not lose any lives from voting on the following day. Does not appear in the NP or DP.

Basement cat scroll – Kill: Target loses one life. Appears in the NP.
Kamikaze – Smite: Target loses all lives, and your own full RID (role and player name) is publicly revealed in the NP as the killer.

Monorail cat scroll – Commute: You are physically not present while night actions are happening so you can't be acted upon. Actions targeting you still show up in the NP, they just don't have an effect. You can still be acted on (and stolen from) during the day. This ability does not appear in the NP.
Kamikaze – Dodge: Choose a target, and all actions that were aimed at you will appear in the NP as happening to you but will instead happen to them. Does not appear in the NP.

Grumpy cat scroll – Grumpify: Your target's action is changed to kill, but still appears as whatever action they were planning to use in the NP. This ability does not appear in the NP.
Kamikaze – Raise a stink: Poison your target and anyone they act on so they all lose one extra life every night permanently. Poisoned players are not informed that they were poisoned. Does not stack if someone gets poisoned more than once. Does not appear in the NP.

Haz a happee cat scroll – Happee: Target gains one life but cannot exceed 6 lives at the end of the night. Cannot act on self. Appears in the NP.
Kamikaze – HAPPEEEEE!!1!: Target as many lolcats as you want except self and they each gain one life but cannot exceed 6 lives at the end of the night. Appears in the NP.

Cheezburger cat scroll – Noms: Bribe your target so you can control their vote, either faction reveal or kill vote but not both. If you control someone's vote during the voting for faction reveal, then during the night phase you specify whose vote you want to control and what you want it to be. If you control someone's vote during the day phase to kill, the lolcat whose vote you want to manip is chosen at night, and where you want their vote to end up is chosen during the day. Does not appear in the NP.
Kamikaze – I can haz: You take the first scroll in your target's list, and make that action fail if they use it. If they attempt to use the scroll you're stealing, their action still appears in the NP but it doesn't actually do anything. This action (I can haz) does not appear in the NP. The target is informed at the end of the night phase that they were robbed.

Out of focus cat scroll – Can't seez: Sees their target's role and a random role (excluding self or a co-baddie if they're a baddie) without knowing which one belongs to their target. Does not appear in the NP.
Kamikaze – Smile!: Sees their target's role and the NP says “Out of focus cat scroll was used on [Role name]” but doesn't say who used it or which player ended up getting targeted.

Moderator kitteh scroll – Disapprove submishun: Target's action is blocked for the night (day actions are not blocked) but still appears in the NP. Does not affect voting. This action does not appear in the NP, and the target is not informed.
Kamikaze – Banhammer: Target is blocked at night and day, and banned from voting in the day phase but can still be voted for. The target is named in the NP but the caster is not.

Literacy cat scroll – Grammer check: See what scrolls your target has. If the target uses or gets targeted by “I can haz” then you see what scrolls they have after the “I can haz” occurs. Does not appear in NP.
Kamikaze – Rewrite history: You can choose which role will be shown in the NP as carrying out any actions that would appear in the NP. For example you can say “If either Happee or HAPPEEEEE!!1! gets used then make it look like Garfield used it”. This ability does not appear in the NP.

In ur computer cat scroll – Hack: Redirect. Does not appear in the NP. If the redirected action is something that appears in the NP, it appears as it was submitted and not as it actually occurred after the redirect.
Kamikaze - XOR: Name two living lolcats (excluding self) and learn whether they are both the same faction. Does not appear in the NP.

Invisible bicycle cat scroll – Wheee!: Chase your target and find out who they acted on. If your target acted on multiple players, you see one chosen by random.org. If your target got redirected, you see who they really acted on. Does not appear in the NP.
Kamikaze – E.T. Ride: Pick three lolcats to watch from the skies and see everyone who targeted each of them (e.g. players A, B, & C targeted player X; players R, O, F targeted player L; etc). Does not appear in the NP.

NP shows stuff per the Scroll descriptions. It does not show the current number of lives for each lolcat, but players will be told how many lives they have left via PM.
OOP: Kamikaze > Not Kamikaze. Kamikaze monorail > “I can haz” > Monorail > Grumpify > Block > Redirect.

Lolcats will only be dead and out of the game if they have no lives left after all of the calculations for all actions in the phase are finished. In other words: if you go into a night phase with one life and you get hit by the Grumpy cat Kamikaze to lose a life and go to zero lives, then get hit by a non-kamikaze Happee to gain a life and get back to one life, then you still survive (even though you were briefly at zero lives). Basement cat Kamikaze Smite removes infinite lives, so even if you get happee-ed afterward you're still dead. But Ceiling cat's Save me Jeebus can make you survive a Smite.

Tie lynch rules: Tie faction lynch = no one gets faction revealed. Tie killing lynch = doesn't matter because each vote counts as a kill anyway.
Jul 30 2017, 02:28 AM
ur name - role - lives left - {scrolls u got}

mo - Heathcliff - 6 lives - {Monorail cat}
Majeswandar - Tigger - 6 lives - {Ceiling cat}
Nana - Siamese #1 - 6 lives - {Grumpy cat}

NKs for N1 (regular and/or feint) = [11 players] / 2 (rounded up) = 6
No more than 3 on any player unless you RID 'em.
Jul 29 2017, 01:02 AM
KAMIKAZE THIEF SECRET WIZARD LOLCAT MAFIA :·3

Cats have 9 lives. Lolcats in this game have 6 because they tend to do stupid stuff and lose a few before even making it into mafia games. Hence, a lolcat will not be killed off by a single NK, nor a few lives lost through a lynch, but must lose all 6 lives before they're out of the game. You heard me right about “a few lives lost through a lynch”. I don't want the game to take forever with players losing 6 lives, so every vote in the lynch will remove 1 life from whoever gets voted at end of day, whether or not they actually get most of the votes. No abstaining, and default is to vote for self.

Wizard lolcats are fearsome indeed. At least when they have their act together and have a scroll in their paws so they can cast a spell. Otherwise they're pretty much vanilla. When they do have scrolls they can do all sorts of things listed below, but only one action per Night/Day cycle. How do they get ahold of scrolls? Why, they're thieves, of course!

Thief wizard lolcats start the mafia with a random scroll, but they're not just content to sit around holding on to that scroll. No, sir. If you want a scroll, you've got to go out and take it! Each day phase, the lolcats pick someone they want to steal a scroll from and they go out and take a scroll from said lolcat to use in the next Night/Day cycle. It works like so: each lolcat has an ordered list of scrolls like {Haz a happee, monorail, out of focus} where the scroll they start the game with is the first one on the list and each time they steal a scroll it's added to the end. If someone steals from that lolcat, they'll take the first scroll on their list (Haz a happee) and leave them with {Monorail, out of focus}. If two players steal from that lolcat on the same day, the first one to steal gets the Haz a happee scroll and the second one to steal gets the Monorail scroll, and the lolcat is left with Out of focus. But if said lolcat also steals the dreaded Basement cat scroll from another player at the same time, he'll end up with {Out of focus, Basement}. And of course if you try to steal from someone who has nothing, then you get nothing. The order of stealing is randomized each day phase and not revealed to anyone. You can steal from the corpse of a dead lolcat.

Kamikaze thief wizard lolcats are more powerful than mere thief wizard lolcats because they can use kamikaze abilities that come along with their scrolls, which tend to be more powerful than regular abilities but will cost the caster a life to use.

Kamikaze thief secret wizard lolcats are, well, secret. No one knows the faction affiliation of the other roles at the beginning of the game (except of course the baddies. And the host.) But every Night phase there will be a voting roster where players vote for which role to faction reveal, and whichever role is chosen will be revealed in the NP as either baddie or goodie. And the faction but not role of each player is revealed upon their death, whether it occurs during the night or day.

Baddies.
Wincon: Convince the host you can wipe out the goodies with certainty.
NK: They get a certain number of kills and can use them on whichever players they want, but no more than three kills per night on any single player. Unless they RID said player, in which case they can use as many kills as they want on 'em. Total number of kills each night = (Number of players in the game) divided by 2, rounded up. NP will show who gets targeted for NKs and how many on each target. Also, they can feint NKs. That means that some of the NKs can be made to appear in the NP but not actually happen and not cost the target a life.
BTSC. Be thankful I've done away with the BTSC spying thing.

Goodies.
Wincon: Convince the host you can wipe out the baddies with certainty. Or just wipe them out. Then the host ought to be pretty certain you can do it.

Role names and number of goodies and baddies in the game
Will be decided when I see how many people sign up. But probably will have [Goodies] = 2 x [Baddies] + 2 or thereabouts.

Scrolls
Ceiling cat scroll – Save me Jeebus: Target does not lose any lives this night, even if they would've lost like a dozen or something. Appears in the NP.
Kamikaze – Cast the first stone: Target does not lose any lives from voting on the following day. Does not appear in the NP or DP.

Basement cat scroll – Kill: Target loses one life. Appears in the NP.
Kamikaze – Smite: Target loses all lives, and your own full RID (role and player name) is publicly revealed in the NP as the killer.

Monorail cat scroll – Commute: You are physically not present while night actions are happening so you can't be acted upon. Actions targeting you still show up in the NP, they just don't have an effect. You can still be acted on (and stolen from) during the day. This ability does not appear in the NP.
Kamikaze – Dodge: Choose a target, and all actions that were aimed at you will appear in the NP as happening to you but will instead happen to them. Does not appear in the NP.

Grumpy cat scroll – Grumpify: Your target's action is changed to kill, but still appears as whatever action they were planning to use in the NP. This ability does not appear in the NP.
Kamikaze – Raise a stink: Poison your target and anyone they act on so they all lose one extra life every night permanently. Poisoned players are not informed that they were poisoned. Does not stack if someone gets poisoned more than once. Does not appear in the NP.

Haz a happee cat scroll – Happee: Target gains one life but cannot exceed 6 lives at the end of the night. Cannot act on self. Appears in the NP.
Kamikaze – HAPPEEEEE!!1!: Target as many lolcats as you want except self and they each gain one life but cannot exceed 6 lives at the end of the night. Appears in the NP.

Cheezburger cat scroll – Noms: Bribe your target so you can control their vote, either faction reveal or kill vote but not both. If you control someone's vote during the voting for faction reveal, then during the night phase you specify whose vote you want to control and what you want it to be. If you control someone's vote during the day phase to kill, the lolcat whose vote you want to manip is chosen at night, and where you want their vote to end up is chosen during the day. Does not appear in the NP.
Kamikaze – I can haz: You take the first scroll in your target's list, and make that action fail if they use it. If they attempt to use the scroll you're stealing, their action still appears in the NP but it doesn't actually do anything. This action (I can haz) does not appear in the NP. The target is informed at the end of the night phase that they were robbed.

Out of focus cat scroll – Can't seez: Sees their target's role and a random role (excluding self or a co-baddie if they're a baddie) without knowing which one belongs to their target. Does not appear in the NP.
Kamikaze – Smile!: Sees their target's role and the NP says “Out of focus cat scroll was used on [Role name]” but doesn't say who used it or which player ended up getting targeted.

Moderator kitteh scroll – Disapprove submishun: Target's action is blocked for the night (day actions are not blocked) but still appears in the NP. Does not affect voting. This action does not appear in the NP, and the target is not informed.
Kamikaze – Banhammer: Target is blocked at night and day, and banned from voting in the day phase but can still be voted for. The target is named in the NP but the caster is not.

Literacy cat scroll – Grammer check: See what scrolls your target has. If the target uses or gets targeted by “I can haz” then you see what scrolls they have after the “I can haz” occurs. Does not appear in NP.
Kamikaze – Rewrite history: You can choose which role will be shown in the NP as carrying out any actions that would appear in the NP. For example you can say “If either Happee or HAPPEEEEE!!1! gets used then make it look like Garfield used it”. This ability does not appear in the NP.

In ur computer cat scroll – Hack: Redirect. Does not appear in the NP. If the redirected action is something that appears in the NP, it appears as it was submitted and not as it actually occurred after the redirect.
Kamikaze - XOR: Name two living lolcats (excluding self) and learn whether they are both the same faction. Does not appear in the NP.

Invisible bicycle cat scroll – Wheee!: Chase your target and find out who they acted on. If your target acted on multiple players, you see one chosen by random.org. If your target got redirected, you see who they really acted on. Does not appear in the NP.
Kamikaze – E.T. Ride: Pick three lolcats to watch from the skies and see everyone who targeted each of them (e.g. players A, B, & C targeted player X; players R, O, F targeted player L; etc). Does not appear in the NP.

NP shows stuff per the Scroll descriptions. It does not show the current number of lives for each lolcat, but players will be told how many lives they have left via PM.
OOP: Kamikaze > Not Kamikaze. Kamikaze monorail > “I can haz” > Monorail > Grumpify > Block > Redirect.

Lolcats will only be dead and out of the game if they have no lives left after all of the calculations for all actions in the phase are finished. In other words: if you go into a night phase with one life and you get hit by the Grumpy cat Kamikaze to lose a life and go to zero lives, then get hit by a non-kamikaze Happee to gain a life and get back to one life, then you still survive (even though you were briefly at zero lives). Basement cat Kamikaze Smite removes infinite lives, so even if you get happee-ed afterward you're still dead. But Ceiling cat's Save me Jeebus can make you survive a Smite.

Tie lynch rules: Tie faction lynch = no one gets faction revealed. Tie killing lynch = doesn't matter because each vote counts as a kill anyway.
Last Visitors


Aug 17 2017, 07:50 PM




Aug 13 2017, 02:33 PM




Aug 11 2017, 04:17 AM



Comments
Phaze
Gur fubegre gur zrffntr gur yrff ryrtnag gur rapelcgvba arrqf gb or
Sep 25 2012, 06:15 PM
Add Comment