2 Mafia Goons
1 Serial Killer
1 Cop
2 Psychoanalysts
3 Townies
If the Psychoanalysts target the mafia or the serial killer, they will die during the night.
Any other comment on this? I'm not sure it would be a fun game, but the strategic implications fascinate me.Simenon wrote:Mafia A; Mafia B
Nightless
Mafia A
Mafia B
4 Townies
If Mafia B is lynched before Mafia A is lynched, everybody loses.
Mafia A wins all three player endgames.
Everybody knows the full extent of their own role PMs
Cops get guilty on traitors.Crazy wrote:Does the Cop get guilty on just Goons or both Goons/Traitors?Simenon wrote:Murder Suicide Mafia
2 Mafia Goons
2 Mafia Traitors
1 Cop
7 Townies
Traitors lose if both goons are lynched.
Traitors know their scumgroup, but the goons don't know the traitors.
Game is wonderful.Fiasco wrote:12 players. Night start. No unusual mechanics. Roles are selected as follows:
First, generate 7 letters from the following distribution:
50% T
15% C
10% D
10% V
10% M
5% B
MOD NOTE: I will generate a random number from 1-100 7 times from random.org. If it lands 1-50, it's a T, 51-65 = C, 66-75 = D, 76-85 = V, 86-95 = M, 96-100 = B.
Then turn the letters into roles using the following tables. Probabilities are for 0 letters, 1 letter, etc.
C = sane cop + 1-3 millers (millerhood is distributed randomly among non-cop, non-scum, non-child)
CC = sane cop
CCC = sane cop + insane cop
CCCC = sane cop + sane cop
CCCCC = sane cop + sane cop + insane cop
CCCCCC = sane cop + sane cop + sane cop
(32%, 40%, 21%, 6%, 1%, .1%, .007%)
D = doc
DD = doc + backup doc
DDD = doc + doc
DDDD = doc + doc + backup doc
DDDDD = doc + doc + doc
(48%, 37%, 12%, 2%, .3%, .02%)
V = vig
VV = vig + one-shot vig
VVV = vig + vig
VVVV = vig + vig + one-shot vig
VVVVV = vig + vig + vig
(48%, 37%, 12%, 2%, .3%, .02%)
M = innocent child
MM = 2 masons
MMM = 2 masons + innocent child
MMMM = 3 masons
MMMMM = 2 masons + 2 masons
(48%, 37%, 12%, 2%, .3%, .02%)
B = blocker
BB = blocker + backup blocker
BBB = blocker + blocker
BBBB = blocker + blocker + backup blocker
(70%, 26%, 4%, .4%, .02%)
TTTTTTT = mafia goon + mafia godfather
TTTTTT = mafia goon + mafia godfather + serial killer (DI, BI)
TTTTT = mafia goon + mafia goon + mafia godfather
TTTT = mafia goon + mafia goon + mafia godfather + serial killer (DI, BI, KI)
TTT = mafia goon + mafia blocker + mafia godfather
TT = mafia goon + mafia blocker + mafia godfather + serial killer (DI, BI, CI, KI)
T = mafia spy + mafia blocker + mafia godfather
0 = mafia spy + mafia blocker + mafia godfather + serial killer (DI, BI, CI, KI, SI, RB)
(.8%, 5%, 16%, 27%, 27%, 16%, 5%, .8%; exactly 50% of all games have a serial killer)
Mafia GF appears to cops as a townie (Added: Both sanities). Mafia Spy learns one targeted player's role type each night (T/C/D/V/M/B). (The SK can tell the mod how he wants to appear to the Spy; if the Spy investigates the SK, the SK is notified.)
DI = each kill bypasses single doc protect (but not more)
BI = bypasses single roleblock attempt each night (but not more)
KI = survives one kill attempt each night (but not more)
CI = appears to cops as a townie (Added: Both sanities)
SI = appears to mafia spy as desired
RB = has a roleblock ability usable once
No role can target itself.
All kills are indistinguishable.
The mafia and SK know their own abilities. Mafia and SK abilities, cop sanity, and millerhood are not revealed on death.
Last team standing wins. If everyone dies, SK wins or mafia and town draw.