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Mini 559 - Cult Mafia again - Game over

Posted: Wed Feb 06, 2008 2:20 pm
by curiouskarmadog
Cult Mafia Again


There is a town and you all live in it. However, Mafia has moved in and wants to make it their home instead. If that was not bad enough the Cult also likes the scenery and is also laying claim on the town. Who will survive, who will perish in bullet holed death, or who will follow the cult?

Only you can decide!

Mod: curiouskarmadog


The Residents: (bolding confirmed)

Town Wins!!!


2.)
dahen
Doctor

8.)
Xtoxm
(replacing militant)
2 Shot Vig


The Former Residents that are now quite Dead:

11.)
omg_im_innocent_wtf,
townie
, Lynched Day 1

1.)
Blazerunner,
townie
, shot Night 1

3.)
Elias_the_thief,
townie
, shot gunned Night 1

4.)
Friend of Old,
mafia goon
, Lynched Day 2

5.)
GhostWriter,
cult recruit
, shot and shot gunned Night 2

12.)
Imat (replacing XreyoX),
townie
, Lynched Day 3

7.)
Pink Puppy (replacing lalaland),
townie
, shot Night 3

9.)
Norinel,
mafia goon
, Lynched Day 4

10.)
Oman,
Nurse
, Lynched Day 5

6.)
Battle Mage (replacing GSGold),
Cult Recruiter
, Lynched Day 6


Games Status:
Game Over

Posted: Wed Feb 06, 2008 2:23 pm
by curiouskarmadog
The Rules

(mostly ripped off from Guardian and others)



1.) I am human, if you disagree or feel I have screwed something up, please PM me.
2.) Do Not Quote PMs. Paraphrasing is fine, if you are uncertain what is acceptable, please PM me. Violators will be modkilled at my discretion.
3.) Majority = lynch. 50% or less = no lynch.
4.) Votes (and unvotes) must be in bold. Example:
Vote: curiouskarmadog
.
5.) Don’t use code or tiny text to hide posts, don’t talk outside of the thread about this game, don’t reference other ongoing games, don’t edit or delete posts, and don’t post after you are dead (not even a "bah" post). If you think you are about to do something that violates theses rules, PM me. Violators will be modkilled at my discretion.
6.) When the game starts I will be using
blue text
, I would prefer if you would use the normal text.
7.) You will be prodded if you haven’t posted in 72 hours.
8.) Deadlines are my bitch. I can place them and retract them as I see fit.

Posted: Wed Feb 06, 2008 2:23 pm
by curiouskarmadog
The Setup

(also mostly ripped off from Guardian)


The game is a mostly open setup. There are exactly 3 different factions in this game: a Cult (one person to start), a 2 man Mafia team (possibly with power roles), and a T (with 2-4 poweroles).

Cult PMs:
Cult Leader Role PM: wrote:
You are the Cult Leader! Each night, you can send me a name of someone you wish to attempt to recruit in the cult, and at daybreak I will notify you if your attempt to recruit them is successful. Your recruits are considered “recruited” when the Day begins. You can recruit "vanilla" townies only -- mafia and pro-town power roles are not recruitable into the cult. You win if the cult is the last remaining faction in the game. You may communicate with your recruits during the Day, and the cult may communicate with new recruits as soon as I let you know they are recruited.
Cult Recruit Role PM: wrote:
You have been recruited into the cult led by XXXX. Current members of the cult are: XXXX. You no longer can win with the town -- You win if the cult is the last remaining faction in the game. You may communicate with your fellow cultists during the Day, and the cult may communicate with new recruits as soon as I let you know they are recruited.
Successful recruit PM sent to all cultist: wrote:
XXXX was sucessfully recruited into the cult!
Failed recruit PM sent to all cultist: wrote:
The Cult Leader tried to recruit XXXX into the cult, but failed!

Mafia PMs:
Sample Mafia power role PM: wrote:
You are the godfather of the Mafia -- this means you will show up innocent to cop investigations. XXXX is your partner. You win when the mafia is the last faction standing. Each night, you and your partner may communicate, and one of you must send in both a kill target, and a choice of which mafia member wishes to "make the kill".
Mafia Goon role PM: wrote:
You are a mafia goon -- you have no special powers. XXXX is your partner. You win when the mafia is the last faction standing. Each night, you and your partner may communicate, and one of you must send in both a kill target, and a choice of which mafia member wishes to "make the kill".
Town PMs:
Sample Town power role PM: wrote:
You are a doctor -- each night, you may send me a name of a player and if that player is targeted for one night kill, then they will be saved from death. If that player is targeted by the Cult to be recruited, then they will be saved from recruitment. You win when all factions hostile to the town have been eliminated.
Town role PM: wrote:
You are a townie. You have no special abilities, but you have your vote. You also have no special allegiances -- you win if all factions hostile to the town have been eliminated -- but if you are recruited into the cult, you win when the cult is the last remaining faction in the game.

Nights:

Nights will last at least 72. Any choices not in to me by deadline will be counted as a no choice.

Questions:

Would a cult recruit inherit the cult leader’s power upon death?

No.

In a 1-1 scenario with a cultist and a townie, would the cultist win?

Yes.

Posted: Wed Feb 06, 2008 3:08 pm
by curiouskarmadog
I have picked the roles at random and the PMs have been sent. Please confirm by PM. The game will start in 72 hours or when all of the confirmations have been received.

Mafia may communication during Pre-game.

Posted: Thu Feb 07, 2008 9:12 am
by curiouskarmadog
Everyone has confirmed.

I am giving a tentative deadline of a little over three weeks (I like games that do not lag on for no reason), but like I said I will change it as necessary.

-------

The game has started.


The day opens and everyone is gathered at the town square because there have been rumors circulating that not only has the mafia moved in, but a cult has come too!! It is time for some justice. Get to lynching.

Posted: Thu Feb 07, 2008 10:17 am
by Elias_the_thief
vote: omg_im_innocent_wtf

because we have history.

Posted: Thu Feb 07, 2008 10:43 am
by dahen
vote: militant

Because I felt like voting number 8 on the list.

Posted: Thu Feb 07, 2008 11:01 am
by lalaland
fos: militant
--- are you the same militant from CC?

vote: XReyoX
for putting 'X' on either side of his name

Posted: Thu Feb 07, 2008 11:22 am
by GhostWriter
Vote: Friend of Old
, because your name reminds of this song that I had to sing that I hated...

Posted: Thu Feb 07, 2008 12:19 pm
by omg_im_innocent_wtf
sup thread

Posted: Thu Feb 07, 2008 1:14 pm
by Elias_the_thief
yo dawg. whats choppin?

Posted: Thu Feb 07, 2008 1:42 pm
by Norinel
vote: omg_im_innocent_wtf
for posting without random voting.

It occurs to me that by doing so I'm posting without random voting, but we can't have everything.

Posted: Thu Feb 07, 2008 2:29 pm
by omg_im_innocent_wtf
ha

i dont ever random vote ever

Posted: Thu Feb 07, 2008 2:47 pm
by omg_im_innocent_wtf
ok so seriously, lets talk strat.

obviously there are 3 teams.

1 cultist.

2 mafia, one godfather and one goon.

im gonna take a stab and say a minimum of 3 power roles.

1 roleblocker (it was in the other game)

1 doctor (its used in the writeup)

1 cop (otherwise whats the point of a godfather)

and thus a maximum of 6 vanillagers.

this ratio could easily be 4 power roles and 5 vanillagers, with another role in there or 2 roleblockers/doctors.

if we use the 1-2-3-6 ratio,

if we lynch a townie day 1 (we will probly be forced to lynch the first townie to claim so they arent cultified), then we are left with:

1-2-3-5

if worst case scenario mafia kills a power role and cultist recruits a townie, on day 2 we have a situation of:

2-2-2-4.

if the same happens again, on day 3 we have a situation of:

3-2-1-2

village is left completely outweighed, and the cult can easily group together to kill off the mafia and town.


tbh this is kind of rambling, but the general points im trying to make is that

a) the cult is a common enemy of both mafia and town, so in a sense the mafia should be working with us at this stage.
b) it seems very important to get a good start to this game, which probably includes forming some kind of game plan, as otherwise it could end up all but over by day 2 or 3.

Posted: Thu Feb 07, 2008 3:09 pm
by Elias_the_thief
ugh. dont feel like commenting on all that stuff from OMG at present. I can back up his claim of not random voting though, ive played with him twice before.

Posted: Thu Feb 07, 2008 5:20 pm
by omg_im_innocent_wtf
forget commenting on me.

if everyone is 100% sure im mafia/cultist, it STILL makes sense in such a role filled game for us to first discuss tactics. and logic is logic, regardless of anyones role.

Posted: Thu Feb 07, 2008 9:26 pm
by XReyoX
d12 = 1016563314

Posted: Thu Feb 07, 2008 9:26 pm
by XReyoX
^ does that mean I have to vote myself?

Posted: Thu Feb 07, 2008 9:33 pm
by dahen
omg:
Your setup guess seems sensible.
You are also correct that the cult is the common enemy of town and mafia, but finding the cultist today is extemely hard, since he/she doesn't have a connection to anybody at the moment. Mafia, on the other hand, are connected, so there we at least have a chance to find anything.

Regarding claims, I'm not sure about the lynch claimed townie-strategy.
If we decide that a claimed townie should be lynched (to make it possible for the recruit to fail) and a claimed power-role should be kept alive for the mafia to take out, then you are dead whatever role you have when you claim.

Of course, this means that any scum needs to claim power-role which is more beneficial to town than if they claim powerless (easier to counterclaim and verify). A claimed power-role who survives creates a WIFOM-situation of course, but that can always be taken care of.

Hmm... maybe you are correct. But the witch trial feel of claims in these cases made me think of an alternative strategy of no claims at all (confuses mafia and cult) followed by a mass claim at some strategic point in the game. Opinions?

Posted: Thu Feb 07, 2008 9:44 pm
by XReyoX
Omg: curiouskarmadog has stated that there could be 2-4 town powerroles in the game-setup thread. So the max number of vanilla is 7.

Posted: Thu Feb 07, 2008 10:23 pm
by Oman
Vote Noriel
For taking my reason to vote OMG.

Posted: Thu Feb 07, 2008 10:31 pm
by XReyoX
I can see how omg came up with the "might as well lynch the claimed-townie cos he will be cultified if we don't" strategy. The no claims at all strategy proposed by dahem could confuse the scums but it would be harder for the other towns to find the scums as well because claimed townie-scum interaction is a vital piece of evidence for spotting scum in most games.

I think the best way to approach this is for the vanilla to claim ONLY when he can free himself from the lynch _AND_ direct it to whom he strongly believes is scum. Otherwise, claiming would hurt the town more than the others. Use claiming as the very last resource.

Posted: Thu Feb 07, 2008 10:51 pm
by omg_im_innocent_wtf
XReyoX wrote:Omg: curiouskarmadog has stated that there could be 2-4 town powerroles in the game-setup thread. So the max number of vanilla is 7.
yeah, but which of the roles cop, doctor or roleblocker could possibly be left out?

i agree he said 2-4, but i think we can logically deduce from a balance perspective that it is more likely 3-4. just my thoughts.

Posted: Thu Feb 07, 2008 10:52 pm
by omg_im_innocent_wtf
dahen wrote:omg:
Your setup guess seems sensible.
You are also correct that the cult is the common enemy of town and mafia, but finding the cultist today is extemely hard, since he/she doesn't have a connection to anybody at the moment. Mafia, on the other hand, are connected, so there we at least have a chance to find anything.
true, i wasnt really trying to suggest that, rather just trying to get ppl talking. seems really bad in such a game to just push random ppl to lynch.
Regarding claims, I'm not sure about the lynch claimed townie-strategy.
If we decide that a claimed townie should be lynched (to make it possible for the recruit to fail) and a claimed power-role should be kept alive for the mafia to take out, then you are dead whatever role you have when you claim.

Of course, this means that any scum needs to claim power-role which is more beneficial to town than if they claim powerless (easier to counterclaim and verify). A claimed power-role who survives creates a WIFOM-situation of course, but that can always be taken care of.

Hmm... maybe you are correct. But the witch trial feel of claims in these cases made me think of an alternative strategy of no claims at all (confuses mafia and cult) followed by a mass claim at some strategic point in the game. Opinions?
i think this seems like a very good idea. no claims at all unless you are a cop WITH at least one living peeked person. anyone else want to weigh in on this?

Posted: Thu Feb 07, 2008 11:00 pm
by Oman
We discussed this last game (did anyone else play both?)

We basically decided that lynching a claimed townie is a dumb goddamn move.

Basically, everyone claim whatever the hell you want. The best idea for townies is to claim Doctor and draw the NK. Best idea for the Doctor is to claim tonwie and draw the cult recruit.

Claiming in this game is broken.

Mafia NKed the cult leader N1 in 500, lets hope it happens again