Democrabilities
Premise: Mountainous Mafia but Players vote on a target to use a power role on each day.
Vanilla Townie
Mafia Goon
Mechanics
Each day is made up of two phases, the first is a vote to use a specific ability on a player. The second is the normal elimination.
"Each night, including night 0, the mafia sends one of five effects for the first vote of the day.
They also send a player to kill and which one of them perform the kill on the NEXT night phase. This cannot be changed."
Kills and giving abilites are compulsive. If no ability is submitted, the effect is the first on the below list that is not already used.
-Track,
if town selects the player that is performing the nightkill, they are revealed as the killer that night phase.-Watch,
if the town selects the player that was selected for nightkill the player performing the kill is revealed as mafia.- Imprison,
if the town selects the kill target OR the player performing the kill, there is no kill the next night.-Kill,
the town gets an extra elimination that day phase.-Inform
, the mafia chooses a player to gain bulletproof. The first vote of the day will tell the voted player what alignment the chosen player is at the start of the night phase. Spoiler: Role Pms
Notes:
"If the player being targeted for the next night's kill dies, No action is performed so the ""Track"" and ""Watch"" actions will never give information."
If the player planning to perform the night kill dies, their partner WILL do it instead.
Eliminations are plurality and mandatory. Ability uses are not mandatory but if a majority is not reached by that phase's deadline the ability is lost forever.
Abilities are resolved during the next night phase.
"The only exception is that the ""Kill"" ability functions exactly like an elimination, except it is not mandatory and resolves immediately on the end of the first day phase."
It is possible (but very, very unlikely) for the Mafia to exhaust all of the abilities. If this happens it can only occur in a 3 player endgame so the ability phase would be useless anyway, so it is just skipped.
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The abilities are engineered in a way that it should give town some information through association no matter what.
Mafia have to avoid eliminating their nightkill target. Getting tracked to a kill (and if they are then they may want to actually eliminate their nightkill so they aren't hard outed), getting their nightkill target watched, getting either the killer or target imprisoned, or giving a townie game winning information (possibly by eliminating the player that would have been revealed about)
Not to mention anything involving nightkills can be analyzed because the actual nightkill is known each night if successful.
My biggest worry is Mafia having an optimal strategy to give certain abilities to win very quickly, but I don't want the setup to be randomly decided. Maybe a middle ground of choosing between 2 random abilities are better but I'm not sure.
My other biggest worry is the setup being too scumsided and the associatives not actually helping.