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ALIEN STRIKE SQUAD MAFIA


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GAME THREAD - DO NOT POST UNTIL GAME HAS STARTED

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A.S.S.'s

1. LK - D2 MK - Town

2. Stark

3. Nolder

4. CTM

5. Ape

6. Nyn - D2 DK - TOWN DOC

7. Brick - D1 Lynch - MAFIA

8. JiF - D4 DK - Town

9. Lee

10. Verb - D4 LYNCH - TOWN DOC-BY-TRANSFER

11. 80 - D2 LYNCH - TOWN

12. Smash - D2 DK - TOWN

13. A.J. - D3 LYNCH. MAFIA.

14. Hess

15. Pac (GSHE) - D5 LYNCH - MAFIA

16. Crushlove - N2 NK - TOWN COP

17. JC - N3 NK - TOWN

 

MAFIA:

Welcome Scumlords - there are 4 of you.

1. Hess - The Predator - cover alias "Dutch"
2. Brick - Queen Alien - cover alias "Ripley"
3. A.J. - Khan - cover alias "Capt. Kirk"
4. Pac - E.T. - cover alias "Elliot"

You have 1 Night Kill each night. You may choose for that kill to be "INSTANT", in which case the player will be revealed as dead at dawn, OR you may choose for the kill to be "IMPLANTED", in which place the player will count as dead toward parity, but will stay in the game. They will not be told that they are implanted, but a game announcement will be made that an implantation has occurred.

In addition, you may achieve a Day Kill on any day that ALL OF YOU appear on the same lynch train (must be "to Lynch") at any point in the day. You will again get to choose "INSTANT" or "IMPLANTED" and the announcement will be made at EoD. 

Announcements will specify that INSTANT killed players "have been abducted" and IMPLANTED players "have been implanted". 

Last, each of you has a 1xScan. You may at any point choose to use the Scan on any player and it will reveal their character and whether or not they are Implanted. This will be announced in-game upon use. 

In the even that any of you are scanned, your alas is the character that will appear in the announcement.

*** POST GAME NOTES ***

Mafia: “Incentive” setup

Days/Nights last 12 hours in real time ( Day 10 am to 10 pm, Night 10 pm to 10 am).

Mafia has standard NK and also variation on DK ( “Poisoned” or “Bomb Victim” role where the action is delayed, giving Town a chance to heal ). The DK must be dependent on the incentive to achieve it, i.e. “all Mafia players must appear on the same vote train at some point in the day” or the like. Upon use, the DK is announced in game thread “A PLAYER HAS BEEN POISONED”, alerting Town that their scan may be put to use.

Town PR’s (Cop & Doc) have 1xTransfer (At any time before death, the role may be transferred to the player of their choice. Prior results will not transfer with the role). 
The Doc role must be a healing role (removes the Poison or Bomb, returning the affected player to healthy status). Doc cannot be a standard protective role. 

In addition, the game has the option to vote to “save” any Poisoned/Bomb victims (instead of lynching a player). This is designated by “Save: Player 1” to heal or “Vote: Player 1” to lynch.

In a 17 player game, Town had:

1 Cop (view alignment) with 1xTransfer
1 Doc (remove Poison/Bomb) with 1xTransfer
11 Townies with 1xScan (used at any point in game with results of “poisoned” or “not poisoned” announced in game thread). 

4 Mafia with standard NK and incentivized DK. 

*Poisoned/Bomb victims do not know they have been marked. They play as usual until their time is up (In the above game, that point would last until the Mafia had achieved the necessary numbers to win, i.e. 3 living Mafia, “2 Poisoned” players and 3 unaffected Town will result in a Mafia win).

*End result: a fast-paced game that avoids dead time (long periods prior to lynch deadlines, nights that last too long), rewards players invested in the game and highlights lurkers as dead weight. 

**Multi focuses (NK, DK, ability to heal) give players added ability to push agenda, set traps and spot patterns. 

***Setup requires Co-mods to provide frequent vote counts and game announcements ( Scans and DK use).

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