In the beginning, when Mod. created the Town and the Mafia, the game was a formless wasteland, and darkness covered the Abyss.
Then Mod. said “Let there be Light,” and there was light. Mod. saw how good the light was. Mod. then separated the light from the darkness. Mod. called the light “Day” and the darkness “Night.” Thus evening came, and Morning followed - the First Lynch.
And the Town ruled the Day, and the Mafia ruled the Night, and Mod. saw that it was good.
Then Mod. said, “Let there be Roles,” and so it happened. Mod. made all kinds of wild and inventive roles, all kinds of Investigators, all kinds of Doctors, and all kinds of dangerous and deceptive abilities on the Earth.
Mod. saw how good it was. And he blessed the Town and the Mafia, saying “Be fertile and multiply, fill the Earth, and subdue it. Have domination over all living things that move on the Earth.”
Now the Serial Killer was the most cunning of all the roles that the Mod. had made. The Serial Killer asked the Town and the Mafia, “Did Mod. decide for you what roles you should be?” The Town and the Mafia answered the Serial Killer: “We have a great variety of roles, but we may not pick our own roles, lest we die.”
But the Serial Killer said: “You certainly will not die! No, Mod. knows well that the moment you pick your own roles and abilities your eyes will be opened and you will be like Mods. who know what is good and what is bad.”
So the Town and the Mafia began to pick their own roles….
Welcome to Points Mafia
Based on an idea first used (to the best of my knowledge) by Armlx on Mafiascum, in Points Mafia all players will begin the game with a certain number of “Points.” During the Night phases of the game, these points may be spent to purchase abilities from a common list.
Are you ready for a game in which literally anyone can be anything?
General Rules
1. Nights will typically last a maximum of 72 hours. If all choices come in sooner, night may end sooner. If you don’t submit a choice in time, you will do nothing. 2. Days will last as long as they need to, however, if discussion lags, a deadline will be imposed. 3. Votes must be in Bold or they may not be counted. 4. Unvoting is not required, but is appreciated. These should be in Bold as well. 5. A lynch happens after a majority of players are voting for the same person. Once the required amount of votes is reached, that player is eliminated from the game and no further votes/unvotes will be counted. 6. PLEASE NOTE: In Points Mafia you may NOT vote for a No Lynch. 7. If a deadline is reached without a majority achieved then the the player who currently has the highest number of votes WILL be lynched, regardless of number. 8. If two or more players are tied for the most votes at a deadline, the player who reached that number of votes first will be lynched. 9. Once your death scene is posted, you are, well, dead. No more posting please (a short “Bah” type post is okay, but no talking about the game. 10. Do not edit or delete your posts. 11. Do not communicate with anyone outside of the thread unless your role specifically allows it. 12. If you anticipate being gone for more than 72 hours, please post in the thread to say so.
13. The Basic Townie PM is formatted in this fashion:
Welcome to Points Mafia, X
Alignment: Town
Starting Points: X
Win Condition: Eliminate all the scum from the game.
Please confirm receipt of your role via PM. If you wish to purchase any abilities or make a Will, you may do so now, or at any time before the end of the Night. All Night choices should be sent to Disrupt_Your_Hymn.
14. Do not quote your PMs to each other (notwithstanding that we are telling you what the Townie PM looks like. It’s just bad form). 15. Do not use any "crypto-claiming" strategies in this game. I'm not sure exactly what those strategies might be in this format, but just don't even try it, 'kay? 16. This game has two Moderators, Axelrod and Disrupt_Your_Hymn. Axelrod is the "Day" Moderator and Disrupt_Your_Hymn is the "Night" Moderator. Requests for Vote Counts and/or Mod. prods may be directed to Axelrod, as well as other questions that may arise during the Day. All Night Choices as well as questions concerning abilities you wish to purchase and/or the status of one's Points should be addressed to Disrupt_Your_Hymn. 17. Always remember you are playing a game. Be considerate and have fun.
Special Rules for Points Mafia governing purchase and use of abilities (READ THESE!)
Unless otherwise noted in the specific ability description:
1. Any player may purchase any ability, provided they have the points. 2. Each ability may only be purchased ONCE by each player (with one exception). 3. Abilities are only purchased at night, never during the day. 4. Generally speaking, abilities may be used the same night they are purchased. 5. All abilities are designated as Multi-Use or 1-shot. These should be self-explanatory. 6. Abilities are also designated as Active/Targeting or Passive. 7. A player can only use ONE active/targeting ability each Night, regardless of how many they have purchased. 8. Passive abilities are always considered “On” and may not be role-blocked. 9. A normal Scum kill does NOT count as an “Ability” for purposes of Rule #7 above (e.g. a single Mafia MAY perform the normal Mafia kill and also use a separate Active/Targeting ability in the same Night). All the scum maintain their traditional (single) killing abilities during the Night and do not need to purchase same. 10. A role-block on a Scum who is performing the normal Scum kill and also attempting to use a separate active/targeting ability will block both actions. 11. A 1-shot ability which is role-blocked is still considered used and the points spent. 12. Any player who is on the lynch of a player of different alignment will earn a bonus point. 13. Being “on the lynch” means that your vote contributed to the actual lynch. Votes made after the lynch threshold is reached do not earn bonus points. 14. The bonus point may be declined if the player so chooses. You must PM a Mod. within 48 hours of night starting if you wish to decline a bonus point.
Disabilities
15. There are three disabilities - Miller, Lynch Vulnerability, and Killing Impaired 16. Taking a disability will ADD points to a player’s total. 17. Disabilities may only be taken at night and go into effect the same night they are taken. 18. A disability will not be revealed to an Ability Cop inspection.
Wills
19. Every player may make a “Will.” The Will designates who will receive your unspent Points in the event of your death. 20. You may only designate one player in your Will. 21. Wills may only be made at Night. They may be changed as many times as you like. The most recent Will the Mod. has received via PM in a given night will be the one that is used. 22. The Points from a Will are received either at the beginning of the Night (in the event the Beneficiary was lynched) or at the beginning of the following day (in the event the Beneficiary was Night-killed).
Points Mafia begins in Night 0. Night 0 is a time for the scum to discuss strategy amongst themselves and for all players to purchase any initial abilities that they wish and/or make a Will. NO ABILITIES may be used on Night 0.
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
Cop (10): A player who purchases this ability gains the ability to pick a player at night and learn their alignment (results as Town/Scum). Your sanity is guaranteed. Unless your target has taken the Godfather ability or the Miller disability your results will be 100% accurate. Multi-Use/Targeting.
Godfather (9): You will investigate as “Town” to a Cop inspection. This ability does not show up to an Ability Cop Investigation. A player who has taken Godfather MAY subsequently take Miller for +2 points, and will then investigate as “Scum.” Multi-use/Passive.
Ability Cop (9): A player who purchases this ability gains the ability to pick a player and learn all abilities that they currently possess. This ability gives its results as of the END of the Night it is used. One-Shot abilities bought and used up by the target player in the same Night will not be revealed. The Godfather ability and all disabilities will not be revealed to this ability. Multi-Use/Targeting.
Doctor (8): A player who purchases this ability gains the ability to pick a player at Night and protect them from the first night-kill attempt against them. Multiple Night-kill attempts or an Unstoppable kill will still kill your target. Multi-Use/Targeting.
1-Shot Vigilante (8): A player who purchases this ability gains the ability to pick another player at Night and kill them. 1-shot/Targeting.
Re-director (8): A player who purchases this ability gains the ability to pick two players at Night (call them players A & B) If player A chooses to use a targeting ability, he will automatically target player B with that ability. He will be aware that his ability was re-directed. If a scum who is performing the normal scum kill and also a separate targeting action is re-directed, both actions will be re-directed to the same target. Multi-Use/Targeting.
Extra Life (7): A player who purchases this ability, if killed, either at Night or by Lynch will be immediately returned to the game. If he was killed by lynch, his alignment will not be revealed and the day will end in a No Lynch. If killed at Night, there will be no indication in the morning scene that a kill attempt on that player took place (but the player will be informed that his extra life has been used up.) If multiple kill attempts are made against the player in the same night, the player will die. 1-shot/Passive.
Watcher (7): A player who purchases this gains the ability to pick a player and see whoever targets that player during the Night. You will not learn anything about what the player(s) targeting your target were attempting to do. If your target is not targeted at Night, or if your target is targeted by someone with the Invisibility Ability, you will simply receive “You do not see anyone target (player) this Night.” Multi-Use/Targeting.
Tracker (6): A player purchasing this gains the ability to pick a player and learn all players who are targeted by your target. You will not learn anything about what your target was attempting to do. If your target does not target anyone at Night, or if your target has the Invisibility ability, you will receive “You do not see (player) target anyone this Night.” Multi-Use/Targeting.
Role-Blocker (6): A player purchasing this gains the ability to pick a player and block any Active/Targeting abilities they might be attempting to use that night. You will not be informed if you successfully blocked anything. This does not stop your target from purchasing an ability or making a Will. Multi-Use/Targeting
Points Cop (6): A player purchasing this gains the ability to pick a player and learn how many unspent points they currently have. This ability gives its results as of the END of the night it is used. Essentially, you will learn how many points the player has at the start of the following day. Multi-Use/Targeting
Double Vote (5): Your vote counts double for the rest of the game. Multi-Use/Passive
Invisibility (5): A player with the Watcher Ability will not see you if you target his target. A player with the Tracker Ability will not see who you target if they attempt to track you. A player who attempts to Track you will receive “You do not see (player) target anyone this Night.” Multi-use/Passive
1-shot Night kill immunity (4): You gain immunity to the next night kill attempt on your life. This does not prevent you from being lynched, and does not prevent an “unstoppable” kill. Multiple kill attempts in the same night will still result in your death. You will be informed if you are targeted for death and this ability is used up. 1-shot/Passive.
1-shot doc (4): You gain the ability to protect one player (not yourself) from a single Night kill attempt that night. 1-shot/Targeting
1-shot watcher (3): You gain the ability to Watch a player and see who targets them that night. 1-shot/Targeting.
1-shot tracker (3): You gain the ability to Track a player and see all players they target for that night. 1-shot/Targeting
Point Siphoning (3): This allows you to pick a player and steal a point away from them. They must have a Point as of the end of the Night in which this ability is used for this ability to be successful. Multi-Use/Targeting
Bodyguard (2): You gain the ability to pick a player and, if anyone attempts to kill that player, you will protect them and die in their place. This WILL protect them from multiple night kills attempts in the same night. It will also protect them from an otherwise unstoppable kill. You may still be role-blocked or redirected. If two bodyguards are both guarding the same player who is targeted for a Night-kill, both bodyguards will die. Multi-use/Targeting.
Unstoppable Kill Enhancement (2): This ability is for players who are attempting to perform a night kill. The next kill you attempt cannot be prevented by doctor protection, including multiple Doctor protections. This also kills a player who has taken a 1-shot NK immunity. The kill cannot be role-blocked, but if your target is being protected by a bodyguard the kill will still be resolved on the bodyguard. You may also be re-directed. A player who has taken the Extra-Life ability will still receive his extra life. 1-shot/passive.
Message (1): – Message allows you to spend one point to send a message to another player during the night. The message may not be longer than 100 words. PM the message to a Mod. and the Mod. will transmit it. The recipient of the message will not know the message came from you unless you choose to tell him. Message is the only ability which may be bought multiple times by the same player. 1-shot/Targeting
Point Distribution (1): – Purchasing Point Distribution allows you to donate points to another player during the Night. Simply PM a Mod which player(s) you wish to give points to and how many points you wish to give. The other player does not need to have Point Distribution in order to receive the points, and will not know that the Points came from you. The other player may not refuse the points. Multi-Use/Targeting
Disabilities
Miller (+2): – You will investigate as “Scum” to a Cop inspection. Persons who will already investigate as “Scum” may not take this disability, but a Scum who has previously taken GF may take this disability and gain the +2 points.
Lynch Vulnerability (+2): – for the remainder of the game, it takes 2 fewer votes than normal to lynch you. The number of votes required to lynch can never go below one.
Killing Impaired (+4): – you may not commit a Night Kill for the remainder of the game. Only persons who currently possess a killing ability may take this disability (i.e. Scum and anyone who has taken 1-shot vigilante but not used it yet.)
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
We do not have quite all the confirmations yet, but I am going to begin Night 0 now.
Night 0 will end no later than Saturday, May 24, by 12:00 p.m. e.s.t or so. It may end sooner if we hear from all players sooner.
A request: If you are choosing NOT to purchase any abilities on Night 0, please let DYH know that as well, so that we will know when all choices have been made.
Also a reminder that NO ABILITIES may be used on Night 0.
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
Vampyr has asked to be replaced. Effective immediately, Dagger replaces Vampyr.
Night 0 will still end NO LATER than Saturday, May 24 at ~12:00 p.m. so if you wish to purchase anything you must do so before that time, and we would appreciate a notice if you do NOT intend to buy anything as well.
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Quote from Bateleur »
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
Ambush Krotiq makes me laugh so much. I keep rereading the card and it keeps not having Flash. In what sense is this an ambush again? I just have visions of this huge Krotiq poorly concealed in some bushes, feeling slightly sad that his carefully planned ambushes never seem to work.
In interest of full disclosure, which will most likely be largely necessary in this game, I took the -2 to lynch disability last night, and did not use any of my points.
I think that 'Point Cop' is a good role for us to 'make' as soon as possible. Making a Doctor honestly seems like it would be utterly pointless, as the scum would just kill him immediately afterwards.
It seems like our general best bet is to get as many mid-range abilities as possible.
Seriously, if you think full disclosure is the way to go in this game, great. Then say that. But belching out information without town consensus is completely stupid.
What's with you lately?
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The Golden Rule of forums: If you're going to be rude, be right. If you might be wrong, be polite.
Stuff Useful Only In Specific Circumstances
Bodyguard: 2 points
Message: 1 point
Lynch Vulnerability: -2 points
Point Distribution: 1 point
If anyone's bought Miller already (it's only ever viable in the late game) then you should confess immediately and apologise for being an idiot.
Prior to discussions, I'm not in favour of anyone else admitting to having bought anything.
Nobody should be buying anything on the Mafia powers list (except the scum). If you have you don't need to say so, though.
(Cyan, you should not have admitted to lynch vulnerability since in the endgame we don't want the Mafia to know who has it.)
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<Limited Clan>
If anything, it is better for this to be known, so that in the end game, no one accidentally lynches each other. Besides, it is woefully obvious that everyone who survives into the end game is going to activate that ability. Everyone town, anyway.
Considering the structure of the game, I agree w/ Bateleur's analysis of the various powers and their usefulness, except that having a RB would probably be fine, in that it can stop the mafia NK. Actually, there could be some merit to simply having everyone in the game become a roleblocker, since this should shut off the mafia NK entirely.
If anyone's bought Miller already (it's only ever viable in the late game) then you should confess immediately and apologise for being an idiot.
Well, I'll confess, but its hardly due to idiocy. I think tracker/watcher is far superior to cop (and you seem to agree) and so the disadvantage is mostly negated by the fact that the cop ability is overpriced and unreliable.
Lets put it this way: if everyone gets the miller ability, the entire town gets +2 points, while the scum get nothing, and we can use those points to invest in those 1-shot abilities, which means that if everyone can get just one more point (say, from a lynch), everyone gets a "free" 1-shot track or watch.
I also disagree with a couple of your placements of abilities.
Actually, there could be some merit to simply having everyone in the game become a roleblocker, since this should shut off the mafia NK entirely.
Not good. Note that the rules say we must lynch.
Besides, it is woefully obvious that everyone who survives into the end game is going to activate that ability.
No, far from it. Doing so if there's a Mafia left alive is suicide!
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<Limited Clan>
If we're not planning on having anyone become a Cop, then there is no real reason for people not to take the Miller disability, as it is just a free 4 points at that point.
Unless someone goes rogue and becomes a Cop without the town wanting them to.
Lets put it this way: if everyone gets the miller ability, the entire town gets +2 points, while the scum get nothing
The scum each get +9 points, actually.
I also disagree with a couple of your placements of abilities.
Feel free to discuss. I was a flawless games hacker 20 years ago, but these days I'm quite capable of making errors.
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<Limited Clan>
Oh, I didn't think about the fact that people might start with varying amounts of points..blah. I figured everyone was the same for some reason. This seems like something worth discussing, as it prevents shenanigans later.
But I *sincerely* doubt that anyone started with enough points to become a Cop. It defeats the purpose of the ability costing so much.
Also note that no scum can take the Miller ability in the first place, unless they have first taken the Godfather ability, so, Andelijah is completely correct there. Miller is just '+2 if you're town, sucks to be you if you're not'.
I rather discuss this tomorrow, after the scum are sure to have bought their abilities, but just from a purely numerical standpoint:
I'd guess no more than 2 scum would have gotten the godfather ability, so +18 to them.
And assuming there are between 13-15 townies, +26-30 points for us, distributed evenly, no less, which makes it impossible to stop all of our abilities.
So you're right, its not nothing, but it still a significant advantage to us. That, and we don't have to waste 10 points on the cop role, instead getting tracker/watcher. That saves us another 3-4 points already.
Feel free to discuss. I was a flawless games hacker 20 years ago, but these days I'm quite capable of making errors.
I would put extra life and double vote in a "no tell" territory. While double vote is good on town, its better on scum, especially late game, who's aim is to control the lynch. Getting more votes is an easy way to do that.
And extra life is useful in that it deters night kills. If a player is playing well, the extra life stops the scum from so easily eliminating them.
And extra life is useful in that it deters night kills. If a player is playing well, the extra life stops the scum from so easily eliminating them.
I completely agree, but note that 1-shot NK immunity exists as a separate (and cheaper) power. (The Unstoppable Kill shoots through it, but that's a per-shot power and can still only be bought once per Mafia.)
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<Limited Clan>
Oh, I didn't think about the fact that people might start with varying amounts of points..blah. I figured everyone was the same for some reason. This seems like something worth discussing, as it prevents shenanigans later.
Sounds logical, what with the ability to donate points and the presence of wills. I'd figure the town started with X number of points, the scum would start with more and any independents (SK's/Cultists/Survivors) would start with the most. (Independents would have the hardest time winning, therefore they would need a lot more points to be competitive.) That probably makes Point/Ability Cop a useful buy.
I completely agree, but note that 1-shot NK immunity exists as a separate (and cheaper) power. (The Unstoppable Kill shoots through it, but that's a per-shot power and can still only be bought once per Mafia.)
Extra life has the added bonuses of not preventing you from using another ability that night, not requiring you to know exactly *when* the mafia will shoot you, and, as you said, not being able to be shot through.
The first two are useful for the entire game, and the last is incredibly useful late game.
I don't understand something about Cyan's "claim" - disabilities can be taken during any night, not just the first night. Since he didn't buy anything, why would he take a disability like that night 0? Why not just wait until the night he actually buys an ability and takes it then?
not requiring you to know exactly *when* the mafia will shoot you
Dude, you can't read.
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<Limited Clan>
Hello there, Cyan. It's such a pleasant surprise to see you in the same game as me so soon. I am thrilled!
Anyway, I don't really approve of instructing and urging the town to buy a certain set of skills and ignoring the others. If you trust someone by virtue he or she is a town, then you trust his or her judgment in making the appropriate choices. If you start to say you shouldn't buy this or buy that, then the scums can play around it by doing this or doing that in response.
No cops? Then save the points on godfathers.
No ability cops? Then false claim your abilities all you want.
No vigilantes? Then ignore the nk-immunities.
No point cops? Then lie all you want about your points.
The trick is to keep the scums on their toes and the pressure constantly on them by saying, look, everything is possible! So, don't lie!
I don't understand something about Cyan's "claim" - disabilities can be taken during any night, not just the first night. Since he didn't buy anything, why would he take a disability like that night 0? Why not just wait until the night he actually buys an ability and takes it then?
Based on what did you say he didn't buy an ability?
In interest of full disclosure, which will most likely be largely necessary in this game, I took the -2 to lynch disability last night, and did not use any of my points.
I tend to agree with Dagger's assessment of the abilities. Some abilities should not be purchased at all by townies (godfather, invisible, point siphoning, redirection, and probably others, but those are the main ones that come to mind), but the majority could be very useful depending upon circumstances.
I'm also interested that although bat considers tracker worth purchasing, while cop isn't, invisible costs 5 and godfather costs 9... so... going with that town list our only investigative ability is countered by a 5-point buy rather than a 9-point buy.
I'm also interested that although bat considers tracker worth purchasing, while cop isn't, invisible costs 5 and godfather costs 9... so... going with that town list our only investigative ability is countered by a 5-point buy rather than a 9-point buy.
Invisible is actually very easy to test for, while Godfather is impossible.
Because I only started with a small # of points, and it will take me at least 2 nights through some combination of multiple disabilities or someone giving me points(woefully unlikely to happen ever for anyone, considering the setup) before I can gain any kind of useful ability. I can reveal the # of points I started with if necessary to exemplify this better, but, I would prefer not to.
Because I only started with a small # of points, and it will take me at least 2 nights through some combination of multiple disabilities or someone giving me points(woefully unlikely to happen ever for anyone, considering the setup) before I can gain any kind of useful ability. I can reveal the # of points I started with if necessary to exemplify this better, but, I would prefer not to.
It seems like when I asked DYH he said you could only take one, however, I asked at the same time if you could take the same disability multiple times, he might not have understood that I had 2 questions in there. Which is unfortunate, as I would have taken the Miller ability at the same time had I known I could take both at once.
I confess that I didn't - I took the Lynch-Vulnerablitiy last night.
:banghead::banghead::banghead:
Would people please stop claiming whether they've taken lynch vulnerability!
Once we're down to six players left a lone Mafia can basically auto-win if too many people have taken it. That's very, very bad!
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<Limited Clan>
I've been thinking over the abilities, and I've come to a sort of conclusion about the miller drawback. We probably want to handle it in one of three ways:
1) Everyone agrees, right now, not to take that drawback. No one should have taken drawbacks on Night 0 (:rolleyes: at Cyan), so we assume that nobody has it. This has the advantage of guaranteeing that any guilty results our cops get are accurate, and the disadvantage of restricting a potential source of extra points for the town.
2) Everyone agrees, right now, to take that drawback. This renders the cop role completely useless to the town, but gives every townie two extra points. It has the added disadvantage of letting the mafia know from the start that they don't need to bother taking the Godfather ability.
3) A compromise between the two: we decide that if anyone is going to take the miller drawback, they must state so beforehand in thread. This has the advantage of not totally nullifying our cops, while still allow us to squeeze out some extra points. It has the disadvantage that once a person has stated they are going to become a miller, investigating that particular player is pointless. On the other hand, we could always forbid players under suspicion from becoming millers.
I'm currently favoring either option 1 or option 3.
Everyone needs to be very careful about what opinions they express regarding specific abilities, particularly townie powers. Such opinions could tip the mafia off on what abilities you're planning to buy.
iLord (and Cyan as well, I suppose): The point is that until we as a town figure out how we're handling claiming of abilities and drawbacks, you shouldn't just roll into the thread and hand out that information.
During Night 0, I was originally going to ask in thread who took the miller drawback, then attack them (Taking it would be scummy, since that's what all of the mafia would claim.) Then Ande pointed out that the town would benefit a lot from the above Scenario 2. (I think that the town would benefit at least an additional 10 points, since at least a few people would not buy to cop whereas they would've before.)
I don't like Scenario 3, it just weakens the already expensive Cop.
iLord (and Cyan as well, I suppose): The point is that until we as a town figure out how we're handling claiming of abilities and drawbacks, you shouldn't just roll into the thread and hand out that information.
Okay, I won't do it again.
Only 44 posts into the game and I've already messed up :(.
Would people please stop claiming whether they've taken lynch vulnerability!
Once we're down to six players left a lone Mafia can basically auto-win if too many people have taken it. That's very, very bad!
You are overreacting to a ridiculous degree here. There are so many ways that this plan would go wrong for the scum, it's not even funny.
The town is going to have to commit to a hugely coordinated effort to be able to take advantage of this point system. 20 people all trying to keep everything that they do to themselves is only going to lead to run, especially if people are taking the Miller disability.
It should have been obvious to anyone that read the setup that this game is going to require large amounts of planning and open communication.
You are overreacting to a ridiculous degree here. There are so many ways that this plan would go wrong for the scum, it's not even funny.
The town is going to have to commit to a hugely coordinated effort to be able to take advantage of this point system. 20 people all trying to keep everything that they do to themselves is only going to lead to run, especially if people are taking the Miller disability.
It should have been obvious to anyone that read the setup that this game is going to require large amounts of planning and open communication.
The scum could benefit a lot more from knowing where all the power is.
We should only claim disabilities, and only when neccessary.
Just to clarify, I am going to take the Miller ability tonight, period. It is greatly in the town's best interest for everyone to do so, because it is 2 free points for every townie.
I'm currently favoring either option 1 or option 3.
I'm favouring option 4. Which goes like this:
4) Nobody buys Miller yet. Anyone who bought it Night Zero must declare as much ASAP. Then as the endgame nears, we collectively reach a decision as to the point where we think we can get little further use from any Cops we may have. All surviving townies then buy Miller on the next night. Also, if anyone is ever publically Cop cleared (rare, but possible) they are free to take Miller on the following night.
Private Mod Note
():
Rollback Post to RevisionRollBack
--
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<Limited Clan>
You, yourself, said that the Cop is too expensive to be viable. Why not buy it now, instead waiting for later, where every dead townie is 2 points lost for the town?
If there's at least 13 townies, each of them would get 2 points, which would add up to 26. Then, the scum that would by godfather and the town that would be cop would cancel out, with small points advantage to the town. That's almost a 30 point advantage to the town!
Then Mod. said “Let there be Light,” and there was light. Mod. saw how good the light was. Mod. then separated the light from the darkness. Mod. called the light “Day” and the darkness “Night.” Thus evening came, and Morning followed - the First Lynch.
And the Town ruled the Day, and the Mafia ruled the Night, and Mod. saw that it was good.
Then Mod. said, “Let there be Roles,” and so it happened. Mod. made all kinds of wild and inventive roles, all kinds of Investigators, all kinds of Doctors, and all kinds of dangerous and deceptive abilities on the Earth.
Mod. saw how good it was. And he blessed the Town and the Mafia, saying “Be fertile and multiply, fill the Earth, and subdue it. Have domination over all living things that move on the Earth.”
Now the Serial Killer was the most cunning of all the roles that the Mod. had made. The Serial Killer asked the Town and the Mafia, “Did Mod. decide for you what roles you should be?” The Town and the Mafia answered the Serial Killer: “We have a great variety of roles, but we may not pick our own roles, lest we die.”
But the Serial Killer said: “You certainly will not die! No, Mod. knows well that the moment you pick your own roles and abilities your eyes will be opened and you will be like Mods. who know what is good and what is bad.”
So the Town and the Mafia began to pick their own roles….
Welcome to Points Mafia
Based on an idea first used (to the best of my knowledge) by Armlx on Mafiascum, in Points Mafia all players will begin the game with a certain number of “Points.” During the Night phases of the game, these points may be spent to purchase abilities from a common list.
Are you ready for a game in which literally anyone can be anything?
General Rules
1. Nights will typically last a maximum of 72 hours. If all choices come in sooner, night may end sooner. If you don’t submit a choice in time, you will do nothing.
2. Days will last as long as they need to, however, if discussion lags, a deadline will be imposed.
3. Votes must be in Bold or they may not be counted.
4. Unvoting is not required, but is appreciated. These should be in Bold as well.
5. A lynch happens after a majority of players are voting for the same person. Once the required amount of votes is reached, that player is eliminated from the game and no further votes/unvotes will be counted.
6. PLEASE NOTE: In Points Mafia you may NOT vote for a No Lynch.
7. If a deadline is reached without a majority achieved then the the player who currently has the highest number of votes WILL be lynched, regardless of number.
8. If two or more players are tied for the most votes at a deadline, the player who reached that number of votes first will be lynched.
9. Once your death scene is posted, you are, well, dead. No more posting please (a short “Bah” type post is okay, but no talking about the game.
10. Do not edit or delete your posts.
11. Do not communicate with anyone outside of the thread unless your role specifically allows it.
12. If you anticipate being gone for more than 72 hours, please post in the thread to say so.
13. The Basic Townie PM is formatted in this fashion:
14. Do not quote your PMs to each other (notwithstanding that we are telling you what the Townie PM looks like. It’s just bad form).
15. Do not use any "crypto-claiming" strategies in this game. I'm not sure exactly what those strategies might be in this format, but just don't even try it, 'kay?
16. This game has two Moderators, Axelrod and Disrupt_Your_Hymn. Axelrod is the "Day" Moderator and Disrupt_Your_Hymn is the "Night" Moderator. Requests for Vote Counts and/or Mod. prods may be directed to Axelrod, as well as other questions that may arise during the Day. All Night Choices as well as questions concerning abilities you wish to purchase and/or the status of one's Points should be addressed to Disrupt_Your_Hymn.
17. Always remember you are playing a game. Be considerate and have fun.
Special Rules for Points Mafia governing purchase and use of abilities (READ THESE!)
Unless otherwise noted in the specific ability description:
1. Any player may purchase any ability, provided they have the points.
2. Each ability may only be purchased ONCE by each player (with one exception).
3. Abilities are only purchased at night, never during the day.
4. Generally speaking, abilities may be used the same night they are purchased.
5. All abilities are designated as Multi-Use or 1-shot. These should be self-explanatory.
6. Abilities are also designated as Active/Targeting or Passive.
7. A player can only use ONE active/targeting ability each Night, regardless of how many they have purchased.
8. Passive abilities are always considered “On” and may not be role-blocked.
9. A normal Scum kill does NOT count as an “Ability” for purposes of Rule #7 above (e.g. a single Mafia MAY perform the normal Mafia kill and also use a separate Active/Targeting ability in the same Night). All the scum maintain their traditional (single) killing abilities during the Night and do not need to purchase same.
10. A role-block on a Scum who is performing the normal Scum kill and also attempting to use a separate active/targeting ability will block both actions.
11. A 1-shot ability which is role-blocked is still considered used and the points spent.
12. Any player who is on the lynch of a player of different alignment will earn a bonus point.
13. Being “on the lynch” means that your vote contributed to the actual lynch. Votes made after the lynch threshold is reached do not earn bonus points.
14. The bonus point may be declined if the player so chooses. You must PM a Mod. within 48 hours of night starting if you wish to decline a bonus point.
Disabilities
15. There are three disabilities - Miller, Lynch Vulnerability, and Killing Impaired
16. Taking a disability will ADD points to a player’s total.
17. Disabilities may only be taken at night and go into effect the same night they are taken.
18. A disability will not be revealed to an Ability Cop inspection.
Wills
19. Every player may make a “Will.” The Will designates who will receive your unspent Points in the event of your death.
20. You may only designate one player in your Will.
21. Wills may only be made at Night. They may be changed as many times as you like. The most recent Will the Mod. has received via PM in a given night will be the one that is used.
22. The Points from a Will are received either at the beginning of the Night (in the event the Beneficiary was lynched) or at the beginning of the following day (in the event the Beneficiary was Night-killed).
--------------------------------------------------------------------------------------------------
Active Player List
Stormblind
Dagger
Tilde
DragonDart
Fadeblue
Eliminated
Cyan, Lynch Vulnerable Townie - Killed N1
RafaelK, Townie - Killed N1
Dattebayo, Lynch Vulnerable Miller Townie Cop - Killed N1
andelijah - Lynch Vulnerable, Killing Impaired, 1-shot Watching Mafia with Extra Life - Lynched D2
Faerie Lord, Lynch Vulnerable Townie Ability Cop - Killed N2
Arimnaes, Lynch Vulnerable Watcher Townie Bodyguard - Killed N3
Bateleur, Points-Distributing Townie Bodyguard - Killed N3
carrion pigeons - 1-shot NK immune Serial Killer with 1-shot vig. and Extra Life - Lynched D4
Spotofprey, Lynch Vulnerable Townie Watcher - Killed N4
Kraj - Lynch Vulnerable Townie Bodyguard with Point Syphon - Lynched D5
Sutherlands, Townie Miller with Extra Life - Killed N5
iLord - Lynch Vulnerable Miller Ability Cop - Lynched D6
Minineko, Townie 1-shot Vigilante Miller - Killed N6
WrathofDog - Lynch Vulnerable 1-shot NK immune Townie Cop - Lynched D7
mystery meat of doom - Lynch Vulnerable Miller Townie Doctor - Lynched D8
--------------------------------------------------------------------------------------------------
Points Mafia begins in Night 0. Night 0 is a time for the scum to discuss strategy amongst themselves and for all players to purchase any initial abilities that they wish and/or make a Will. NO ABILITIES may be used on Night 0.
Night will last no longer than 72 hours.
Cop: 10 points
Godfather: 9 points
Ability Cop: 9 points
Doctor: 8 points
1-shot Vigilante: 8 points
Re-Director: 8 points
Extra Life: 7 points
Watcher: 7 points
Tracker: 6 points
Role-Blocker: 6 points
Points Cop: 6 points
Double Vote: 5 points
Invisibility : 5 points
1-shot Night kill immunity: 4 points
1-shot Doctor: 4 points
1-shot Watcher: 3 points
1-shot Tracker: 3 points
Point Siphoning: 3 points
Bodyguard: 2 points
Unstoppable Kill Enhancement: 2 points
Message: 1 point
Point Distribution: 1 point
Disabilities
Miller: +2 points
Lynch Vulnerability: +2 points
Killing Impaired: +4 points
Individual Ability Descriptions/Notes
Cop (10): A player who purchases this ability gains the ability to pick a player at night and learn their alignment (results as Town/Scum). Your sanity is guaranteed. Unless your target has taken the Godfather ability or the Miller disability your results will be 100% accurate. Multi-Use/Targeting.
Godfather (9): You will investigate as “Town” to a Cop inspection. This ability does not show up to an Ability Cop Investigation. A player who has taken Godfather MAY subsequently take Miller for +2 points, and will then investigate as “Scum.” Multi-use/Passive.
Ability Cop (9): A player who purchases this ability gains the ability to pick a player and learn all abilities that they currently possess. This ability gives its results as of the END of the Night it is used. One-Shot abilities bought and used up by the target player in the same Night will not be revealed. The Godfather ability and all disabilities will not be revealed to this ability. Multi-Use/Targeting.
Doctor (8): A player who purchases this ability gains the ability to pick a player at Night and protect them from the first night-kill attempt against them. Multiple Night-kill attempts or an Unstoppable kill will still kill your target. Multi-Use/Targeting.
1-Shot Vigilante (8): A player who purchases this ability gains the ability to pick another player at Night and kill them. 1-shot/Targeting.
Re-director (8): A player who purchases this ability gains the ability to pick two players at Night (call them players A & B) If player A chooses to use a targeting ability, he will automatically target player B with that ability. He will be aware that his ability was re-directed. If a scum who is performing the normal scum kill and also a separate targeting action is re-directed, both actions will be re-directed to the same target. Multi-Use/Targeting.
Extra Life (7): A player who purchases this ability, if killed, either at Night or by Lynch will be immediately returned to the game. If he was killed by lynch, his alignment will not be revealed and the day will end in a No Lynch. If killed at Night, there will be no indication in the morning scene that a kill attempt on that player took place (but the player will be informed that his extra life has been used up.) If multiple kill attempts are made against the player in the same night, the player will die. 1-shot/Passive.
Watcher (7): A player who purchases this gains the ability to pick a player and see whoever targets that player during the Night. You will not learn anything about what the player(s) targeting your target were attempting to do. If your target is not targeted at Night, or if your target is targeted by someone with the Invisibility Ability, you will simply receive “You do not see anyone target (player) this Night.” Multi-Use/Targeting.
Tracker (6): A player purchasing this gains the ability to pick a player and learn all players who are targeted by your target. You will not learn anything about what your target was attempting to do. If your target does not target anyone at Night, or if your target has the Invisibility ability, you will receive “You do not see (player) target anyone this Night.” Multi-Use/Targeting.
Role-Blocker (6): A player purchasing this gains the ability to pick a player and block any Active/Targeting abilities they might be attempting to use that night. You will not be informed if you successfully blocked anything. This does not stop your target from purchasing an ability or making a Will. Multi-Use/Targeting
Points Cop (6): A player purchasing this gains the ability to pick a player and learn how many unspent points they currently have. This ability gives its results as of the END of the night it is used. Essentially, you will learn how many points the player has at the start of the following day. Multi-Use/Targeting
Double Vote (5): Your vote counts double for the rest of the game. Multi-Use/Passive
Invisibility (5): A player with the Watcher Ability will not see you if you target his target. A player with the Tracker Ability will not see who you target if they attempt to track you. A player who attempts to Track you will receive “You do not see (player) target anyone this Night.” Multi-use/Passive
1-shot Night kill immunity (4): You gain immunity to the next night kill attempt on your life. This does not prevent you from being lynched, and does not prevent an “unstoppable” kill. Multiple kill attempts in the same night will still result in your death. You will be informed if you are targeted for death and this ability is used up. 1-shot/Passive.
1-shot doc (4): You gain the ability to protect one player (not yourself) from a single Night kill attempt that night. 1-shot/Targeting
1-shot watcher (3): You gain the ability to Watch a player and see who targets them that night. 1-shot/Targeting.
1-shot tracker (3): You gain the ability to Track a player and see all players they target for that night. 1-shot/Targeting
Point Siphoning (3): This allows you to pick a player and steal a point away from them. They must have a Point as of the end of the Night in which this ability is used for this ability to be successful. Multi-Use/Targeting
Bodyguard (2): You gain the ability to pick a player and, if anyone attempts to kill that player, you will protect them and die in their place. This WILL protect them from multiple night kills attempts in the same night. It will also protect them from an otherwise unstoppable kill. You may still be role-blocked or redirected. If two bodyguards are both guarding the same player who is targeted for a Night-kill, both bodyguards will die. Multi-use/Targeting.
Unstoppable Kill Enhancement (2): This ability is for players who are attempting to perform a night kill. The next kill you attempt cannot be prevented by doctor protection, including multiple Doctor protections. This also kills a player who has taken a 1-shot NK immunity. The kill cannot be role-blocked, but if your target is being protected by a bodyguard the kill will still be resolved on the bodyguard. You may also be re-directed. A player who has taken the Extra-Life ability will still receive his extra life. 1-shot/passive.
Message (1): – Message allows you to spend one point to send a message to another player during the night. The message may not be longer than 100 words. PM the message to a Mod. and the Mod. will transmit it. The recipient of the message will not know the message came from you unless you choose to tell him. Message is the only ability which may be bought multiple times by the same player. 1-shot/Targeting
Point Distribution (1): – Purchasing Point Distribution allows you to donate points to another player during the Night. Simply PM a Mod which player(s) you wish to give points to and how many points you wish to give. The other player does not need to have Point Distribution in order to receive the points, and will not know that the Points came from you. The other player may not refuse the points. Multi-Use/Targeting
Disabilities
Miller (+2): – You will investigate as “Scum” to a Cop inspection. Persons who will already investigate as “Scum” may not take this disability, but a Scum who has previously taken GF may take this disability and gain the +2 points.
Lynch Vulnerability (+2): – for the remainder of the game, it takes 2 fewer votes than normal to lynch you. The number of votes required to lynch can never go below one.
Killing Impaired (+4): – you may not commit a Night Kill for the remainder of the game. Only persons who currently possess a killing ability may take this disability (i.e. Scum and anyone who has taken 1-shot vigilante but not used it yet.)
Night 0 will end no later than Saturday, May 24, by 12:00 p.m. e.s.t or so. It may end sooner if we hear from all players sooner.
A request: If you are choosing NOT to purchase any abilities on Night 0, please let DYH know that as well, so that we will know when all choices have been made.
Also a reminder that NO ABILITIES may be used on Night 0.
V/LA: 3/21-3/24 & 3/27-3/29
Night 0 will still end NO LATER than Saturday, May 24 at ~12:00 p.m. so if you wish to purchase anything you must do so before that time, and we would appreciate a notice if you do NOT intend to buy anything as well.
With 20 players it will take 11 votes to lynch.
Go.
I think that 'Point Cop' is a good role for us to 'make' as soon as possible. Making a Doctor honestly seems like it would be utterly pointless, as the scum would just kill him immediately afterwards.
It seems like our general best bet is to get as many mid-range abilities as possible.
Seriously, if you think full disclosure is the way to go in this game, great. Then say that. But belching out information without town consensus is completely stupid.
What's with you lately?
Current New Favorite Person™: Mallory Archer
She knows why.
Mafia Powers (should never be bought by Town)
Godfather: 9 points
Ability Cop: 9 points
Re-Director: 8 points
Role-Blocker: 6 points
Invisibility : 5 points
Point Siphoning: 3 points
Unstoppable Kill Enhancement: 2 points
Extra Life: 7 points
Killing Impaired: -4 points
Overpriced/Useless Powers
Cop: 10 points
Doctor: 8 points
1-shot Vigilante: 8 points
Watcher: 7 points
Points Cop: 6 points
Miller: -2 points
Good Powers
Tracker: 6 points
Double Vote: 5 points
1-shot Night kill immunity
1-shot Watcher: 3 points
1-shot Tracker: 3 points
1-shot Doctor: 4 points
Stuff Useful Only In Specific Circumstances
Bodyguard: 2 points
Message: 1 point
Lynch Vulnerability: -2 points
Point Distribution: 1 point
If anyone's bought Miller already (it's only ever viable in the late game) then you should confess immediately and apologise for being an idiot.
Prior to discussions, I'm not in favour of anyone else admitting to having bought anything.
Nobody should be buying anything on the Mafia powers list (except the scum). If you have you don't need to say so, though.
(Cyan, you should not have admitted to lynch vulnerability since in the endgame we don't want the Mafia to know who has it.)
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Considering the structure of the game, I agree w/ Bateleur's analysis of the various powers and their usefulness, except that having a RB would probably be fine, in that it can stop the mafia NK. Actually, there could be some merit to simply having everyone in the game become a roleblocker, since this should shut off the mafia NK entirely.
Lets put it this way: if everyone gets the miller ability, the entire town gets +2 points, while the scum get nothing, and we can use those points to invest in those 1-shot abilities, which means that if everyone can get just one more point (say, from a lynch), everyone gets a "free" 1-shot track or watch.
I also disagree with a couple of your placements of abilities.
Salvation Mafia Clan
Mafia Stats
last updated 03/23/11
Not good. Note that the rules say we must lynch.
No, far from it. Doing so if there's a Mafia left alive is suicide!
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
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<Limited Clan>
What does this have to do with the mafia nightkill?
Not if everyone is a RB and the scum can't NK anybody(or for that matter, if there is even one town-aligned RB in the game).
Unless someone goes rogue and becomes a Cop without the town wanting them to.
The scum each get +9 points, actually.
Feel free to discuss. I was a flawless games hacker 20 years ago, but these days I'm quite capable of making errors.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
But I *sincerely* doubt that anyone started with enough points to become a Cop. It defeats the purpose of the ability costing so much.
Also note that no scum can take the Miller ability in the first place, unless they have first taken the Godfather ability, so, Andelijah is completely correct there. Miller is just '+2 if you're town, sucks to be you if you're not'.
I'd guess no more than 2 scum would have gotten the godfather ability, so +18 to them.
And assuming there are between 13-15 townies, +26-30 points for us, distributed evenly, no less, which makes it impossible to stop all of our abilities.
So you're right, its not nothing, but it still a significant advantage to us. That, and we don't have to waste 10 points on the cop role, instead getting tracker/watcher. That saves us another 3-4 points already.
I would put extra life and double vote in a "no tell" territory. While double vote is good on town, its better on scum, especially late game, who's aim is to control the lynch. Getting more votes is an easy way to do that.
And extra life is useful in that it deters night kills. If a player is playing well, the extra life stops the scum from so easily eliminating them.
Salvation Mafia Clan
Mafia Stats
last updated 03/23/11
I completely agree, but note that 1-shot NK immunity exists as a separate (and cheaper) power. (The Unstoppable Kill shoots through it, but that's a per-shot power and can still only be bought once per Mafia.)
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Sounds logical, what with the ability to donate points and the presence of wills. I'd figure the town started with X number of points, the scum would start with more and any independents (SK's/Cultists/Survivors) would start with the most. (Independents would have the hardest time winning, therefore they would need a lot more points to be competitive.) That probably makes Point/Ability Cop a useful buy.
Note to self: Your mafia theories are usually wrong, so don't act on them.
Extra life has the added bonuses of not preventing you from using another ability that night, not requiring you to know exactly *when* the mafia will shoot you, and, as you said, not being able to be shot through.
The first two are useful for the entire game, and the last is incredibly useful late game.
Salvation Mafia Clan
Mafia Stats
last updated 03/23/11
Dude, you can't read.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Anyway, I don't really approve of instructing and urging the town to buy a certain set of skills and ignoring the others. If you trust someone by virtue he or she is a town, then you trust his or her judgment in making the appropriate choices. If you start to say you shouldn't buy this or buy that, then the scums can play around it by doing this or doing that in response.
No cops? Then save the points on godfathers.
No ability cops? Then false claim your abilities all you want.
No vigilantes? Then ignore the nk-immunities.
No point cops? Then lie all you want about your points.
The trick is to keep the scums on their toes and the pressure constantly on them by saying, look, everything is possible! So, don't lie!
Based on what did you say he didn't buy an ability?
You stole my random vote. >_<
Forgive me, SB. T_T
Vote: WoD
We'll make you an offer you can't refuse.
Hosting: Vista Mafia
Hosted: Intrigue Mafia (Mini), Seance #43 (Basic), Conflux Mafia (Normal), Goo Mafia (FTQ), Experiment #26 (Basic)
Ongoing/Completed - 0/41
Town/Mafia/SK/Survivor - 30/6/4/1
NKed/Lynched/Survived - 15/11/15
For Dagger.
Now I have to make sure I didn't misread any of the other abilities...
Salvation Mafia Clan
Mafia Stats
last updated 03/23/11
>_> My bad.
Okay, I am interested in an explanation as well then. Why the hurry, Cyan?
We'll make you an offer you can't refuse.
Hosting: Vista Mafia
Hosted: Intrigue Mafia (Mini), Seance #43 (Basic), Conflux Mafia (Normal), Goo Mafia (FTQ), Experiment #26 (Basic)
Ongoing/Completed - 0/41
Town/Mafia/SK/Survivor - 30/6/4/1
NKed/Lynched/Survived - 15/11/15
I'm also interested that although bat considers tracker worth purchasing, while cop isn't, invisible costs 5 and godfather costs 9... so... going with that town list our only investigative ability is countered by a 5-point buy rather than a 9-point buy.
Salvation Mafia Clan
Mafia Stats
last updated 03/23/11
Well yeah, but not if ability cop is on the "not for townies" list.
However there is a much cheaper method as well.
Salvation Mafia Clan
Mafia Stats
last updated 03/23/11
Oh. Yeah... that is true. Hmm... this game is going to hurt my brain a lot.
I agree with the no-cop buisness. Everybody should take Miller. I confess that I didn't - I took the Lynch-Vulnerablitiy last night.
We shouldn't massclaim points or what we buy.
I don't think that most of the scum started with more than 7 points - if they all bought Extra Life, we would have to lynch twice their number!
Of the two, which is more useful? Watcher or Tracker?
More later...
My Custom Set: Solescurio
:banghead::banghead::banghead:
Would people please stop claiming whether they've taken lynch vulnerability!
Once we're down to six players left a lone Mafia can basically auto-win if too many people have taken it. That's very, very bad!
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
I would eventually have to claim it if I got bandwagoned, but I can see why I should've claimed it later.
My Custom Set: Solescurio
Epic fail.
Or are you just scolding me for claiming Lynch-Vulnerabliity?
My Custom Set: Solescurio
1) Everyone agrees, right now, not to take that drawback. No one should have taken drawbacks on Night 0 (:rolleyes: at Cyan), so we assume that nobody has it. This has the advantage of guaranteeing that any guilty results our cops get are accurate, and the disadvantage of restricting a potential source of extra points for the town.
2) Everyone agrees, right now, to take that drawback. This renders the cop role completely useless to the town, but gives every townie two extra points. It has the added disadvantage of letting the mafia know from the start that they don't need to bother taking the Godfather ability.
3) A compromise between the two: we decide that if anyone is going to take the miller drawback, they must state so beforehand in thread. This has the advantage of not totally nullifying our cops, while still allow us to squeeze out some extra points. It has the disadvantage that once a person has stated they are going to become a miller, investigating that particular player is pointless. On the other hand, we could always forbid players under suspicion from becoming millers.
I'm currently favoring either option 1 or option 3.
Everyone needs to be very careful about what opinions they express regarding specific abilities, particularly townie powers. Such opinions could tip the mafia off on what abilities you're planning to buy.
I don't like Scenario 3, it just weakens the already expensive Cop.
I personally like Scenario 2.
My Custom Set: Solescurio
Okay, I won't do it again.
Only 44 posts into the game and I've already messed up :(.
My Custom Set: Solescurio
You are overreacting to a ridiculous degree here. There are so many ways that this plan would go wrong for the scum, it's not even funny.
The town is going to have to commit to a hugely coordinated effort to be able to take advantage of this point system. 20 people all trying to keep everything that they do to themselves is only going to lead to run, especially if people are taking the Miller disability.
It should have been obvious to anyone that read the setup that this game is going to require large amounts of planning and open communication.
The scum could benefit a lot more from knowing where all the power is.
We should only claim disabilities, and only when neccessary.
My Custom Set: Solescurio
Just to clarify, I am going to take the Miller ability tonight, period. It is greatly in the town's best interest for everyone to do so, because it is 2 free points for every townie.
I'm favouring option 4. Which goes like this:
4) Nobody buys Miller yet. Anyone who bought it Night Zero must declare as much ASAP. Then as the endgame nears, we collectively reach a decision as to the point where we think we can get little further use from any Cops we may have. All surviving townies then buy Miller on the next night. Also, if anyone is ever publically Cop cleared (rare, but possible) they are free to take Miller on the following night.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
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MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
If there's at least 13 townies, each of them would get 2 points, which would add up to 26. Then, the scum that would by godfather and the town that would be cop would cancel out, with small points advantage to the town. That's almost a 30 point advantage to the town!
My Custom Set: Solescurio