Currently on hold
This is easily the most complicated game I’ve ever proposed running. It uses a resource system that will not be unfamiliar to those who have played Settlers of Catan, but let me assure you it is not “Settlers Mafia.” It is a setup that requires teamwork, insight, resource management, and trading. It’s designed to be a 20 player game.
I will take pre-ins for this, but please note that all my attention will be spent on Team Mafia over the next couple of months, so it will probably be a while before this game ever sees the light of day
The Draft and Plots of Land
There are six types of resources: Alpha, Bravo, Charlie, Delta, Echo and Foxtrot resources. At the start of the game there will be a draft in the typical fashion. One player will get first pick in the first round, but the last pick in the second. One player will get the last pick in the first round, but the first pick in the second. In the draft, for each pick, the player will choose a plot of land.
There is one plot of land for each resource at each of the following numbers: 2,3,4,5,6,8,9,10,11 and 12 for a total of 40 plots of land. Thus, each player will get 3 plots of land. Note, there is no “7” plot.
The draft will take three days. Each day, each player will list his top 20 land plot choices for the draft and PM that to the mod. Please format this with a letter and the plot number. For example:
1. A8
2. D6
…will put your first choice as the Alpha 8 plot, and the Delta 6 plot as second.
If a player lists fewer than 20 land plot choices or doesn’t make any choices, the player will have the rest of his choices “auto-picked” for him in the following manner:
Resource Production
At some point each real life day, two six sided die will be rolled to produce a number, 2-12. This will be done twice per day. Each plot of land that has that number will produce one of the resources. For example, if a 5 is rolled, then the 5 plot for Alpha, Bravo, Charlie, Delta, Echo and Foxtrot will produce a resource.
The game will begin with three rolls of the die. Thereafter, each real life day the die will be rolled twice.
Echo and Foxtrot Resources
Echo and Foxtrot Resources are special. They are not used to directly produce anything, but may be traded as normal with the NPC for other resources, traded with other players, or used to buy plots of land after someone’s death.
Marketplace: Trades
By PMing the mod, you may place any of the following up for trade. You must specify the specific resources sought OR say a total number of resources. You may only sell an item or resource for resources, not other items.
1. Resources (A,B,C, D, E and/or F)
2. Plots of land
3. Abilities
4. Waiver Spot
For example, you might PM the mod with: “2 D resources and my D10 plot for 10 total resources.” Or you might say “My double voter ability for 3 A and 2 C resources.”
Once the trade is posted in the game thread, it will remain open for acceptance for twenty-four hours. At this point, one of the players who accepted the trade will randomly get the bid. If no player has accepted the bid, it will be removed from the marketplace.
Votes
Each player will start the game voting for another player (randomly assigned) but no player will be at “worse” than L-2.
Vote changes and unvotes cost either two C or one D resource. If a player makes a vote, they will automatically be assessed the cost in the following order: one D resource, two C resources. If they cannot cover the cost, 4 resources will automatically be taken at random from the player. If the player doesn’t have 4 resources, their vote will not count, they will be moved to the bottom of the waiver list, and 1 resource will be deducted at random.
The NPC Trader
Any player may use the NPC trader to trade some resources for another resource. Unmodified by abilities, it takes 4 total resources to trade for one specific resource. For example, you could trade 2 A, 1 C and 1 E resource for a single D resource.
Sevens and Deadlines
After the first five rolls of the game (3 beginning the game and 2 for the first day) the following things happen:
1. All players who have stockpiled more than six of a particular resource will have the excess resources given to the “thief.” At the beginning of the game, the robber is one of the scum.
2. The deadline counter is adjusted. When four sevens have been rolled in a game day, one more die roll will be made and then day will end in 24 hours. If the Day ends without a majority of players voting for a player, there is a no lynch.
If the Day Ends Quickly
If the day ends quickly, either by a fast lynch or reaching 4 sevens rolled, additional roles will be made. The number of roles will be determined by the following formula: 25-number of rolls already made that day-number of already dead players. For example, if on Day 2 twelve rolls have already been made and there are four dead people, there will be 25-12-4 for 9 additional rolls.
Death and the Waiver System
When someone dies (by lynch or NK), their resource plots will be put up for sale for 24 hours. Each player may attempt to buy precisely one of the resource plots at a time (even if there are more than one people dead). At the end of the 24 hours, the player who is highest on the waiver list will get to buy the resource plot. Each player who successfully buys a plot will move down to the bottom of the waiver list.
The cost of the plots is as follows:
The waiver system initially starts set as the opposite to the draft order, so the last pick of the first round gets the top waiver spot.
At death, all abilities and resources are lost. If at the end of 24 hours, the plots are unclaimed, the plot is lost forever.
Building an ability
The game has many abilities that may be produced by spending your resources. Each has a unique cost. To build an ability, simply PM the mod with the ability you want built.
This is a preliminary list, and has not be balanced yet. It’s meant more to give an idea of what types of roles might be in the game than to actually list them. Mostly I need to sit down and actually think about how fast any individual role is achievable.
Voting Abilities
1. Delayed Vote (x2)
Cost: 1 Delta
Info: This ability gives you two votes to spend for the price of one. However, they may not be used or sold within 72 hours of being produced. You may sell the delayed votes together or separately.
2. Ghost Voter
Cost: 1 Alpha, 3 Charlie, 4 Delta
Info: This ability allows you to use an alt-account (one will be given to you) to vote. This will allow you to effectively have double voting powers without allowing other players to know it is you. Please note that it will still cost you one Delta or two Charlie resources for every vote your ghost voter makes. The ghost voter may do nothing EXCEPT vote. It is suggested you use a different browser when posting on the ghost voter account. This ability may only be used once (i.e. you may not have multiple ghost voters running around).
3. Increase Lynch Threshold
Cost: 1 Alpha, 2 Bravo, 1 Charlie, 4 Delta
Info: This ability increases the number of votes required to lynch you by one. Only works for the present day. Can be stacked.
4. Deadline Extension
Cost: 1 Bravo, 2 Charlie, 2 Delta
Info: Increases the number of “seven” rolls to trigger the deadline by one. May be stacked.
Resource Production Abilities
1. Lucky Sevens
Cost: 1 Alpha, 2 Bravo, 3 Charlie
Info: When a seven is rolled from now on, you receive a specific resource. You must specify in your PM to the mod asking to build this ability what resource you want to be created when a seven is rolled.
2. Thief
Cost: 2 Charlie
Info: This takes the “thief” away from whoever had it last. Any time a seven is rolled while you are the thief means that all players who have more than 6 of a particular resource have the excess given to you. Each thief is assured at least one roll before another player is allowed to become the thief.
3. Security System
Cost: 2 Alpha, 2 Bravo, 5 Charlie, 2 Delta
Info: Prevents the Thief from taking your excess resources.
4. NPC Trader Upgrade 1
Cost: 1 Alpha, 1 Bravo, 2 Charlie, 1 Delta
Info: The NPC trades at a 3:1 ratio now.
5. NPC Trader Upgrade 2
Cost: 1 Alpha, 1 Bravo, 4 Charlie, 1 Delta
Info: The NPC trades at a 2:1 ratio now.
6. NPC Trader Upgrade 3
Cost: 2 Alpha, 2 Bravo, 4 Charlie, 2 Delta
Info: The NPC trades at a 1:1 ratio now.
7. Negotiation Level 1
Cost: 2 Bravo, 3 Charlie (+ usage cost)
Info: Once you have this ability, at a cost of 1 Charlie per use and a maximum once per game day, a QT will be set up for you and a target (PM the mod to set it up). You may negotiate a trade directly with the other person. Other players will not be aware that you have made the trade. You may trade anything you want for anything else. The QT will last for 72 hours and then will be shut down.
8. Negotiation Level 2
Cost: 2 Bravo, 2 Charlie
Info: You may now set up two negotiations per game day and negotiations no longer cost resources. The negotiations (and the QTs) last until the end of the game day.
Killing Roles
NOTE: Mafia is factionally limited to two kills per night. No two weapons may be used by the same player in the same night.
1. Knife
Cost: 2 Alpha, 1 Bravo
Info:
2. Gun Level 1
Cost: 4 Alpha, 1 Delta
Info: A gun always kills. It can only shoot once per night. The musket requires bullets.
3. Gun Level 2
Cost: 8 Alpha, 1 Bravo, 1 Charlie, 1 Delta (or 5 Alpha, 1 Bravo, 1 Charlie, 1 Delta to upgrade from Gun Level 1)
Info: This gun shoots twice per night. It still requires bullets. You may only shoot one gun per night.
4. Regular Bullets
Cost: 1 Alpha
Info: These bullets are normal. They kill things.
5. Armor Piercing Bullets
Cost: 2 Alpha
Info: Bulletproof vests and doctors do not prevent someone shot by an armor piercing bullet from dying.
6. Dissolving Bullet
Cost: 2 Alpha
Info: Forensic Scientists and Watchers are unable to tell who shot the victim.
7. Poison
Cost: 5 Alpha
Info: One dose of poison. It kills someone not that night but the following one. Undetectable by trackers, watchers, or forensic scientists. Does not show up as a gun to the gunsmith. Curable by a doctor if treated either night.
Investigative Abilities
1. Gunsmith
Cost: 2 Alpha, 4 Bravo
Info: The gunsmith sees whether a player owns a gun. Investigates at night.
2. Tracker (one shot)
Cost: 1 Alpha, 2 Bravo
Info: The tracker will track a player at night and report on who that player visited.
3. Tracker
Cost: 2 Alpha, 3 Bravo
Info: The tracker will track a player at night and report on who that player visited.
4. Paranormal Investigator (one shot)
Cost: 2 Bravo, 2 Delta
Info: Identifies one “Ghost Voter” account.
5. Watcher (one shot)
Cost: 1 Alpha, 3 Bravo
Info: Identifies anyone who visited a player that night.
6. Forensic Scientist (one shot)
Cost: 3 Alpha, 4 Bravo
Info: Identifies who knifed or shot a player from the night before.
7. Corporate Espeonage (one shot)
Cost: 2 Bravo, 2 Charlie
Info: Identifies who a player entered into negotiations with the previous day and what was exchanged.
8. Cop with a Warrant (one shot)
Cost: 1 Alpha, 4 Bravo, 1 Charlie, 1 Delta
Info: Identifies everything that a player currently holds including resources, plots of land, their position on the waiver, and abilities.
Protection Abilities
1. Bulletproof (one shot)
Cost: 2 Alpha, 2 Bravo
Info: Protects against one gunshot wound.
2. Doctor (one shot)
Cost: 2 Alpha, 2 Bravo
Info: Protect another player from death.
Misc. Ability
1. The Winner
Cost: 12 Alpha, 12 Bravo, 12 Charlie, 12 Delta
Info: You win an individual win. Everyone else loses. Not available if you have held the Thief role at any time.
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