Turbo Traitor Mafia: True Mafia Win

For your simulated organized crime needs.

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Silknor
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Turbo Traitor Mafia: True Mafia Win

Postby Silknor » Thu Oct 07, 2010 11:59 am UTC

Roles:
Mafia:
Godfather
Vanguard
Traitor A
Traitor B
Goon
Goon

Town:
3x Vanilla Townies who know Traitor A
3x Vanilla Townies who know Traitor B

What you need to know:

Added: A and B are solely for illumination of the rules. Traitors will be revealed as traitors and townies as townies. A and B won't be used in news posts, so you won't know if a given townie supported the dead traitor or not, etc.

Role of the lynched are revealed immediately.

3 Townies were informed in their PM who Traitor A is. The other 3 were told the identity of traitor B. The traitors do not know the identity of any townies, and the townies who know a traitor do not know each other.

Mafia may PM each other at night. There are no other PMs.

The Mafia PM just listed the 6 members of the Mafia, no Mafia member (including traitors) know the role of any other Mafia member. No one knows who the Godfather is except the Godfather.

The Godfather picks the NK, upon death the godfather power will go to a random goon, then the other goon, then the vanguard.

The Vanguard has a one-shot NK, which may only be used against members of the Mafia.

True Mafia refers to these 4: Godfather, Goonx2, Vanguard

Win Conditions:

True Mafia Members: Win when both Traitors are dead and the Mafia has a majority.

Traitors: Win when all 5 other Mafia members are dead (this includes the other traitor).

Town: Full win if all 4 True Mafia Members are dead, and exactly one traitor is alive. Half win if all 6 Mafia Members die.

What happens if there is just the two traitors and the townies alive? Each traitor tries to lead their armies against the other side. Whoever has more supporters still alive wins (a townie is a supporter of X if they were informed at the start that X is the traitor). If there's a tie, then whichever traitor has the most hammers wins. If it's still tied, then both traitors lose, and the town gets a full win.

Player List:
Spoiler:
1. weiyaoli
2. Mavketl
3. Not A Raptor
4. Krong
5. Kellsbells
6. Two-fry
7. Aardvarki
8. Lataro
9. ThatMafiaGuy (INNA PLAY TOO!)
10. Roband
11. ElectricHaze
12. _infina_
Last edited by Silknor on Tue Oct 26, 2010 2:21 am UTC, edited 24 times in total.
Nikc wrote:Silknor is the JJ Abrams of mafia modding

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weiyaoli
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Re: Turbo Mafia TBD! Signup Now!

Postby weiyaoli » Thu Oct 07, 2010 12:03 pm UTC

Turbo Mafia TBD Signups!
It's one level above Turbo Mafia TBA!

Mod: SIlknor
Openness: Crystal Clear
Bastardness: Zip, Zilch, Nadda (except for the part where it doesn't have a name yet)

1. weiyaoli
And you thought I was crazy...

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Not A Raptor
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Re: Turbo Mafia TBD! Signup Now!

Postby Not A Raptor » Fri Oct 08, 2010 5:10 am UTC

Turbo Mafia TBD Signups!
It's one level above Turbo Mafia TBA!

Mod: SIlknor
Openness: Crystal Clear
Bastardness: Zip, Zilch, Nadda (except for the part where it doesn't have a name yet)

1. weiyaoli
2. Not A Raptor
Van wrote:I like simple games.

Like Wizardry.

WARNING: Is acting like NaR.
Kellsbells: NAR is a sillypants
Not_A_Raptor: :p
Kellsbells: That is my expert assessment

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Silknor
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Re: Turbo Mafia TBD! Signup Now!

Postby Silknor » Fri Oct 08, 2010 11:56 am UTC

Turbo Mafia TBD Signups!
It's one level above Turbo Mafia TBA!


Mod: SIlknor
Openness: Crystal Clear
Bastardness: Zip, Zilch, Nadda (except for the part where it doesn't have a name yet)

1. weiyaoli
2. Mavketl
3. Not A Raptor
Nikc wrote:Silknor is the JJ Abrams of mafia modding

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Mavketl
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Re: Turbo Mafia TBD! Signup Now!

Postby Mavketl » Fri Oct 08, 2010 8:19 pm UTC

I'm already signed up, posting for egosearch to keep track of things.
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roband: Mav has a way of making everything seem right.
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Krong
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Re: Turbo Mafia TBD! Signup Now!

Postby Krong » Fri Oct 08, 2010 11:25 pm UTC

Turbo Mafia TBD Signups!
It's one level above Turbo Mafia TBA!

Mod: SIlknor
Openness: Crystal Clear
Bastardness: Zip, Zilch, Nadda (except for the part where it doesn't have a name yet)

1. weiyaoli
2. Mavketl
3. Not A Raptor
4. Krong
The answer to the question "What’s wrong with the world?" is just two words: "I am." -- G. K. Chesterton (attributed)

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Silknor
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Re: [Turbo] Traitor Mafia! Signup Now!

Postby Silknor » Sat Oct 09, 2010 4:10 am UTC

Adding a few details (numbers will determine much of the setup, but some basics):

The mafia have been infiltrated! To win they must eliminate the traitor in their midst and the townies too.
The townies all (or some) know who the traitor is, but not each other.
The mafia may or may not have a majority, but either way the traitor(s) claiming will cause a loss for the town/traitors, so that won't happen. If the mafia has a minority, then the traitor will need to be alive for a town win.

There are some notable similarities to assassins, except the setup will probably run with more mafia type roles than sin type roles, there's no real sin equivalent, and there may be NKs (alot depends on numbers).
Nikc wrote:Silknor is the JJ Abrams of mafia modding

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Silknor
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Re: [Turbo] Traitor Mafia! Signup Now!

Postby Silknor » Sun Oct 10, 2010 2:26 pm UTC

You know you want in!
Nikc wrote:Silknor is the JJ Abrams of mafia modding

Two-Fry
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Re: Turbo Mafia TBD! Signup Now!

Postby Two-Fry » Sun Oct 10, 2010 5:06 pm UTC

Turbo Mafia TBD Signups!
It's one level above Turbo Mafia TBA!

Mod: SIlknor
Openness: Crystal Clear
Bastardness: Zip, Zilch, Nadda (except for the part where it doesn't have a name yet)

1. weiyaoli
2. Mavketl
3. Not A Raptor
4. Krong
5. TwoFry
podbaydoor wrote:^What this person said.

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roband
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Re: Signups for Traitor Mafia [Turbo]!

Postby roband » Sun Oct 10, 2010 11:01 pm UTC

This is a turbo game right? Buffy and SomNam are going so slowly.
Sign me up

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Silknor
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Re: Signups for Traitor Mafia [Turbo]!

Postby Silknor » Sun Oct 10, 2010 11:39 pm UTC

Yep, it's Turbo.

Traitor Mafia!
It's got a name now!


Mod: SIlknor
Openness: Crystal Clear
Bastardness: None

1. weiyaoli
2. Mavketl
3. Not A Raptor
4. Krong
5. Two-Fry
6. Kellsbells
7. Lataro
8. Roband

You can sign up here or in the signup thread.
Nikc wrote:Silknor is the JJ Abrams of mafia modding

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Lataro
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Re: Signups for Traitor Mafia [Turbo]!

Postby Lataro » Mon Oct 11, 2010 12:17 am UTC

You seem to of missed something....
DS9, after being told the story and moral of the boy who cried wolf by Julian.

Garak: "Are you sure that's the moral?"
Julian: "Of course. What else could it be?"
Garak: "Never tell the same lie twice."

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Silknor
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Re: Signups for Traitor Mafia [Turbo]!

Postby Silknor » Mon Oct 11, 2010 12:20 am UTC

I sent Aardvarki a PM to confirm before adding him.
Nikc wrote:Silknor is the JJ Abrams of mafia modding

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Re: Signups for Traitor Mafia [Turbo]!

Postby BigNose » Mon Oct 11, 2010 8:29 am UTC

Damn you Silky, I had just entered my new Turbo in the Queue as Traitor (well, last Friday actually) and now you steal it. :?

I have to now think of another name/playstyle :cry:

Back to the drawingboard. :?:
Adacore wrote:In all honesty, BigNose has been pinging me slightly with almost every post since the start of the game. But he always does - I was utterly convinced he was anti-town for most of Wizardry2 and he was the High Wizard. I just can't read him.

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Silknor
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Re: Signups for Traitor Mafia [Turbo]!

Postby Silknor » Mon Oct 11, 2010 2:06 pm UTC

Ah so you did!

It could be Backstabbin' Mafia!

Traitor Mafia!
It's got a name now!


Start time: About 12 hours from now.

Mod: SIlknor
Openness: Crystal Clear
Bastardness: None

1. weiyaoli
2. Mavketl
3. Not A Raptor
4. Krong
5. Kellsbells
6. Two-fry
7. Aardvarki
8. Lataro
9. ThatMafiaGuy (INNA PLAY TOO!)
10. Roband

You can sign up here or in the signup thread.

Adding a few details (numbers will determine much of the setup, but some basics):

The mafia have been infiltrated! To win they must eliminate the traitor in their midst and the townies too.
The townies all (or some) know who the traitor is, but not each other.
The mafia may or may not have a majority, but either way the traitor(s) claiming will cause a loss for the town/traitors, so that won't happen. If the mafia has a minority, then the traitor will need to be alive for a town win.

There are some notable similarities to assassins, except the setup will probably run with more mafia type roles than sin type roles, there's no real sin equivalent, and there may be NKs (alot depends on numbers).
Nikc wrote:Silknor is the JJ Abrams of mafia modding

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ElectricHaze
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Re: Signups for Traitor Mafia [Turbo]-12 Hours till start

Postby ElectricHaze » Mon Oct 11, 2010 2:07 pm UTC

Ah so you did!

It could be Backstabbin' Mafia!

Traitor Mafia!
It's got a name now!

Start time: About 12 hours from now.

Mod: SIlknor
Openness: Crystal Clear
Bastardness: None

1. weiyaoli
2. Mavketl
3. Not A Raptor
4. Krong
5. Kellsbells
6. Two-fry
7. Aardvarki
8. Lataro
9. ThatMafiaGuy (INNA PLAY TOO!)
10. Roband
11. ElectricHaze

You can sign up here or in the signup thread.

Adding a few details (numbers will determine much of the setup, but some basics):

The mafia have been infiltrated! To win they must eliminate the traitor in their midst and the townies too.
The townies all (or some) know who the traitor is, but not each other.
The mafia may or may not have a majority, but either way the traitor(s) claiming will cause a loss for the town/traitors, so that won't happen. If the mafia has a minority, then the traitor will need to be alive for a town win.

There are some notable similarities to assassins, except the setup will probably run with more mafia type roles than sin type roles, there's no real sin equivalent, and there may be NKs (alot depends on numbers).
Who has never killed an hour? Not casually or without thought, but carefully: a premeditated murder of minutes.

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_infina_
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Re: Signups for Traitor Mafia [Turbo]-12 Hours till start

Postby _infina_ » Mon Oct 11, 2010 8:44 pm UTC

Ah so you did!

It could be Backstabbin' Mafia!

Traitor Mafia!
It's got a name now!

Start time: About 12 hours from now.

Mod: SIlknor
Openness: Crystal Clear
Bastardness: None

1. weiyaoli
2. Mavketl
3. Not A Raptor
4. Krong
5. Kellsbells
6. Two-fry
7. Aardvarki
8. Lataro
9. ThatMafiaGuy (INNA PLAY TOO!)
10. Roband
11. ElectricHaze
12._infina_

You can sign up here or in the signup thread.

Adding a few details (numbers will determine much of the setup, but some basics):

The mafia have been infiltrated! To win they must eliminate the traitor in their midst and the townies too.
The townies all (or some) know who the traitor is, but not each other.
The mafia may or may not have a majority, but either way the traitor(s) claiming will cause a loss for the town/traitors, so that won't happen. If the mafia has a minority, then the traitor will need to be alive for a town win.

There are some notable similarities to assassins, except the setup will probably run with more mafia type roles than sin type roles, there's no real sin equivalent, and there may be NKs (alot depends on numbers).
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

Malo mbwa mwitu

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Silknor
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Re: Signups for Traitor Mafia [Turbo]-PMs going out

Postby Silknor » Tue Oct 12, 2010 2:33 am UTC

No one says the strongest desire is ambition. And for good reason, love conquers all after all. Except in tennis. But ambition does have a bloody side.

This is the story of that bloody side. A tale of vengeance and the pursuit of power. Lets start at the beginning...

In the beginning there was the Big Bang. Wait, lets go forward a bit.

Ok, take two. In the beginning of the end there was a wise Don. He ruled his crime enclave well, and they had turned their 100:1 disadvantage into a 1:1 equality in their war against the town under his skillful leadership. But the wise Don was also old, and in his age he made a mistake. For the Don had 3 ambitious lieutenants, and he picked one to be his Vanguard and his successor. But in doing so he slighted the other two. They were quick to anger, and swore that they would soon be Don. And so they set upon the path of vengeance. While they had no chance of defeating the Don and his Vanguard on their own, they each saw the same opening: the weak little townies. Those townies were soon to be slaughtered, they stood no chance against a unified Mafia. As such, they had little to lose by siding with an upstart faction. And perhaps a smaller Mafia would be less oppressive. So each traitor recruited half the town to their side and with their new found army, set forth to claim ultimate power, second and equal to none, within the Mafia. But there are still those who would die for their Don...


It is now Day 1. 12 players remain. 6 to lynch. Yes, 6*.

*It appears that the bloodlust of the power struggle and the war's final battle has made people more prone to rash decisions. You can expect that in general, the lynch requirement will be one less than normal. This is subject to change on future days.

All game details are in the OP.
Last edited by Silknor on Tue Oct 12, 2010 2:51 am UTC, edited 1 time in total.
Nikc wrote:Silknor is the JJ Abrams of mafia modding

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Not A Raptor
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Re: [Turbo] Traitor Mafia: Day 1: Cast off the chains of loy

Postby Not A Raptor » Tue Oct 12, 2010 2:46 am UTC

I'm the traitor! (Not really.)
Van wrote:I like simple games.

Like Wizardry.

WARNING: Is acting like NaR.
Kellsbells: NAR is a sillypants
Not_A_Raptor: :p
Kellsbells: That is my expert assessment

Two-Fry
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Re: [Turbo] Traitor Mafia: Day 1: Cast off the chains of loy

Postby Two-Fry » Tue Oct 12, 2010 2:49 am UTC

So...
Flavour suggest there may be 2 town factions? ("So each traitor recruited half the town to their side") not sure how that would affect win conditions for either side. We're also completely in the dark on power roles, and should therefore be wary of roleclaims.
podbaydoor wrote:^What this person said.

Two-Fry
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Re: [Turbo] Traitor Mafia: Day 1: Cast off the chains of loy

Postby Two-Fry » Tue Oct 12, 2010 2:58 am UTC

Two-Fry wrote:So...
Flavour suggest there may be 2 town factions? ("So each traitor recruited half the town to their side") not sure how that would affect win conditions for either side. We're also completely in the dark on power roles, and should therefore be wary of roleclaims.

nevermind
podbaydoor wrote:^What this person said.

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Lataro
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Re: [Turbo] Traitor Mafia: Day 1: Cast off the chains of loy

Postby Lataro » Tue Oct 12, 2010 2:59 am UTC

Two-Fry wrote:So...
Flavour suggest there may be 2 town factions? ("So each traitor recruited half the town to their side") not sure how that would affect win conditions for either side. We're also completely in the dark on power roles, and should therefore be wary of roleclaims.



How are we in the dark about power roles? The OP specifically states there are no town power roles. It is 6 vanilla town, 4 real mafia, and two traitors. The only power roles are the mafia ones.

Preview: I take it you realize that... nevermind as well.
DS9, after being told the story and moral of the boy who cried wolf by Julian.

Garak: "Are you sure that's the moral?"
Julian: "Of course. What else could it be?"
Garak: "Never tell the same lie twice."

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Aardvarki
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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby Aardvarki » Tue Oct 12, 2010 3:17 am UTC

Confirming, and posting for egosearch.

Will have some thoughts to post tomorrow. For now, bed!
-Aa
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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby ThatMafiaGuy » Tue Oct 12, 2010 4:29 am UTC

posting to confirm role... this is gonna be fun! see y'all tomorrow :D

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Krong
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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby Krong » Tue Oct 12, 2010 4:58 am UTC

Confirmed.

I'm thinking things could get very weird towards endgame, especially if we get to 3 mafia with 2 of them traitors, but I'll have to take a longer look at the setup strategy-wise tomorrow.
The answer to the question "What’s wrong with the world?" is just two words: "I am." -- G. K. Chesterton (attributed)

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ElectricHaze
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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby ElectricHaze » Tue Oct 12, 2010 6:30 am UTC

Confirmed
Who has never killed an hour? Not casually or without thought, but carefully: a premeditated murder of minutes.

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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby kellsbells » Tue Oct 12, 2010 7:52 am UTC

Confirming.

Also, this game looks absolutely insane. Well done, Silkysmooth.
A good pun is its own reword.
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Mavketl
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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby Mavketl » Tue Oct 12, 2010 10:53 am UTC

With one Vanguard kill and two traitors:
Mod: Can the Godfather (or whoever carries out the mafia NK) target a fellow mafia?
Or are they dependent on a lynch?

Mod: Am I interpreting the town full win condition correctly when I say that it doesn't matter for an individual townie whether "their" traitor is alive, or the other one?

This looks pretty cool. I hope it'll stay interesting for the townies, though, with no town power and seemingly a lot going on in the nightly scum PMs (I think?). I like the fact that this set-up means that it is not in the interest of scum to stay quiet and do some active lurking, since they're on a 'scum hunt' of their own and need information for that.
Not A Raptor: Mav can be a very wily and dangerous player.
roband: Mav has a way of making everything seem right.
ELEPHANT SCIENCE - MORE ELEPHANT SCIENCE
- NEW: Elephant Math!

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Silknor
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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby Silknor » Tue Oct 12, 2010 11:25 am UTC

Mod: Can the Godfather (or whoever carries out the mafia NK) target a fellow mafia?

Yes.

Mod: Am I interpreting the town full win condition correctly when I say that it doesn't matter for an individual townie whether "their" traitor is alive, or the other one?


Yes.
Nikc wrote:Silknor is the JJ Abrams of mafia modding

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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby _infina_ » Tue Oct 12, 2010 11:43 am UTC

basically posting here to confirm. I guess this means each town knows only one of the mafia, but there are two traitors. it will be several hours before I can post again.
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

Malo mbwa mwitu

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weiyaoli
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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby weiyaoli » Tue Oct 12, 2010 12:19 pm UTC

Confirming.

Post with more coming later.
And you thought I was crazy...

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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby Sungura » Tue Oct 12, 2010 3:30 pm UTC

/me wishes this would have come at a better time so she could play.
/me munches popcorn.
/me goes to discussion thread to post spoiler naming all anti-town now.
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she/<any gender neutral>/snug

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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby _infina_ » Tue Oct 12, 2010 5:08 pm UTC

so, Not A Traitor, what think you? Who are you going to use your one-shot on? Not my TraitorTraitor I hope.
Now that I have that out of my system, I am attempting to work on the optimal Traitor finding strategy so I can find the second traitor, and we can hold off on lynching them until the end. if we get down to two traitors and one regular mafia against any number of town, I would suggest lynching the first person to claim they are a traitor.
Spoiler:
keozen wrote:It took us exactly 3 pages to turn a discussion of a loved children's book series into smut...
TheGrammarBolshevik wrote:Only if your friends know what rhino dong smells like.

Malo mbwa mwitu

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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby ElectricHaze » Tue Oct 12, 2010 5:43 pm UTC

Sigh, I still can't think of anything to say about the setup, other than that I wish I had experience with assassin format games because it seems like the strategy should be very similar. Not really any power roles to comment on except the one shot vanguard kill. Doesn't seem like it matters all that much to us, since it will be aimed at scum, basically it's the assassin poised to take out a traitor if we should ever accidentally out one of them.

Yeah, trying to come up with strategy on how to get reads on other players is really hurting my head. The possibilities involved with the fractured mafia, along with some of us knowing one traitor and some of us knowing the other make untangling connections between players seem like a daunting task.

Also, @infina: huh?
Who has never killed an hour? Not casually or without thought, but carefully: a premeditated murder of minutes.

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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby Two-Fry » Tue Oct 12, 2010 7:55 pm UTC

I think that each of us only knowing one of the traitors actually works to our advantage because we don't have to worry about accidentally revealing the traitor by never voting for them.

That said, is there anything to stop a traitor from claiming and revealing the identities of the other mafia members? The win condition doesn't say anything about staying alive, so as long as the other traitor isn't the last mafia alive, they would still win with town
podbaydoor wrote:^What this person said.

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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby kellsbells » Tue Oct 12, 2010 8:00 pm UTC

This does seem pretty similar to the Assassins format, minus the potential for the TRAITOR TEAM DEATH MATCH which, I have to admit, sounds like a pretty awesome ending to a game.

There are no town power roles as we know them, but it seems to me that the townies have about as much information as the mafia, in some ways. The townies all know one of the traitors, and thus have one definite alliance they can trust and support. The mafia know each other, but not their roles and also know that two of their number are traitors against them. It's a very interesting twist on the usual mafia tightknit group.

I may be reading poorly, but what happens if the entire mafia is eliminated, along with both traitors? Town win? Or does that just not happen?

Preview-ninja: That's a very good point. There is a lot of opportunity in this game for townie supporters to out their traitor, or for a traitor to out the rest of the mafia. I'm kind of curious what would happen if both traitors claimed, and listed the rest of the mafia... We might just be able to eliminate the mafia immediately and ensure a win either for the town or the traitors. But...that is kind of breaking my brain to think about too deeply right now.
A good pun is its own reword.
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ElectricHaze
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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby ElectricHaze » Tue Oct 12, 2010 8:03 pm UTC

Well I suppose that could happen, but that would suck for us, because then we would only get 1/2 a win. Also, since the description says when all OTHER mafia members are dead, which sort of implies the traitor needs to survive. There is a very nice easy way to clear that up though...
Mod: To get a win does the traitor need to survive?
Who has never killed an hour? Not casually or without thought, but carefully: a premeditated murder of minutes.

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ElectricHaze
Posts: 8
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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby ElectricHaze » Tue Oct 12, 2010 8:05 pm UTC

EBWOP: ninja'd
Kells I believe the answer to your question is right in the OP.
Relevent quote right here
Silknor wrote:Town: Full win if all 4 True Mafia Members are dead, and exactly one traitor is alive. Half win if all 6 Mafia Members die.

So if the entire mafia is eliminated it is a half win.
Who has never killed an hour? Not casually or without thought, but carefully: a premeditated murder of minutes.

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kellsbells
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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby kellsbells » Tue Oct 12, 2010 8:19 pm UTC

Oh well there you go. Reading comprehension fail. But a half-win is not very cool, so I guess it's in our best interest to try and keep at least one of the traitors alive after the rest of the mafia is gone. Which means we definitely need to hunt scum before we worry about traitor factions.
A good pun is its own reword.
L wrote:A day without kells is a day not worth living.

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Silknor
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Re: Turbo Traitor Mafia: D1: Cast off chains of loyalty

Postby Silknor » Tue Oct 12, 2010 9:45 pm UTC


I may be reading poorly, but what happens if the entire mafia is eliminated, along with both traitors? Town win? Or does that just not happen?


Half-win for the town. Everyone else loses. Mod gets a half-win for not giving anyone a whole win.

Mod: To get a win does the traitor need to survive?
A traitor loses once they die. Including if they die in the tie break procedure described directly above the player list spoiler in the OP.

Rule clarification: A traitor may never become the godfather. If there are only traitors alive out of the mafia, there is no NK, instead the game ends by the tie-break procedure referenced earlier.
Nikc wrote:Silknor is the JJ Abrams of mafia modding


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