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THIS IS THE CHESS THEMED MAFIA GAME
What is Mafia?
In its simplest form, Mafia is played by two teams: the mafiosi and the villagers. Live games require a moderator who does not participate as a player, and identities are assigned by handing out cards, or by other non-verbal methods such as physically tapping players. At the start of the game, every mafioso is given the identities of their teammates, whereas the innocents only receive the number of mafiosi in the game.[12][13][14]
In an open setup, the numbers of each power role (e.g. militia) present in the game is known to the players, while in a closed setup, this information is not revealed, and in a semi-open setup, only limited or tentative information about the power roles is revealed.
There are two phases: night and day. At night, certain players secretly perform special actions; during day, players discuss and vote to eliminate one player. These phases alternate with each other until all mafiosi have been eliminated or they reach numerical parity with the innocents.
credits: Wikipedia
(this is an online version)
What are the roles?
Town/Villagers
Town
Town roles usually appear as Innocent to both the Sheriff and the Judge.
Town (Investigative)
Investigator: Each night, they may investigate a player for their alignment. Any players that are Detection Immune or Detection Omniscient will appear as Innocent while any Detection Vulnerable players will appear as not aligned with town despite their alignment.
Judge: Each night, you may examine a player to determine if they are a lawful citizen. Detection Immune roles will appear unlawful, while Detection Omniscient roles will appear lawful regardless of their true alignment. Detection Vulnerable roles appear as their true alignment, lawful or unlawful.
Psychic: On odd-numbered nights, the player will receive a vision of three names—at least one is evil. On even-numbered nights, they receive a vision of two names—at least one is good. Good: Town, Neutral Benign Evil: Mafia, Coven, Mutants, Neutral Chaotic, Neutral Evil, Neutral Killing, Horsemen
Town (Protective)
Doctor: Each night, they may protect one player, granting them Powerful Defense for that night. They may protect themself once per game. While self-protecting, they are Control Immune. (Self-Protect Charges: 1)
Bodyguard: Each night, you may guard a player, giving them Powerful Defense for that night. If your target is attacked, you will counterattack the assailant and suffer the same damage yourself. The Bodyguard can use a vest once per game for extra protection. (Vest Charges: 1) (Attack: Powerful) (Defense: Basic while Vesting)
Town (Aversive)
X-Man: Each night, roleblocks a player, bypassing roleblock immunity. (Roleblock Immune) (Bypasses Roleblock Immunity)
Inquisitor: Each night,may roleblock a player and learn who they intended to visit. (Detection Vulnerable)
Town (Elective)
Mayor: Once per game, the mayor may publicly reveal your role. After revealing, they gain three votes instead of one. (Unique)
Town (Vengeance)
Retributionist: Each night, they resurrect a dead town player and use their ability on a player. If they attempt to use a role that was incorrectly shown as Town in the GUI logs, the action fails. They cannot use a night action more times than its original charge count. (Charges: 3) (Control Immune) (Detection Vulnerable) (Unique)
Town (Killing)
Jailor: Every night, they may put a player in jail. While jailed, the target is roleblocked (bypassing Roleblock Immunity), and no other actions affect them except Unstoppable Attacks. They may converse with their prisoner privately that night. They may choose to execute your prisoner (except on Night 1). Executing a Town member removes the ability to jail and causes them to die of guilt the following night. (Execute Charges: 2) (Attack: Powerful) (Detection Vulnerable) (Unique)
Vigilante: Starting on Night 1, they attack a player, shooting them to death. If they kill a member of Town, they lose all charges. (Can be switched to die of guilt the next night in some versions) (Charges: 3) (Attack: Basic) (Detection Vulnerable)
Neutral
Neutral
Neutral roles (except Neutral Killing and Neutral Evil) usually appear Innocent to the Sheriff and Judge.
Neutral (Benign)
Amnesiac: The Amnesiac may choose to become a role in the graveyard during night phase. To win, they must fulfill that role’s win condition. Once per game, they put on a vest. (Vest Charges: 1) (Defense: Basic while Vesting)
Neutral (Chaotic)
Vampire: Each night, the oldest Vampire chooses a target, and the youngest Vampire visits them. On odd nights, the youngest Vampire converts the target if they are Town or Neutral without defense, and attacks them if they are Mafia, Coven, or Mutant. On even nights, the youngest Vampire attacks regardless of role. The first Vampire gains Basic Defense and the title “Vampire Master.” (Attack: Basic) (Detection Vulnerable)
Pirate: Each day, they may challenge a player to a duel that night. During the duel, they pick an attack method and your target picks a defense. Matching combinations result in the Pirate killing their target. Duels roleblock the target, bypassing Roleblock Immunity. They cannot duel the same player twice in a row, and their visit counts as harmful. Win two duels to win the game. Scimitar → Sidestep Rapier → Chainmail Pistol → Backpedal(Attack: Powerful) (Roleblock Immune) (Control Immune) (Unique)
Neutral (Evil)
Jester: If lynched by town, they win. When lynched, they may kill one voter who voted against them or didn't vote the next night. Once per game, they put on a vest. (Vest Charges: 1)
Executioner: At the start of the game, theyare assigned a Town role (excluding Mayor, Baron, or Jailor) as your target. They win if their target is lynched by the Town. If their target dies at night, they become a Jester with no vests. (Defense: Basic)
Neutral (Killing)
Serial Killer: Each night, they may kill one player. If roleblocked, they kill both the roleblocker and their original target. However, they will not attack a Jailor who executes them or a Pirate who wins their duel. They may also choose to avoid attacking roleblockers entirely. (Attack: Basic) (Defense: Basic) (Detection Omniscient) (Roleblock Invulnerable)
Arsonist: Each night, they may either douse a player (and those who visit them) in gasoline or ignite all doused players. Doused players appear framed. They can remove douses at will and automatically cleanse themself if they are doused by another Arsonist or themself. (Attack: Unstoppable) (Defense: Basic) (Detection Omniscient)
Mafios
Mafia roles typically appear as Guilty to the Sheriff and Judge.
Mafia (Killing)
Godfather: Each night, they may order an attack on a player. If a Mafioso exists, they perform the attack. If not, they attack the target yourself. If the Godfather dies, and no Mafioso remains, another Mafia member becomes Mafioso based on priority. (Attack: Basic) (Defense: Basic) (Detection Omniscient) (Roleblock Immune with Mafioso) (Unique)
Mafioso: Each night, they may attack another player. If a Godfather exists and is alive, they follow the Godfather's orders. If the Godfather dies, they become the new Godfather. If both are dead, another Mafia member becomes the next Mafioso by priority. (Attack: Basic) (Control Immune with Godfather) (Unique)
Mafia (Deception)
Forger: Each night, they forge a player, changing the role shown in the graveyard to any role in the game of their choice upoon death. (Charges: 2) (Priority: 1)
Janitor: Each night, they may clean a player, hiding their true role when the player dies. The Janitor secretly knows the role of the dead player. Charges: 4) (Priority: 3)
Framer: Each night, they may frame a player making them Detection Vulnerable. Framed players appear suspicious to the Sheriff and Judge, incompatible to the Matchmaker, kill-capable to the Detective, and evil in Psychic visions. They also passively frame anyone who visits them. (Priority: 10)
Mafia (Coercion)
Vandal: Each night, they may vandalize a player, roleblocking them. (Roleblock Immune) (Priority: 7)
Consigliere: Each night, they may choose to use a charge to investigate a player to learn their exact role. (Charges: 4) Priority: 8)
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