Mafia The Game III: Kinder and Gentler

Absolutely! I just got your PM.

Only four more confirmations to go.

Can we just make it easy and say that masons have to be at -1 in relation to the town at endgame? I can see that slip in the language becoming a HUGE headache later on.

And the night watchman idea is super cool, and not one that I have heard of before. So double points to you, sir.

NAF:

I dunno; thanks to glee, it was caught and cleared up. What I’ll do is make a revised rules post which fixes the wording, and link to that in my signature instead. I think that should solve it.

Thanks! :slight_smile:

Also, Projammer has confirmed. Only three to go.

Just got back from the post office.

Hey barkeep! Jack and Coke!

All righty. Below are the roles for this go-round, as well as general gameplay guidelines. Please listen carefully as the menu options have changed.

Citizens – Honest, hard-working, and basically good at heart (except for the duplicitous scum, of course), these townspeople must band together to reclaim their idyllic community from the Mafia scourge that has already plagued two neighboring villages. Although they go their separate ways at night, citizens have taken to meeting at the town hall during the day to try to identify the murderers in their midst. Mob justice rules the day, and a majority vote to lynch someone allows the citizens to take matters into their own hands. In addition, if a majority of the citizenry votes not to kill anyone, the town’s blood-lust will subside and no one will be lynched that day. The Town wins if all Mafia members have been eliminated and if there at least as many non-Masons as there are Masons (see below).

Mafia – O foul villainy! This is a shadowy collective of evil-doers who meet under the cover of darkness, plotting to take over the town through a systematic campaign of murder and fear (but mostly murder). By day they pass as ordinary citizens. By night they convene to decide who, if anyone, they will kill. Important: In addition to choosing a target, the Mafia must decide where the target will be killed (out of six possible locales provided below). If the Mafia chooses unwisely, its homicidal plans may be thwarted that night. Also Important: Once (and only once) during the game, the Mafia may decide to forego its murderous business and instead recruit a given townsperson into its fold. Once recruited, the townsperson becomes a made man (or woman) and a full-fledged Mafia member. The Mafia wins if, at the end of a day, it outnumbers the townspeople. There are a handful of Mafia.

Masons – Another shadowy sect, the Masons are as anti-Mafia as they come. Members of the Masons are known to each other, although they may not communicate outside of the game. They harbor secret dreams of world domination, but they’re willing to start small: if the number of Masons is greater than the number of non-Mason citizens once all the Mafia have been eliminated, the Masons claim victory over the Town. Otherwise, the Masons share in the Town’s victory and save their conspiratorial machinations for another day. There are a handful of Masons. If a Mason is recruited to the Mafia’s side, he or she remains a Mason as well as a member of the Mafia, and will win if the victory conditions are met for the Mafia or the Masons (but not the Town). A Mafioso Mason’s Mafia status overrides his loyalty to the Town, but not his loyalty to the Masons.

Do-Gooders – Steely eyed and pure of heart, these stout folk are ordinary townspeople like you and me (okay, like you). Due to their thoroughly virtuous nature, however, they are incorruptible and may not be recruited to the Mafia’s side. There are two Do-Gooders.

Doctor – The Doctor may choose one person each night to protect from harm, including himself. There is one Doctor.

Detective – The Detective may investigate one person each night. These investigations will always be accurate; the Detective’s just that damn good. There is one Detective. If the Detective is recruited to the Mafia’s side, he or she becomes corrupt and may investigate on behalf of the Mafia.

Night Watchman – While most citizens are tucked snugly in bed, the Night Watchman patrols the town, alert to suspicious behavior. Unfortunately, there’s only one Night Watchman, and he or she can’t be everywhere at once. Thus, every evening the Night Watchman chooses one area of town to patrol: the Wharf, the Village Green, the Abandoned Factory, the Railroad Tracks, the Town Hall, or the Tavern. If the Night Watchman patrols the area in which the Mafia have decided to make their kill, no murder will take place that night.

All of these roles will be included in the game.

Achren has confirmed. We’re just waiting for percussion and Omi No Kami.

Dude, chill. I was lunching and seeing a movie.

Actually, in my case at least, it wasn’t enabled automatically.

I had to edit my “options” and enable the Private Messaging section.

(and, luckily, I received an e-mail as well) :wink:

  • <eyes Achren suspiciously>*
    Hmmm…“seeing a movie”? Sounds like some sort of mob euphemism to me…

Why are we waiting for percussion ? Did you just tell a joke? :confused:

Ouch. :smiley:

It was probably Scarface. Digitally remastered, of course.

All right, I’m off to dinner now. If both percussion and Omi No Kami haven’t confirmed by the time I get home this evening (which should be around 9:30 pm EST), I’ll strongly consider starting the day anyway (and eventually substituting for them if they continue to be absent).

Either way, the day will probably start sometime tonight! …Erm, you know what I mean.

I don’t know if it was the movie itself or the multiple coke-and-rums, but I found it hard to follow the plot. To this day all I remember is “Say hello to my little friend” and I think I only remember that because of the multiple pop references.
(For the record, I saw 300.)

Alright, I just replied! Hopefully that’ll do it. ^^

I’m afraid I don’t drink… I guess I’ll just have to restrict myself to sitting with my back to a wall and starting at shadows.

Not drinking is a scum tell! ** FOS Omi no Kami! **

Finger of Sobriety…

Eek! Lemme tell you, it’s alchohol that got us in to this mess! Why, I’ll bet half the bars we drink in are owned by the mob! Just think about it: ice, icepicks, booze… the three things any self-respecting hitman needs to do his job.

Oh, by the by Gadarene, are you going to give us guesstimates of the number of scum, or should we go digging through our books about angels dancing on needles to figure out the precise numeric definition of “a handful”? :wink:

I just put in an order for chips and hot sauce myself (mmm, hot sauce). Feel free to have some, if you like.

I’m going in for fried shrimp to soak up the margaritas I plan to have when I get back. Do we need more limes? Salt??