Post by Caro on Aug 22, 2020 2:17:32 GMT -5
Welcome to THE Greatest Idea Mafia
Greatest Idea Mafia is a semi-open setup, based on Great Idea Mafia and Greater Idea Mafia, designed to be flexible while adding quite a few extra layers of WIFOM, a creative UPick-esque role choice aspect, and almost entirely removing the need for random votes.
In this setup, each player is dealt three cards from a deck; the same used in Greater Idea Mafia (shown below for convenience). Two of these three cards are combined to produce the player's role and alignment (more on this below) and the final card is discarded. Two cards must be used, so no player may choose a single card to indicate both role and alignment. Once every player has chosen their two cards - and there is at least one antitown role in the game (if all town, abandon or reshuffle) - all players inform the moderator of their role/alignment combination and any roles with partners are informed of their partners.
At the start of Day 1, every player's discarded card is publicly revealed.
>>Role List<<
>>Role PMs<<
The "choose 2" mechanic can become confusing, but it becomes easier when you think of the setup in terms of all possible alignments (Town, Mafia, Werewolf, Alien, Cult, Survivor, Serial Killer, Condemner), then think about the abilities that associate with specific roles. Many zany combinations are possible, but become simpler when (for instance) you realize a Vanilla Townie + 2-Shot BP SK is either just a Town 2-Shot BP or a Vanilla Serial Killer. Any gray areas are up to the moderator's discretion, but a good rule of thumb is to take away any abilities (in this example, the 2-Shot BP) and associate them only with the role itself, rather than the alignment. Exceptions are factional nightkills (including SK) and the cultist (which should be considered, for role-creation purposes, a Vanilla One-shot Cult Recruiter).
Starting next weekend (9/4 - 9/6)
Greatest Idea Mafia is a semi-open setup, based on Great Idea Mafia and Greater Idea Mafia, designed to be flexible while adding quite a few extra layers of WIFOM, a creative UPick-esque role choice aspect, and almost entirely removing the need for random votes.
In this setup, each player is dealt three cards from a deck; the same used in Greater Idea Mafia (shown below for convenience). Two of these three cards are combined to produce the player's role and alignment (more on this below) and the final card is discarded. Two cards must be used, so no player may choose a single card to indicate both role and alignment. Once every player has chosen their two cards - and there is at least one antitown role in the game (if all town, abandon or reshuffle) - all players inform the moderator of their role/alignment combination and any roles with partners are informed of their partners.
At the start of Day 1, every player's discarded card is publicly revealed.
>>Role List<<
>>Role PMs<<
The "choose 2" mechanic can become confusing, but it becomes easier when you think of the setup in terms of all possible alignments (Town, Mafia, Werewolf, Alien, Cult, Survivor, Serial Killer, Condemner), then think about the abilities that associate with specific roles. Many zany combinations are possible, but become simpler when (for instance) you realize a Vanilla Townie + 2-Shot BP SK is either just a Town 2-Shot BP or a Vanilla Serial Killer. Any gray areas are up to the moderator's discretion, but a good rule of thumb is to take away any abilities (in this example, the 2-Shot BP) and associate them only with the role itself, rather than the alignment. Exceptions are factional nightkills (including SK) and the cultist (which should be considered, for role-creation purposes, a Vanilla One-shot Cult Recruiter).
- If only one Mason or Lover is chosen, then they are essentially a named Vanilla Townie.
- If more than 2 Masons or Lovers are chosen, then all the Masons form one Mason group, and all the Lovers form one Lover group (rather than separate pairs). The Nymphomaniac, however, creates a separate Lover group when it uses its action on Night 1. It is possible to unite the two groups if the Nymphomaniac targets an existing Lover, however.
- The One-Shot PGO is activated on the first night during which someone targets it. Any and all players who target it in that one night die.
- The Alien faction has only a one-shot factional nightkill for the whole game. The faction was designed to appear rarely but have powerful role actions.
- The Innocent Child can choose to reveal itself at whatever moment it chooses. It is not revealed automatically at the start of Day 1.
- The Enabler affects one randomly mod-selected other player. If the Enabler dies, its Enablee can no longer use any role powers other than a factional nightkill.
- In Greatest Idea games, Judas and Saulus's alignment-change-on-whack powers are an ALIGNMENT effect, not an ABILITY. Think of the card as 'Vanilla Judas' and 'Vanilla Saulus'.
- Balance is explicitly not guaranteed.
Starting next weekend (9/4 - 9/6)