Author Topic: Mafia XL: WWII. 1939. Roles and Rules.  (Read 11654 times)

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Offline Khushrenada

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Mafia XL: WWII. 1939. Roles and Rules.
« on: December 07, 2009, 03:38:37 AM »
Sorry on the delay. My phone seems to be having trouble with the updated forums and I have to use my Wii which is slowing me down. Just some quick notes. Have sent out the major roles. They are:

Axis (Mafia)

Germany - Godfather (Is invisible to the investigator. Responsible for the nightly mafia hit and Warbucks spending)
Japan - Henchman 1 (Can investigate for Atomic Secrets)
Italy - Henchman 2 (Can investigate for Atomic Secrets)
 
As you may realize, the mafia has two people to investigate for Atomic Secrets, doubling their chances since they will no doubt be pooling their info. Of course, this advantage can easily be slowed by correct play as the game goes on.


Allies (Townies)

Great Britian - Investigator. Can see anyone's role except for the Godfather who comes back as a regular nation. Can also investigate for Atomic Secrets.

Russia - A vote cast by Russia is worth 3 votes. Can also investigate for Atomic Secrets.

U.S.A. - Gets double the warbucks each turn. If the U.S.A. lives past 1941, all townies (allies) get double the investigative power for Atomic Secrets.

Townies - can investigate each day for Atomic Secrets.

Other Roles

War Profiteer - The War Profiteer is looking to cash in on this wonderful war. He is playing both sides by selling both high grade weapons and ammunition. The War Profiteer is seeking all rare treasures he can get in these turbulant times. However, he also knows that he can't let one side get more powerful than the other. Therefore, he will cut off the weapon supply to one country each year and leave them defenseless. So, he's the killer basically.

But he has a bit of help. As a merchant of death, he gets a cut on all weapons used. That means for every death, he gets $100 Warbucks.

But of course, for playing both sides, the Profiteer will be a marked man both during the war and after one side has been defeated. So, how can the Profiteer save himself after the war? He has multiple paths to victory.

The hardest will be cutting off the weapon supply to all countries giving him a monopoly needed to keep all countries under his control. Or in normal mafia terms, eliminate all opponents and be the last one standing.

The War Profiteer can also pay his way to victory. If the War Profiteer can earn $3500 Warbucks, he can bribe a side to forgive his double dealing and to gain a pardon. After a war, a nation will be willing to take a large sum of money to begin rebuilding and make such a deal. But what does it mean in game terms? If the War Profiteer earns $3500 Warbucks, he wins the game. But he also can give that money to one side of the war and give them a chance to win the war and share in the victory. One final note. The $3500 Warbuck total must be a total he has banked at that moment. It will not include any money spent during the game. So, if he has $3000 Warbucks in the bank to spend and has spent $600 already, it does not count. He must have $3500 ready to spend in the bank.

The final way the War Profiteer can win comes from him being the one to discover the Atomic Secrets. But that method will be highlighted in The Atomic Bomb section.

If you have not received a message, you are a regular townie. As for how investigating atomic secrets and warbucks work, that will be posted in around 8 hours when I have a real computer I can work on. As well, the Axis can send in a hit right now and eliminate a player starting this war. Join me in 8 hours when 1940 begins and the world begins to deal with the ramifications of the first blitzkrieg.
 
New Mafia Concepts for this game

Atomic Secrets and Investigating Them:
 
There are 5 atomic secrets in the game. Each secret has been assigned to a player. However, these players do not know they have a secret. This means you may have to investigate yourself. As well, unlike other roles, once a person sends in an investigation request, you do not have time to change the identity of your investigation. With the amount of requests I will have coming to me each day, I'm not going to wait a certain time and try to keep track of changed requests. Your target for that day is the only choice you get. You can send in an investigation at any time in the day. But if the night action deadline has passed and you have not sent in an investigation, you lose that investigation for that day. If a player with an Atomic secret dies, that secret is revealed to everyone. You can't bank investigations. You are free to pool your investigation results with other player but be aware that they may be bluffing with you and giving you false info. If you correctly locate all 5 Atomic Secrets, you must send me a list stating what each secret is and which player has each secret. I.E.
 
Atomic Secret list:
Khushrenada - Secret 1
S-U-P-E-R - Secret 2
Etc.
 
First person to send in a correct Atomic Secret list gets to build the bomb. One last note, I, the host, have no Atomic secrets and no role. There's no twist with me.
 
 
The Atomic Bomb

It is time to let the cat out of the bag. Originally, the bomb was going to be an item of mass death but with the small turnout and other options available for speedy kills, I decided to forget that idea and move to a different one. The instant win. Discovery of the bomb would give that player an instant win. The discovery of the bomb would make that country the most powerful on Earth at the time. But how would it work? Individually or for the team? It made sense team wise for the Axis and the Allies would no doubt be pooling information. But it would it be too unfair an advantage for one side over the other? Is it fair individually for only one person to win? In the end, I decided to go with the moral implications of the item. The person who discovers first will control it. Will they advocate causing many civilian casualities to end the war? Or will they hold on to the powerful secret and keep fighting the traditional way?

The person who discovers the bomb has this option. Use it or Hide it. If they choose hide it, the game will proceed on until a winner is found a different way. No one else can make the bomb. If the player chooses Use it, he will become an instant winner. But he must then submit a target and drop the bomb. If the target is correct, his side of the war is victorious. Game over. If he is incorrect and bombs one of his partnered countries, well, that doesn't look good and signals ill intent. In that case, all sides will stop fighting. There's no sense fighting when a new more powerful threat has arisen. Instead, all countries will want to acquire this new weapon. To do so, they must send me a list of all Atomic Secrets and have $1600 Warbucks. The cost needed to bribe scientists to betray their country and build them a bomb. All players who can do it on that turn are declared the winners along with the Atom Bomb Owner. In this case, both Axis, Allies and the War Profiteer could end up the winner.

Now, there is a twist if the War Profiteer discovers the Atomic Secrets.
 

Warbucks
 
Every year, players are given a certain amount of money called Warbucks. With these Warbucks, they can use them to buy tools needed to help their country in this fight. These are the various items that will be for sale:
 
Extra Vote - You buy this, you can cast an extra vote that day.
Block - You can block a player's investigation for Atomic Secrets.
Extra Atomic Search - You can get an extra investigation for Atomic Secrets.
Steal Atomic Secrets - You can choose a player and learn all their investigation results.
Bunker - You can protect yourself either from the vote or from night actions that day
Investigate Role - You can crack the codes of any player and learn their true role except for Germany. Why is that?
Military Strike - A powerful item. Any player who buys it is able to take out any player of their choice.
 
These items come in two's for each day. So, there are 2 Blocks, 2 Bunkers, etc. First come, first serve. A player can even buy both items if they want. No restrictions. The only difference is the bunker. There is one bunker to protect from night actions and one to protect from the day vote available each day.
 
Cost of each item
 
Extra Vote - $100
Block - $100
Extra Atomic Search - $200
Steal Atomic Secrets - $300
Bunker - $300
Investigate Role - $400
Military Strike - $500

Further Info on Warbuck Items

The extra vote can be changed at any time including the time vote. As well, if that vote is used successfully to vote someone out, that vote gets a portion of the Warbucks. So, if a person casts a vote and extra vote on the same person and is success, that person will get a double portion of the victim's Warbucks. Extra votes have to be used the day they are purchased.

Once you send in a block, it can not be changed. If a player has already used their role that day, it will carry over to the next day. Blocks can be banked and used at any time in the game.

Extra investigation, steal atomic secrets and role investigation have been explained fine enough. They can be banked and used at any time in the game.

Bunkers can not prevent a military strike. However, they will prevent any other kind of Warbuck action performed against them. Bunkers must be used the day they are purchased.

Military strikes are the best hits money can buy. They can also be banked and saved for later.
 
Obtaining Warbucks
 
Each day, every player is given $100 Warbucks. They are allowed to save up to buy something or can spend them as soon as they want. You cannot pool your money. This applies to the mafia as well. They can not pool their money either. In the case of the U.S.A., they get double that or $200 Warbucks each day. However, there is another way to obtain Warbucks. Eliminating opponents.
 
Player Values
Germany - $1000 Warbucks
Japan - $900 Warbucks
Italy - $900 Warbucks
Great Britian - $800
Russia - $800
U.S.A. - $800
War Profiteer - $700
Townie - $600
 
In addition, all that players money still in the bank is added to his total. How is that money divided?
 
In the case of a mafia hit, the mafia gets that money amount divided amongst themselves. So, if the mafia hit Russia, Russia's $800 worth is divided among the active mafia players.
 
If a player is voted out, the people who voted for that player are the ones that get the money divided up among them. So if 3 people voted out Russia and 2 voted for Khushrenada, Russia is voted out and the 3 people who voted Russia get that $800 dollars.
 
If the War Profiteer eliminates a player, he gets that full money amount.
 
In addition, the War Profiteer gets a cut of every death. Consider it a fee for selling weapons to both sides. Whether it be a Mafia hit or death by vote, he first gets a $100 cut from the victim country and then the rest of the money is divided among the players it goes to. So, with the elimination of Russia already, the War Profiteer recieved $100 Warbucks and the remaining $700 Warbucks are divided among the 3 Axis players.
 
With that, I'm now distributing the Warbucks and putting the items up for sale.

Tiebreakers

What happens in case of a tie vote? A 30 minute sudden death will be given to resolve the tie. This can be done by a new vote cast or by someone omitting their previous vote.

If that doesn't work, the players tied may bid for freedom. Each would send me an amount of Warbucks they have that they would like to use to sue for peace. Whoever submits the highest total wins. That amount is divided between those who voted for him. The other player dies. You can wager any amount as high or as low as you want. If the wagers are tied, they both successfully sue for peace and their wagers are divided among the correct voters.

In the event that we reach 1945 without a winner, players may pay for a win. The cost of victory is $1500 Warbucks. All sides are considered entrenched in their positions and therefore countries that have the capital to start rebuilding right away are considered the winners since they will be the strongest ones emerging from this conflict.i
« Last Edit: December 08, 2009, 01:30:11 PM by Khushrenada »
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Offline Stratos

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Re: Mafia XL: WWII. 1939.
« Reply #1 on: December 07, 2009, 03:44:50 AM »
So is this the part where we propose to our loved ones before getting drafted?
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Offline Mop it up

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Re: Mafia XL: WWII. 1939.
« Reply #2 on: December 07, 2009, 03:47:19 AM »
No Stratos, this is the part where your supposed "loved ones" turn on you.
« Last Edit: December 07, 2009, 03:58:09 AM by Mop_it_up »

Offline Stratos

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Re: Mafia XL: WWII. 1939.
« Reply #3 on: December 07, 2009, 03:48:25 AM »
Can we even freaking vote yet?!?

Fine. I dump you and I'll marry a cute Japanese girl I meet during the war :P
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Offline Mop it up

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Re: Mafia XL: WWII. 1939.
« Reply #4 on: December 07, 2009, 03:49:42 AM »
Is this not the first day's thread?

Did I miss something?

Offline Stogi

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Re: Mafia XL: WWII. 1939.
« Reply #5 on: December 07, 2009, 03:56:27 AM »
This is the rules thread.
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Offline Mop it up

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Re: Mafia XL: WWII. 1939.
« Reply #6 on: December 07, 2009, 03:58:52 AM »
Ha ha, silly me. It's pretty late here.

Oh well, it isn't like people couldn't already guess what I was going to do...

Offline NWR_DrewMG

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #7 on: December 07, 2009, 02:29:24 PM »
So all players get to investigate for atomic secrets?
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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #8 on: December 07, 2009, 02:39:34 PM »
So all players get to investigate for atomic secrets?
Yes. I'm not sure if that is the case with the killer though.
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Offline vudu

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #9 on: December 07, 2009, 02:49:45 PM »
BROKEN RULE BROKEN RULE BROKEN RULE

Germany can't lose the game.  He already has enough money to buy a bunker because he killed Russia on day 0.

He kills Italy and Japan on days 1 and 2.  He now has over 2,000 which is more than enough to buy a bunker every single day until the game ends automatically on day 5.

The game is unwinnable for the townies.
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Offline BeautifulShy

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #10 on: December 07, 2009, 02:56:56 PM »
Well here is how Khushrenada can fix that.Germany can not attack its own team.
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I'm happy with thinking pokepal148 is just eating a stick of butter. It seems about right for him. I don't need no stinking facts.

Offline Khushrenada

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #11 on: December 07, 2009, 02:57:43 PM »
The War Profiteer can investigate as well. There is only one player who can not. The Godfather Germany. As well, the Investigator Great Britian can choose different targets for his investigations. 1 person for the role investigation. 1 person for the Atomic secret investigation.
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Offline Khushrenada

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #12 on: December 07, 2009, 03:31:20 PM »
Great job Vudu on realizing the strategic options available. If Germany wants to attack its own teammates and turtle, it is a valid strategy. It won't make the game unwinnable. For instance, we have to assume Germany does get to kill both members and no one beats him to those members.

If he does do that, it is still first come first to each years items. He can't buy in advance. Buying is open when I declare it open that day. So, if someone beats him to it, he will be in trouble.

As well, he pretty much forfeits finding the Atomic secrets which could defeat him, Bunker or no Bunker.

Finally, I never said the Bunker would prevent a military strike. A military strike can be launched as soon as it is bought, either in the night or day. Notice the bunker doesn't prevent day actions. Admittedly, I didn't post that either so I better clarify those abilities a little more.

Anyways, with all those circumstances, I wouldn't declare it unwinnable.
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Offline Stogi

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #13 on: December 07, 2009, 04:01:40 PM »
I thought their are two types of bunkers: day and night?
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Offline Khushrenada

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #14 on: December 07, 2009, 04:06:20 PM »
There are. One protects against Night Actions and the other against the Day Vote. No mention of Day Actions for either Bunker.
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Offline Khushrenada

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #15 on: December 07, 2009, 04:14:57 PM »
At this point, I only need to explain the War Profiteer role and The Atomic Bomb. Since the explaination on those won't affect anything right now, I will leave them be. Like I said, I'm at work and the boss is getting suspicious so I need to be prudent in my coming to the site. At this point, the game should run smoothly enough. Everyone should have the information needed to proceed and in 4 hours or so, the remaining concepts will be explained.
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Offline Khushrenada

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #16 on: December 07, 2009, 10:31:43 PM »
The War Profiteer role is now fully explained. I may have used more prose than neccessary but hopefully that will help give everyone a better idea of how to view the role. He is friend and enemy. All that is left is that great secret of WWII. The Atom Bomb.
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Offline that Baby guy

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #17 on: December 08, 2009, 12:36:43 AM »
Ah, ok, so it's sudden death overtime, not just a 30 minute extension.  I was mistaken there.

Offline Khushrenada

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #18 on: December 08, 2009, 12:59:13 AM »
Correct. Allow me to update that.
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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #19 on: December 08, 2009, 01:11:47 AM »
I have a question about the War Profitier. Has he/she known about all of these details since he/she got his/her role?
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I'm happy with thinking pokepal148 is just eating a stick of butter. It seems about right for him. I don't need no stinking facts.

Offline Khushrenada

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #20 on: December 08, 2009, 02:06:43 AM »
Have now provided further info on Warbuck items. You will find it after the cost list in the ever growing rules section. Sorry about that. As for Maxi's question, players were given broad outlines and told that they would receive things like Warbucks. I layed out the specific details now.
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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #21 on: December 08, 2009, 02:18:00 AM »
Ok thanks for the answer.
Maxi is dead. I killed him and took his posts and changed genders.
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I'm happy with thinking pokepal148 is just eating a stick of butter. It seems about right for him. I don't need no stinking facts.

Offline Khushrenada

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #22 on: December 08, 2009, 02:43:30 AM »
Probably best to sticky this.
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Offline Khushrenada

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #23 on: December 08, 2009, 01:30:32 PM »
Atom Bomb is now mostly explained.
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Offline Khushrenada

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Re: Mafia XL: WWII. 1939. Roles and Rules.
« Reply #24 on: December 08, 2009, 02:52:04 PM »
One other quick note about the atom bomb. As soon as it is discovered, (the player has sent me the correct list) a choice must be made on the hour of whether to use it or hold it. This means, a player may want to hold on to his list until he is sure of what he wants to do.
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