Mafia 87: Madness in Mega-City One - GAME THREAD

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Jamiet99uk
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Mafia 87: Madness in Mega-City One - GAME THREAD

#1 Post by Jamiet99uk » Mon Apr 01, 2024 5:56 pm

MAFIA 87 - Madness in Mega-City One

General Game Information:
GM: Jamiet99uk
Game Start: 01 April 2024 @ 10pm BST
Phase Lengths: 48h Day, 24h Night
Phase Shift Time: 10pm BST

INTRODUCTION

Mafia is an educated guessing game of epic proportions. The objective of the game is to be the last faction standing. The game is typically very active, so the thread will get big quickly. However, it is essential to read the thread to play the game.

The standard WebDiplomacy Mafia rules apply and can be found here:

https://docs.google.com/document/d/1317yTgrMyXoCIJBoNK6_-oR__qDXB-HyI2ragf83yiE/edit?pli=1#heading=h.b5s05kv8seyu

VOTING

There are two types of voting within this game: collective voting to execute perceived Mafia in Day phases, and collective voting to end a Day or Night phase.

“Daykill” vote: The first level of voting is for whom you intend to kill. Notate this vote with a pair of hash symbols before your intended vote target. (e.g., ##VOTE BOFA) You do not need to spell out your intended target's username fully; as long as the GM can understand who you're referencing. In the event of a tie during an execution vote, no one shall be killed.

PLEASE NOTE: If you do not use double hashtags your vote will not be counted.

Must Vote: At the end of the Day phase, all participating players must have their vote on a candidate. You may ##VOTE and then ##UNVOTE if you change your mind as the Day progresses, however you may not end the phase with an ##UNVOTE in place. Anyone violating this rule will be modkilled unless there are very extenuating circumstances, determined solely by the GM. Ending the day with a vote on “##No Kill” or "##vote No Kill" is permitted.

Hammer Vote: The second level of voting is whether or not to employ the hammer mechanic. By default, days are set to 48 hours long, and nights to 24 hours long; however, players may instead elect to activate the hammer mechanic. Notate this vote with a pair of hashes before the word end. (EX: ##END). The day will end as soon as a majority of players are voting to endhammer the same player. If you are not able to vote before the hammer is dropped, you will not be penalized for failing to vote during that day. Night phases may not normally be hammered - any exception to this will be announced by the GM.
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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#2 Post by Jamiet99uk » Mon Apr 01, 2024 6:00 pm

SETUP INFORMATION

19 Players:

12 Town
4 Angel Gang
3 Dark Judges

Town Roles:
0-1 Addictive Cop*
0-1 Macho Cop*
0-1 Naive Cop*
0-1 Methodical Cop
0-1 Parity Cop
0-1 Vanilla Cop
0-1 SJS Cop
0-1 Psychic Cop
1-2 Doctor**
5-8 Vanilla Citizens

ADDICTIVE COP
The Addictive Cop may each night investigate another player to learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY").

If the Addictive Cop is protected by a Doctor, this will affect their sanity. If the Addictive Cop is protected from being killed, they will always receive a GUILTY result on that night. If the Addictive Cop is protected, but not targeted for a kill, they will always receive an INNOCENT result that night. They receive a generic Cop PM.

MACHO COP
The Macho Cop may each night investigate a player to learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY"). The Macho Cop cannot be protected from nightkills in any way. They receive a generic Cop PM.

NAIVE COP
The Naive Cop may each night investigate a player to learn their alignment (returning INNOCENT in all cases). They receive a generic Cop PM.

*Note that the Addictive Cop, Macho Cop, and Naïve Cop all receive a generic Cop PM, which gives their role info as:

COP
The Cop may each night investigate a player to learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY").



METHODICAL COP
The Methodical Cop must, during D1, send a list of who they wish to investigate each night. The list must order all living players. Each night, they will then investigate those targets in the order listed, one per night, and learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY"). This ability will skip over dead people.

PARITY COP
The Parity Cop may each night investigate another player, and will learn whether each target is a member of the same faction as the previous night's target. (They therefore return no result on N1; on N2 they find out if their N1 and N2 targets are in the same faction; on N3 they find out if their N2 and N3 targets are in the same faction, etc.

VANILLA COP
The Vanilla Cop may each night investigate a player to learn whether they are Vanilla or PR (returning "Vanilla" or "Not Vanilla"). Mafia Goons and Vanilla Citizens are both "Vanilla".

SJS COP
The Special Judicial Services (SJS) Cop may each night investigate a player to learn whether they are a Cop (returning "Cop" or "Not Cop"). The Dark Judges count as Cops when investigated by this role.

PSYCHIC COP
The Psychic Cop may each night investigate a player to learn whether they are one of the Dark Judges (returning "Dark" or "Not Dark"). The Psychic Cop cannot distinguish between members of the Angel Gang and members of the Town.

DOCTOR**
The Doctor may each night visit a player. If that player is attacked during the night, the Doctor will save their life. The Doctor may *not* visit the same player on consecutive nights, and may *not* self-target.

**Note that this differs from the usual approach on webDip in that this Doctor cannot self-save.

VANILLA CITIZEN
You have no special abilities or modifiers.

=====================================
THE DARK JUDGES
The Dark Judges have a Night Chat which will open 6 hours before D1 starts.
The Dark Judges have NO factional kill or roleblock.

0-1 Judge Death
0-1 Judge Fear
0-1 Judge Fire
0-1 Judge Mortis

JUDGE DEATH
Judge Death may, twice per game, carry out a Night Kill which is sufficiently powerful that it cannot be prevented by a Doctor. (He can, however, still be roleblocked; if he is roleblocked his kill action is not expended).

JUDGE FEAR
Judge Fear is so terrifying that anyone visiting him at night will die.

JUDGE FIRE
Judge Fire may, three times per game, at night, "prime" a target by visiting them and putting a mark on them which causes them to become flammable. They will not be aware of his visit. On any night, he may alternatively take an "ignite" action which kills any previously "primed" players. Players ignited in this manner may still be saved by a Doctor, but only if the Doctor visits them on the night of ignition. Judge Fire may not "prime" and "ignite" on the same night. (If he is roleblocked his action is not expended)

JUDGE MORTIS
Judge Mortis may, three times per game, visit a player and infect them with decay. That player will be notified that they are decaying at the start of the immediately-following day phase. They will die at the end of the day. Players visited by Judge Mortis can be saved by the Doctor if the Doctor visits them on the night of Judge Mortis's visit. They cannot be saved during the day.

===================================
THE ANGEL GANG
The Angel Gang have a Night Chat which will open 6 hours before D1 starts.
The Angel Gang have NO factional kill or roleblock.

0-1 Pa Angel
1 Mean Machine Angel
0-1 Link Angel
0-1 Fink Angel
0-1 Junior Angel (Goon)

(Note that Mean Machine Angel is guaranteed to be present at the start of the game)

PA ANGEL
Pa Angel may, each night, target any other player. That night, if investigated by any form of Cop, the target will yield the opposite result to the truth.

MEAN MACHINE ANGEL
Each night, Mean Machine Angel's power is dependent on the number of votes that were on him at the end of the day which has just taken place:

- If there were 0 votes on him at EoD, he is entirely calm, has no night action, and will scan as if he is a Goon.
- If there were 1 or 2 votes on him at EoD, he may carry out a Night Kill.
- If there were 3 votes on him at EoD, he's Angry, and may carry out a Night Kill which cannot be prevented by any means.
- If there were 4 or more votes on him at EoD, he's in a Frenzy, he may carry out a Night Kill which cannot be prevented by any means, and he is invulnerable to any killing actions that night (including being Ignited, but he is not immune from being Primed).

LINK ANGEL
Each night, Link Angel may target any other player. That player will be Roleblocked.

FINK ANGEL
Each night, Fink Angel may target any other player. That player will be Roleblocked.

JUNIOR ANGEL
You have no special abilities or modifiers.

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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#3 Post by Jamiet99uk » Mon Apr 01, 2024 6:01 pm

TIE-BREAK Methodology:
If it gets to a Final Three of 1 Town, 1 Dark Judge and 1 Angel Gang, then:

If the surviving townie is any kind of COP, the town wins.
- If not and the surviving Dark Judge is Judge Death or Judge Fear, the Dark Judges win.
-- If neither of the above is the case, the Angel Gang wins.

ORDER OF NIGHT ACTIONS:
1. Roleblocks
2. Lawyering (Pa Angel)
3. Investigations
4. Priming / Ignition / Infection
5. All other Kills
6. Doctor Visit.
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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#4 Post by Jamiet99uk » Mon Apr 01, 2024 6:03 pm

Alphabetised player list

Balki
Brainbomb
Chaqa
Damo666
Dargorygel
Diplomacy&Warfare
DrFidelis
Foodcoats
Ghug
Hamilton Brian
Kakarroto
KingofthePirates
JustAGuyNamedWill
ND
Rdrivera2005
Snowy801
Sweetandcool
Vecna
Worcej

The ever-useful PeterBot
A third-party web application which provides live vote counts, vote histories, and searchable post histories:

http://mafia.peterlund.se/e/web/front_page

PLEASE CONTINUE NOT POSTING
GAME STARTS IN JUST UNDER THREE HOURS
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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#5 Post by Jamiet99uk » Mon Apr 01, 2024 6:32 pm

CORRECTION

SETUP INFORMATION

19 Players:

12 Town
4 Angel Gang
3 Dark Judges

Town Roles:
0-1 Cop*
0-1 Addictive Cop*
0-1 Macho Cop*
0-1 Naive Cop*
0-1 Methodical Cop
0-1 Parity Cop
0-1 Vanilla Cop
0-1 SJS Cop
0-1 Psychic Cop
1-2 Doctor**
5-8 Vanilla Citizens

COP
The Cop may each night investigate a player to learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY").

ADDICTIVE COP
The Addictive Cop may each night investigate another player to learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY").

If the Addictive Cop is protected by a Doctor, this will affect their sanity. If the Addictive Cop is protected from being killed, they will always receive a GUILTY result on that night. If the Addictive Cop is protected, but not targeted for a kill, they will always receive an INNOCENT result that night. They receive a generic Cop PM.

MACHO COP
The Macho Cop may each night investigate a player to learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY"). The Macho Cop cannot be protected from nightkills in any way. They receive a generic Cop PM.

NAIVE COP
The Naive Cop may each night investigate a player to learn their alignment (returning INNOCENT in all cases). They receive a generic Cop PM.

*Note that the Addictive Cop, Macho Cop, and Naïve Cop all receive the generic Cop PM, which gives their role info as:

COP
The Cop may each night investigate a player to learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY").



METHODICAL COP
The Methodical Cop must, during D1, send a list of who they wish to investigate each night. The list must order all living players. Each night, they will then investigate those targets in the order listed, one per night, and learn their alignment (returning INNOCENT or GUILTY. All non-Town return "GUILTY"). This ability will skip over dead people.

PARITY COP
The Parity Cop may each night investigate another player, and will learn whether each target is a member of the same faction as the previous night's target. (They therefore return no result on N1; on N2 they find out if their N1 and N2 targets are in the same faction; on N3 they find out if their N2 and N3 targets are in the same faction, etc.

VANILLA COP
The Vanilla Cop may each night investigate a player to learn whether they are Vanilla or PR (returning "Vanilla" or "Not Vanilla"). Mafia Goons and Vanilla Citizens are both "Vanilla".

SJS COP
The Special Judicial Services (SJS) Cop may each night investigate a player to learn whether they are a Cop (returning "Cop" or "Not Cop"). The Dark Judges count as Cops when investigated by this role.

PSYCHIC COP
The Psychic Cop may each night investigate a player to learn whether they are one of the Dark Judges (returning "Dark" or "Not Dark"). The Psychic Cop cannot distinguish between members of the Angel Gang and members of the Town.

DOCTOR**
The Doctor may each night visit a player. If that player is attacked during the night, the Doctor will save their life. The Doctor may *not* visit the same player on consecutive nights, and may *not* self-target.

**Note that this differs from the usual approach on webDip in that this Doctor cannot self-save.

VANILLA CITIZEN
You have no special abilities or modifiers.

=====================================
THE DARK JUDGES
The Dark Judges have a Night Chat which will open 6 hours before D1 starts.
The Dark Judges have NO factional kill or roleblock.

0-1 Judge Death
0-1 Judge Fear
0-1 Judge Fire
0-1 Judge Mortis

JUDGE DEATH
Judge Death may, twice per game, carry out a Night Kill which is sufficiently powerful that it cannot be prevented by a Doctor. (He can, however, still be roleblocked; if he is roleblocked his kill action is not expended).

JUDGE FEAR
Judge Fear is so terrifying that anyone visiting him at night will die.

JUDGE FIRE
Judge Fire may, three times per game, at night, "prime" a target by visiting them and putting a mark on them which causes them to become flammable. They will not be aware of his visit. On any night, he may alternatively take an "ignite" action which kills any previously "primed" players. Players ignited in this manner may still be saved by a Doctor, but only if the Doctor visits them on the night of ignition. Judge Fire may not "prime" and "ignite" on the same night. (If he is roleblocked his action is not expended)

JUDGE MORTIS
Judge Mortis may, three times per game, visit a player and infect them with decay. That player will be notified that they are decaying at the start of the immediately-following day phase. They will die at the end of the day. Players visited by Judge Mortis can be saved by the Doctor if the Doctor visits them on the night of Judge Mortis's visit. They cannot be saved during the day.

===================================
THE ANGEL GANG
The Angel Gang have a Night Chat which will open 6 hours before D1 starts.
The Angel Gang have NO factional kill or roleblock.

0-1 Pa Angel
1 Mean Machine Angel
0-1 Link Angel
0-1 Fink Angel
0-1 Junior Angel (Goon)

(Note that Mean Machine Angel is guaranteed to be present at the start of the game)

PA ANGEL
Pa Angel may, each night, target any other player. That night, if investigated by any form of Cop, the target will yield the opposite result to the truth.

MEAN MACHINE ANGEL
Each night, Mean Machine Angel's power is dependent on the number of votes that were on him at the end of the day which has just taken place:

- If there were 0 votes on him at EoD, he is entirely calm, has no night action, and will scan as if he is a Goon.
- If there were 1 or 2 votes on him at EoD, he may carry out a Night Kill.
- If there were 3 votes on him at EoD, he's Angry, and may carry out a Night Kill which cannot be prevented by any means.
- If there were 4 or more votes on him at EoD, he's in a Frenzy, he may carry out a Night Kill which cannot be prevented by any means, and he is invulnerable to any killing actions that night (including being Ignited, but he is not immune from being Primed).

LINK ANGEL
Each night, Link Angel may target any other player. That player will be Roleblocked.

FINK ANGEL
Each night, Fink Angel may target any other player. That player will be Roleblocked.

JUNIOR ANGEL
You have no special abilities or modifiers.

---------------------------------------------------
Corrected to note that as per earlier clarification, the standard "COP" role may also be in play.

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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#6 Post by Jamiet99uk » Mon Apr 01, 2024 6:46 pm

PRE-GAME CLARIFICATIONS

During the sign-up phase, and in the past 24 hours, a number of questions have been asked, about this setup. I am posting a summary of all the answers here, including a few new ones which I had not answered yet. Please see below.

================================================================
QUESTION:

Are scum players told their team-mates or do they need to go onto Discord to find out?

ANSWER:

The Dark Judge players will receive, in their role PM, the names of their partners.
The Angel Gang players will receive, in their role PM, the names of their partners.
It is compulsory to read your role PM, and I will be checking.


QUESTION:
The Vanilla Cop checks whether the target is a vanilla role (town citizen or mafia goon) or not. Is there a potential for some of the Angel Gang and/or Dark Judges to be goons?

ANSWER:
Angel Gang can have up to one Goon. Dark Judges have none.

QUESTION:
Do roleblocks on Judge Fear cause people to be able to visit Judge Fear without dying, or do the roleblockers just die?

ANSWER:
A Roleblock is a visit. Judge Fear's "ability" is a passive effect, it is not an "action". It therefore cannot be roleblocked. Roleblocking prevents actions. Therefore a Roleblocker visiting Judge Fear will die.


QUESTION:
Will it be clear from the roleplay text when someone gets NKed which role kills them? For example, would Judge Fire kills have roleplay text indicating the target's charred body was found?

ANSWER:
No. The flavour will not reveal the nature of a kill.

QUESTION:
The Macho cop "cannot be protected from nightkills in any way". If, for example, Judge Death targets the Macho Cop, and Judge Death is roleblocked, will the roleblock be cancelled because it would "protect" the Macho Cop from being killed?

ANSWER:
Judge Death's Role Description explicitly says he *can* be roleblocked. In this specific instance, the Macho Cop would survive.


QUESTION:
How is the Methodical Cop list handled if the Methodical Cop is roleblocked? Is someone skipped? Is the same person investigated the next night?

ANSWER:
The same person (if still alive) would be investigated again the next night. Essentially the Methodical Cop would be stuck on that entry in their list, until they (a) successfully visited that person, or (b) that person died. At which point, they would move on to the next entry in their list.

QUESTION:

Are we meant to know how many Town PRs we have given the number of players in the game?

ANSWER:

The number of Town PRs was randomized within a known range. You know there are 12 Town players because this has now been stated in the Game Thread. You know there are 5-8 VTs, therefore there are 4-7 Town PRs, of which at least one must be a Doctor.


QUESTION:

Are we meant to know the exact role of the deceased (e.g., the kind of Cop) upon a reveal at death or do we just get their role PM?

ANSWER:

This game is standard when it comes to reveals. Therefore, the full actual role of a deceased player WILL be revealed.

QUESTION:

Is the selection of roles within factions done at random, or done purposefully to balance the game?

ANSWER:

It was done at random, but you will note that there is only moderate variability in each scum faction. The Dark Judges have four possible roles, three of which are in play. The Angel Gang has five possible roles, four of which are in play. Also, for Town, there must be at least one Doctor, although there may be two.


QUESTION:

If a Doctor visits someone, does the Doctor learn whether they made a save? Does the person who has been visited learn that they have been visited? Does a person who has been saved by a Doctor learn that they have been saved? Does information from the GM distinguish between kinds of saves?

ANSWER:

The Doctor will not be told if their save is successful or not. The target WILL be told, *IF* successfully saved. If the target does not require a save, nobody is told anything. No information about the type of potential killing action is revealed.

QUESTION:

Do players learn if they were role blocked during the night?

ANSWER:

Yes, as per standard WebDip adjudication.


QUESTION:

How come The Doctor is so nerfed?

ANSWER:

The Doctor is relatively low-powered in this setup for two reasons:

(1) There may be two Doctors, and even a weak Doctor can potentially townclear themselves.

(2) During the formal setup review the power of the Doctor was discussed and, bearing in overall balance, this version was the one agreed upon. It should also be noted that the standard webDip Doctor is considered over-powered on most other Mafia forums.

================================================================
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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#7 Post by Jamiet99uk » Mon Apr 01, 2024 9:00 pm

DAY ONE

TIMESTAMP: April 01, 2128: 08:00 Hours
SECTOR 168: DAY PATROL

GENERAL BRIEFING:

++DATA++STATUS RED++
+item+
Mean "Machine" Angel, member of the notorious Angel family, absconded from H-Wagon transport at 01:05 overnight during transfer from Lawrence S. Eagleburger Iso-Block in Sector 48, en-route to Hillary R. Clinton Iso-Block in Sector 167. H-Wagon was incapacitated by improvised explosive device. Other members of Angel family believed likely to be involved. Perps are highly dangerous. If sighted, notify Sector House IMMEDIATELY. Individual Judges should not engage without backup. Be alert.

++DATA++STATUS YELLOW++
+item+
Lawmaster motorcycles with serial numbers in the range G-3231 to G-3280 are subject to immediate recall due to reported fault with hover mode, following a fatal incident in Sector 150 South, yesterday pm. Judges with vehicles in this serial number range report to Sector House Logistics before going on-shift, to obtain replacement.

++DATA++GENERAL STATUS++
+item+
TITAN RIOTING
Titan Penal Colony reports a riot and mass escape. Prisoners have not stolen spacecraft. They are at large on the surface and are expected to surrender when food gives out.

+item+
HAZARD
Section of Skyway track between Sector 166 boundary and Leland D. Melvin Block Station collapsed at 03:10 last night. 12 fatalities reported. Several skedways and pedways in the vicinity of Leland D. Melvin Block expected to remain closed for 48 to 56 hours. Possible criminal activity responsible. Forward any information to Senior Tek Judge Bennett.

+item+
PSI-DIVISION REPORT
Psi-Judge Norma Hidaka, a level I precog in Sector 15, reports visions of Dark Judges appearing at locations in Meg West over past two nights. No corroborating reports. Report any paranormal activity to Senior Psi Judge Powell, Psi-Division, Meg Central.

+item+
WEATHER
Programmed rain began at 06.00hrs, scheduled to continue until 11:00, followed by fair to sunny weather.

+item+
VEHICLE THEFTS
Vehicle thefts reported past 24hrs: 207
Recoveries: 16

DAY ONE HAS BEGUN
YOU MAY POST
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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#8 Post by brainbomb » Mon Apr 01, 2024 9:01 pm

So much to learn about
itll make you wanna shout


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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#9 Post by brainbomb » Mon Apr 01, 2024 9:02 pm

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1

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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#10 Post by Balki Bartokomous » Mon Apr 01, 2024 9:03 pm

I am here and loosely paying attention.

Also, I am trying to organize a speedboat Dip game on Nexus Leagues. (NEED TWO MORE TO START!!!)

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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#11 Post by Balki Bartokomous » Mon Apr 01, 2024 9:13 pm

Hello? Anyone out there?

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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#12 Post by dargorygel » Mon Apr 01, 2024 9:13 pm

Hi Balki

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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#13 Post by dargorygel » Mon Apr 01, 2024 9:14 pm

Brain is cooking mayonaise

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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#14 Post by Balki Bartokomous » Mon Apr 01, 2024 9:16 pm

dargorygel wrote:
Mon Apr 01, 2024 9:13 pm
Hi Balki
Hi!

Do you think we should have everyone say tomorrow something like: "If I were some kind of Cop, I would have visited player X and received this result" so that we will clearly have that information to analyze once the various Cops die and are revealed to us?

Given all of the potential cops at play, I don't think the bad guys will be able to use all of those hypo cop results very effectively, and the info for town will be quite valuable when our various cops flip.

Please discuss.

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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#15 Post by Balki Bartokomous » Mon Apr 01, 2024 9:18 pm

I kinda think we should do that, FYI. There are potential drawbacks, but I think it is a net positive.

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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#16 Post by JustAGuyNamedWill » Mon Apr 01, 2024 9:18 pm

Hi friends! It’s me! Brainbomb!
IMG_0694.jpeg
What’s that? The game has started?

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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#17 Post by JustAGuyNamedWill » Mon Apr 01, 2024 9:19 pm

Balki Bartokomous wrote:
Mon Apr 01, 2024 9:16 pm
dargorygel wrote:
Mon Apr 01, 2024 9:13 pm
Hi Balki
Hi!

Do you think we should have everyone say tomorrow something like: "If I were some kind of Cop, I would have visited player X and received this result" so that we will clearly have that information to analyze once the various Cops die and are revealed to us?

Given all of the potential cops at play, I don't think the bad guys will be able to use all of those hypo cop results very effectively, and the info for town will be quite valuable when our various cops flip.

Please discuss.
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Ooh! Over here!
Yes i agree!

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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#18 Post by ghug » Mon Apr 01, 2024 9:20 pm

##VOTE Balki, time to party

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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#19 Post by dargorygel » Mon Apr 01, 2024 9:22 pm

Balki Bartokomous wrote:
Mon Apr 01, 2024 9:16 pm
dargorygel wrote:
Mon Apr 01, 2024 9:13 pm
Hi Balki
Hi!

Do you think we should have everyone say tomorrow something like: "If I were some kind of Cop, I would have visited player X and received this result" so that we will clearly have that information to analyze once the various Cops die and are revealed to us?

Given all of the potential cops at play, I don't think the bad guys will be able to use all of those hypo cop results very effectively, and the info for town will be quite valuable when our various cops flip.

Please discuss.
What drawbacks?
How about doing it more forecasting... half way through today.

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Re: Mafia 87: Madness in Mega-City One - GAME THREAD

#20 Post by JustAGuyNamedWill » Mon Apr 01, 2024 9:23 pm

Today I believe is April Fools

or maybe tomorrow is April Fools and we’ve all been April Fooled

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