So I'm considering putting Choose-Your-Own-Mafia on.
Here's the rules as they currently stand:
CHOOSE-YOUR-OWN-MAFIA
CYOM has all the normal features of a mafia game like nights and days and votes blah blah, I'll steal from the OP of someone else's game.
It has the additional feature of points which can be spent on powers at the beginning of each night.
The game starts at N0, and each player is alloted an alignment (either town or scum) and has five points to spend on powers. The mafia don't get a mafiakill by default, but they do have a chat in which they can discuss (among other things) how they'll build their powers. Scum collectively can't kill or convert more than one target in a phase. A player can only use one power per night (and one power per day if they have a day power), unless they have an auto that says otherwise. Powers usually can't be self-targetting)
At the end of each day, before taking night actions, a player gets 1 point for surviving the day, and they have the choice to buy off any flaws they have, cash in an old power for half its original cost rounded down and buy new powers.
The list of powers are here:
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Powers (unless stated otherwise, no power can be self-targeting)
1 - Scan (spot how many points a player has)
1 - Inflate (Pick a power or auto that players can buy: it now costs +1 point to buy that power for the rest of the game)
2 - Count (find out the number of powers and autos a player has)
2 - Half kill (if a player revieves two half-kills in a night they die)
2 - Point Share (give any number of points to a target)
2 - Randomise
2 - Sap (steal all a player's unspent points)
2 - Protect
2 - Gift (give one of your powers to a target player. Free- and Day- powers remain Free- and Day-.)
2 - Flavour Inspect (e.g., a player with Hardcore and Kill, might turn up as 'You see the man don his fatigues, grab his gun, and grit his teeth as he heads out into the night'.)
3 - Cleanse (All the target's flaws are removed)
3 - Power Swap (swap a random power you have, including Power Swap, with a random power your target has)
3 - Track
3 - Redirect
3 - Block
3 - Bus
3 - Recycle (target player has all their powers and autos cashed for full-point cost. This interrupts all other actions the target might take in a night and can be self-targeted.)
4 - Santa (target player gains a random power)
4 - Curse (target player gains a random flaw)
4 - Changeling (target player gains all your powers/flaws/autos and you get the powers/flaws/autos of your target)
4 - Fortune Teller (Player recieves a list of all powers, autos and flaws in play, in alphabetical order)
5 - Ability cop
5 - Alignment cop
6 - Double-Voter (day action)
6 - Vote stealer (day action)
6 - Hide (spend one point to become incapable of taking or receiving night actions for the night.)
6 - infallible alignment cop (can see through Miller and Innocent)
6 - Kill (kills target player)
7 - Convert - Convert to your alignment (scum only)
Autos
x - Free-: When choosing Free-, pick one of your non-auto powers. Free- costs as much as that power and allows you to use that power once in its phase for free. This use doesn't stack with Prolific (if you use prolific to use the same free-power twice in a night, you'd use it three times, not four).
1 - Day-: When choosing Day-, pick one of your non-auto night powers: that power is now a Day Only power. This can be auto can taken multiple times for different powers. Day powers are resolved in the order they're sent in and processed as soon as the mod gets to them (so using them late in the Day might not give you enough time to make use of the results). Unless you have Prolific, you can only use one Day power per day.
1 - innocent (show up as town under inspect)
1 - silent (you can't be tracked)
1 - Clear-minded (you can't be randomised)
1 - Bloodthirsty: get an extra point every time a day ends with your vote on the player that gets lynched.
1 - Thrill-seeker: get an extra point every time a day ends with the number of votes on you equal to or one point less than the player with the most votes)
2 - immovable- you cannot be redirected or bussed
2 - unstoppable (can't be blocked or protected against. Immunities still apply)
3 - Flexible (gets full point cost back for cashed in powers)
4 - Prolific (can use two actions in a phase, can be the same power)
5 - Resurrection (After dying for the first time, you awake alive the next day (missing all night actions and gaining of points while you are dead)
5 - Immune to night kills
5 - Explosive (you kill anyone targeting a kill at you as well as dying)
Flaws - A player can get more points on N0 only by taking flaws. These can be bought off later in the game for twice their initial cost.
-1 - miller. shows up as scum under inspect (town only)
-1 - hardcore (all protects on you fail- cannot be taken alongside night-kill immune)
-1 - dense (does not gain points in game)
-1 - Mercenary (all your powers cost one point to play. Must have at least one applicable power in order to take this flaw)
-2 - unable to vote
-2 - unreliable (your powers and autos have a 50% chance of failure. Must have at least one power or auto in order to take this flaw)
-2 - magnetic (your powers have a 50% chance of targeting yourself- must have at least one other-affecting power to take this)
The major changes from last time is I've removed secondary win-cons, taken out Quick Learner and some of powers related to Unreliability, and I've changed the way Day powers are bought, allowing any power to be made into a day power at the right cost. I've added a bunch of new powers, including Fortune Teller, Curse and Inflate.
A general design goal was to maximise the number of possible combos the players can build. As players have perfect information about the possible powers other players may have, they can build their powers accordingly.
Questions:
- Are the powers priced reasonably? With five points to spend, players can choose to take more powerful powers at the cost of taking flaws, or they can choose cheaper powers and gain more indirect advantages. Does this work out?
- Is there a genuinely unstoppable scum strategy?
- Is there a genuinely unstoppable town strategy?
- What would you build if you were scum or town?