This is to help you understand the options at your disposal and the expected basic strategies involved with the game.
Because there are several new or seldom-used concepts in this game, everyone will be thrown into the mix with a lack of experience, even if they've played mafia before. Since you only get to play this game once, it's probably a good idea to know what you're doing before you get started. So, think of this as like an instruction manual.
1. YOUR GOAL
Score as many points as possible from the following categories. 4 points makes you a winner.
- Team Victory/Faction Victory (5 points)
- Faction Goal (3 points)
- Personal Goal (1 point)
- Survive (1 point)
Primary Goals- how to win outright
Seeing as Team/Faction Victory alone wins you the game outright with 5 points, it should be your primary objective. If you're on the Evil team, you want to annihilate the Chaotic team. Chaotic team wants to annihilate the Evil team. However, it's possible for Evil and Chaotic to win the game together provided they belong to the same Faction, and that Faction is the last one standing. That means Evil folks betraying Evil folks, and Chaotic folks betraying Chaotic folks, to work together. It is
possible. That means, watch your back. You have allies, but you're all a bunch of untrustworthy goons who want to win by any means necessary.
Secondary Goals- how to win when you're losing
However, along the way you are likely to die, and you can't really count on your friends to win the game for you. Therefore, you'll want to rack up some points for yourself just in case. Accomplishing your personal goal is basically a requirement if you do not survive and your faction or team does not end up victorious. That mission might become your main objective if your faction seems like it's going down in flames. Your faction goal is always to outlast 2 rival factions. That means you need to keep yourself or one of your allies alive long enough to watch the last one of your rivals burn. That's 3 points. You survive or accomplish your personal goal, that makes 4, and victory for you.
2. YOUR TOOLS
You face death at the hands of chaotic scumbags, or envious rival villains, or even your own teammates by sheer accident. There's also a lynch to worry about, and lots of other players who all consider you a possible threat and a better lynch target than themselves. That means very few people are going to be walking away from this one alive.
In order to win, you'll want to take advantage of the tools at your disposal. Here they are:
Gathering information about factions
Every faction in the game begins with one player who has an
item which can scan factions. That faction scanner player is on a mission to identify members of his own faction, so you can begin to work together to defeat your rivals. However, EVERYONE can purchase a faction scan for the low cost of 25 credits, so everyone can try to locate members of their own faction, albeit at a cost. When a faction scanner dies, his alignment and faction are both revealed. And, his faction scanning item is put up for a vote. If that was a member of your faction, you might want that scanning item so you can continue their work.
Along the way, a faction scanner will identify members of rival factions, too. So, they might take note of who they have to kill in order to accomplish their factional goals. It could be a good idea to identify as many members of as many factions as possible.
You are permitted to share the results of your faction scans privately. Because everyone can faction scan, technically, it doesn't reveal anything about your role. And you can lie and make up information.
Items
Everyone begins with at least one item, some people have several. Items either give passive benefits or can be used actively at night in a night action. Most items are permanent, a few are single-use.
Items can be combined with other items that perform the exact same function. This happens anytime you're in possession of two of the same type of item, and you use them to perform an action, or they end up being used passively. They automatically combine; you can also send me an order to combine those two items even if you don't intend on using them. This does not take up any of your action slots, so it is either automatically performed or manually performed, but costs you nothing to do so.
Combined items will be more powerful, and give you greater chances of success.
Note that you can also purchase actions with your credits. While they are separate actions from your item actions, if it is the same type of action and it is used on the same target-
(example:
Vigilante kill Sasaki with my
gun, and
purchase a vigilante action on Sasaki with my credits)
Then the chance of success for both attempts will be combined into one. Suppose your chance of success with your item is 20%, and your chance of success with your purchased action is 50%, now you have a 70% base chance of success. This does not take into account your opponent's defensive powers, but you get the idea.
Purchased actions
Spending credits to enhance the odds of success of your actions, or to perform a second action, is both risky and possibly rewarding.
Q- But Pizzaguy, what if I spend most of my credits on performing an action and it fails?
A- Those are the breaks.
Q- What if the dice hate me and I keep failing?
A- There's something in the game design which prevents you from being unrealistically unlucky, and that's all I have to say about that.
Because you begin with 100 credits, assuming you survive round 1, you can perform most of the actions available in the game right away on the first night. You also earn 10 credits per round, and can spend credits for the chance to steal credits from someone. Therefore, credits can be used to enhance you offensively or defensively, or they can be used to boost your available credits.
Anything you use your credits for has a risk of failure, even if you are at or above 100% chance of success, because of the possibility of roleblocks, bus drivers, or override abilities. Override means a chance of attacking through protection.
Learned abilities and additional abilities
Some players begin the game with a cost-free learned ability they could use at night as their "skill-based" action. This learned ability is not only free but has a high chance of success. That makes them a powerful role, as most roles will not have any learned abilities to begin with.
Some players will have additional abilities which are automatically active, such as immunities to certain types of actions. This makes them a a powerful role, as most roles will not have such powers.
Spending credits to use an ability can lead to successfully learning that ability permanently, allowing EVERYONE in the game to transform themselves into a powerful role eventually, depending on luck and persistence.
Hidden talent
Everyone in the game has a hidden talent. You do not know what it is, until it becomes activated. This happens one of two ways:
1. Someone else activates your ability. Suppose you are naturally resistant to death, and you don't know it. Well, someone attacks you and you happen to survive. Bam, now you're aware of that hidden talent.
2. You activate your ability through trial and error. You spend credits or use items or try to perform an ability without either, and it happens to be in your area of expertise. You become aware of your hidden talent.
Some hidden talents are more useful than others, but everyone has one.
Here is a complete list of things you can attempt to do without spending credits or using items, for the purposes of trying to uncover your hidden talent with your second action slot.
1. Investigate someone
2. Roleblock someone
3. Vig-kill someone
4. Protect someone else
5. Protect yourself
6. Kill your attacker
7. Resist Theft
8. Resist Scan
9. Resist Roleblock
10. Revive player
11. Bus driver
(switch two players so the effects applied to each will apply to the other... useful as a defensive or offensive weapon)
12. Steal item
13. Steal credits
Sorry I did not post this sooner. My mistake. Will add to opening posts.
The lynch
This is a complicated game, but it can be solved by simply lynching the appropriate parties. You could, in theory, safely ignore items and spending credits and pursuing side missions, and just focus on lynching the scumbags. You can win the game that way.
Or, you can take a risk, take a chance, and take matters into your own hands at night.
Therefore, you'd want to save your credits and focus on lynching. Since it costs you credits to wager on someone, and highest total wager on a suspect gets them lynched, you need lots of credits to have control of the wager during any given round. And if you guess wrong, you'll have fewer credits to wager on your next suspect.
3. YOUR WAGERS AND VOTES
It costs you nothing to vote an item to yourself. Everyone's vote counts as 1 vote in this case.
Vote: Item to myself
Unvote, vote: Item to Sasaki
This is the proper format for item votes.
Bet: 10 credits on Sasaki Kojiro to place a wager on candidate "Sasaki Kojiro"
Fold to remove your wager.
Raise: 5 credits to add 5 additional credits to your existing wager on Sasaki.
These must be in bold or they do not count, NO EXCEPTIONS. That includes formatting errors where you're missing a part of the bold tag, and you end up "b]unvoting" someone by mistake.
You may place unrealistic wagers, up to and including the maximum allowable wager for that day, whether you have the available credits or not.
If you don't have enough credits to match your wager, I'll put your remaining credits on your bid and the final tally for that day will reflect your actual amount wagered, you sneaky sneak. Then everyone will know you're out of credits.
If you place a wager for more credits than the maximum allowed wager for that day, it will not count as a real or fake wager at all, and I will ignore it outright, and everyone should, because by rule, it cannot be a real wager ever. Let's not do that, it's spammy and serves no purpose.
4. YOUR TEAM AND YOUR FACTION
Anyone who shares your alignment [evil, chaotic, neutral, etc] will be on your team. For the purposes of a team victory, neutral is considered part of your team, regardless of your team. So they can go both ways. Shifty buggers.
Anyone who shares your faction [not-real example: "Pizza" Mafia] will be on your faction. For the purposes of a faction victory, or a faction goal, they share all your goals in that regard, and can share victory with you and help you achieve it, assuming it is a faction victory you're going for.
You can claim publicly who you are. This is very dangerous and you're likely to end up dead, because certain folks are hunting for certain folks, and defenses are not usually 100% effective, killing through protection is possible.
You are also not allowed to post your ROLE PM or quote from it.
You cannot claim privately who you are, until you've made that same claim publicly, and in a new post. No editing in your claim into a previous post. In fact, don't edit posts from previous RL days.
Please refer to the official rules in the first post regarding what you can and cannot claim publicly and privately.
You can find members of your own faction by claiming publicly, or to put it more precisely, they can find you that way. However, they cannot contact you privately and suggest that they're on your team. So they would have to also claim publicly in order for you to know who they are.
You can find members of factions by faction scanning, either with a faction scanner item, or by purchasing a faction scan for 25 credits.
You can contact someone and claim that you have scanned them as a member of a certain faction. They cannot confirm that you are correct or incorrect. But if you are correct, they will likely want to work with you, won't they?
You can suggest actions for each other and discuss suspects. You cannot claim to have certain items or learned abilities unless you've made that public.
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