Page 138 of 140 FirstFirst ... 3888128134135136137138139140 LastLast
Results 4,111 to 4,140 of 4190

Thread: Capo de Tutti Capi - II [Concluded]

  1. #4111
    Master of Few Words Senior Member KukriKhan's Avatar
    Join Date
    Jun 2001
    Posts
    10,415

    Default Re: Capo de Tutti Capi - II

    Quote Originally Posted by Elite Ferret
    great game.

    I suppose this would be a good time to reveal:

    the Dons' meeting:http://www.quicktopic.com/41/H/t4a2XTC5PCbiu

    the Tataglia hideout:http://www.quicktopic.com/41/H/G3Jfr7qhmDj
    Thanks Elite Ferret for those links; they clarify what was happening in the mid- and end-game.

    Major Props and admiration to Seamus for 11 weeks of steady work on this project! Your persistence and dedication (not to mention scrupulous attention to character detail) made this game highly enjoyable.

    Early in the start-game phase, I learned that my 3 co-Moderators in the Backroom were all going travelling for weeks, leaving me essentially alone to oversee the politics-and-religion crowd. So I asked Seamus to kill my character off. He declined, as the role was too important to gameplay (which I didn't realize until later), but said that he'd understand limited participation.

    Not wanting to spoil the game mechanics, but needing to focus on my Moderator duties, and having received 4 "come join us" PM's from players, I picked the one that sounded the most sincere: Louis, and spilled to him my dilemma, asking him to take charge of my role. He consented, and directed my night actions and day-lynch votes for 3 cycles (after which he died).

    So, although I'd love to take the credit for my early well-targetted investigations and kill (of Kommodus), I must pass that praise on to Louis VI the Fat. (Thank you again, Master )

    Folks: if you ever need someone to conduct and provide accurate, in-depth PsyOp/Intel-type work, Louis is your guy, hands down.

    After Louis' demise, my backroom colleagues began to return, and I got more personally involved in the game, still leaning on Louis' analysis and advice, and relying heavily on the expert summaries of ajaxfetish.

    That's just about the time JimBob disappeared (god grant that he's OK in rl. amen.), whom I'd decided to trust as consolidator of detective results. TinCow took over that effort, and did well, but got de-moralized when we couldn't prevent Crazed Rabbit's lynch. SasakiKojiro was obviously becoming a loose-cannon asset/liability, and his reknowned ability to persuade undecided players to his way of thinking was proving to be an anti-town liability.

    So we (town) needed a more definitive list of assets and targets (although I knew many mafia's via other detective results, I was fresh out of targets I could kill personally with my .577 blunderbuss). So, I revealed, hoping to:
    1) identify and direct townie vig groups
    2) expose more mafia, and
    3) encourage mafia to kill each other

    Goal #1 and #2 were achieved, but #3 failed, as the mafia decided to make an unholy alliance, AND I/we discovered that by then, via lych, mafia-hit, and WoGs, that town assets were gonna be woefully inadequate, unless we could persuade some mafia over to our side.

    I got saved one night, then (predictably) lynched the next day, exposing, and emboldening the mafia. From that point on, it was just a matter of trying to sow suspicion amonst the mafia, between themselves - again hoping for them to betray and kill each other, while not noticing that a small group of townies had survived, to maybe eke out a "draw".

    Looking back, I should have revealed and taken up townie leadership earlier (after CR was lynched would have been perfect), tried to rouse the townie-lurkers to action, and taken down the remaining families one-by-one. By the time I DID reveal, it was too little, too late; mostly because I'd lost track of how many potential townies remained. For that failure, I apologize, town.

    My abundant THANKS to all the participating players. I scrutinized all your posts very closely. So closely, that at the end, I was assigning a numerical value to the info they contained, to indicate my estimate of its "truthiness', and hence your roles' reliability. I had 8 different .txt documents active on my desktop, tracking developments and characters - so I was "immersed" as deeply as one can be. :)

    gg all!
    Be well. Do good. Keep in touch.

  2. #4112
    Prince of Maldonia Member Toby and Kiki Champion, Goo Slasher Champion, Frogger Champion woad&fangs's Avatar
    Join Date
    Jun 2007
    Location
    Wisconsin
    Posts
    2,884

    Default Re: Capo de Tutti Capi - II

    Congratulations to Scottish Ranger. . I'm glad that I could help in your rise to Capo di Tutti Capi.

    He did what I should have done from the beginning. Choose a course and stick with it.

    Congratulations to Jimbob, and Tincow who were powerful protown forces in their first Mafia game here at the .Org.

    Congratulations to Makanyane who had me completely fooled into thinking she was a townie.

    and congratulations to everyone else. It was a great game all around.

    Edit: A quicktopic board that was used for a while by me, Pannonian, Sarathos, Xdeathfire, and Don Scotty, http://www.quicktopic.com/41/H/4cFSE6mhibtyk
    Last edited by woad&fangs; 03-16-2008 at 16:31.
    Why did the chicken cross the road?

    So that its subjects will view it with admiration, as a chicken which has the daring and courage to boldly cross the road,
    but also with fear, for whom among them has the strength to contend with such a paragon of avian virtue? In such a manner is the princely
    chicken's dominion maintained. ~Machiavelli

  3. #4113
    Illuminated Moderator Pogo Panic Champion, Graveyard Champion, Missle Attack Champion, Ninja Kid Champion, Pop-Up Killer Champion, Ratman Ralph Champion GeneralHankerchief's Avatar
    Join Date
    Mar 2006
    Location
    On a pirate ship
    Posts
    12,546
    Blog Entries
    1

    Default Re: Capo de Tutti Capi - II

    I guess this will serve as my writeup.

    Having been pretty much away from Mafia for six months, I knew that I was rusty and would also be a popular target. I decided to make the most of my short time and have some fun killing people before the inevitable happened. TinCow was a first-time player, a good friend from KotR, and had voted for me as Director. He agreed to do some merrymaking together. Over the course of the second day, we picked up Northnovas and gibson and we were off.

    I was mainly getting pissed in the thread because people seemed to be going after me based on hearsay - and judging by how many people used their initial investigations on me, no wonder where they were all coming from! - so staying alive was always tough. We managed to get a few kills in (TinCow realized he wasn't needed to kill and decided to infiltrate some townie groups after the failed hit on taka in N2) before I was eventually murdered, and that's where the fun began.

    Contact was made with Andres, and we agreed to combine forces to help the Straccis come back from the dead. He and I coordinated the efforts, Dutch/gibson/Northnovas did the killing, and TinCow supposedly provided us with valuable information on the rest of the townies' activities. He said that he was gradually taking over leadership of the groups (and I guess he did) so really it seemed like we had a lot of firepower.

    Things were honestly going great. Dutch and NN were Mades, gibson was getting there, and we also potentially had Tran and scottishranger working with us. In addition, TinCow was approaching Wiseguy status. I honestly believe (and will maintain so up until my dying day) that had TC not betrayed us we would have had a serious chance at winning this thing.

    But of course, things didn't work out that way. TinCow struck, killing Northnovas a day or so after I contacted our group saying that the town was getting too powerful and we needed to switch our priorities. Apparently he had switched allegiences after we decided to go Stracci after my death (N4). Salvage operations kind of failed, as Dutch and Tran were quickly disposed of.

    gibson, however, was still alive. It was now my goal to keep him doing as well as possible, since I had bonded myself to him and NN very early on, while I was still alive. Nobody knew about this except for Seamus and, much later on, gibson. It also helps that he became inactive during our Stracci run, only coming in contact with the rest of the group when I contacted him with who the target was for that night.

    Gibson told me that he was still going to kill no matter what, so I started shopping him around to other mafia families, eventually landing him with the Tattaglias after contacting the Don Corleone email account provided by Tosa in the thread. This was around the time of CR's lynching. This was the last I heard of gibson until later when he told me that things were going well.

    The PM fake was fun to do, but by the time I finished writing it TinCow was already lynched. I decided to post it anyway, thinking EF and TP were legit townies. Oops.

    After the whole truce/betrayal brouhaha of the endgame, Gibbo contacted me detailing the final plan, deciding to make scottish the Don. It looked like the final survivor of the original KotR Wiseguy group was going to make it, and he did.

    Once again, congrats to gibson for surviving, and everyone else for making this an awesome game.
    "I'm going to die anyway, and therefore have nothing more to do except deliberately annoy Lemur." -Orb, in the chat
    "Lemur. Even if he's innocent, he's a pain; so kill him." -Ignoramus
    "I'm going to need to collect all of the rants about the guilty lemur, and put them in a pretty box with ponies and pink bows. Then I'm going to sprinkle sparkly magic dust on the box, and kiss it." -Lemur
    Mafia: Promoting peace and love since June 2006

    Quote Originally Posted by TosaInu
    At times I read back my own posts [...]. It's not always clear at first glance.


  4. #4114
    Bureaucratically Efficient Senior Member TinCow's Avatar
    Join Date
    Mar 2004
    Location
    Washington, DC
    Posts
    13,729

    Default Re: Capo de Tutti Capi - II

    A great game, though perhaps a bit biased against the town. From the write-ups and personal experience, it seems like no one wants to be a townie. It says something when the winning Don started as a townie himself.

    I made several major blunders throughout the game. The first was a combination of inexperience and lack of long-term planning. While working as a 'double agent' with the Stracchi, I kept sending them information from the town side to keep them convinced of my loyalty. Some of this was necessary, but in hindsight I gave away far, far more than I had to and some of this eventually found its way to the other Dons. Most seriously was the fact that CR had ID'd Sigurd via his IP. About 5 turns later, Sigurd used this information to get CR lynched. I'm almost positive that if I had been more careful with my early-game play that CR would not have been lynched. The error in giving Cowhead's name to Sasaki was also a careless error that resulted in his death. Proofreading has always been a problem for me and I simply bungled this one as well. In hindsight, I may have done more to harm the town effort than I did to aid it, though I assure you that was not intentional. I'll do better next time.

    For me, the turning point was JimBob's disappearance. I did my best to hold the town groups together, but I lost contact with several people that had been working with JimBob. I kept operating under the assumption that he would be back eventually, so I just operated as normal for the next 2 nights. Proletariat and Cowhead had been sending him information, but they (prudently) didn't trust me enough to switch to me as their mouthpiece. I worked closely with CR and Kukrikhaan for most of the mid to late game. Given their greater experience at mafia, I deferred to their opinions regularly. CR's statements about Sasaki were the only thing that made me switch my vote after I attempted to get him lynched.

    Sasaki was my bane throughout most of the game. I never felt like I could read him well, though hindsight shows that was for a good reason: he really did start as true pro-town and switch to true pro-mafia. His posts and PMs always had just enough information to let me think I knew what was going on, but not enough to make it certain. My first rule of thumb in all future mafia games: Unless your role PM tells you Sasaki is an ally and cannot switch sides, kill him quickly.

    A special thumbs-up goes to True Praetorian who did an absolutely superb job of convincing me he was townie the entire game. He was so good that he was the one I turned to to ensure that Kukrikhaan was protected when I was about to be lynched. Well done, TP.

    Many thanks to Seamus, this was a great game and a nice introduction to mafia games. Thanks as well for humoring my strange write-up requests.
    Last edited by TinCow; 03-16-2008 at 16:54.


  5. #4115
    Arena Senior Member Crazed Rabbit's Avatar
    Join Date
    May 2003
    Location
    Between the Mountain and the Sound
    Posts
    11,074
    Blog Entries
    1

    Default Re: Capo de Tutti Capi - II

    Whatever clues he was using – chat/post/Don Brasco/his own version of Holmes – CR was highly effective and when feeding info to TinCow’s vigis almost put the town in a foolproof position.
    Heehee. Let's just say most of what I learned from being Don Brasco was just Sigurd's identity. Of course, he was basically over by then. As for the rest, credit some good computing power.

    I guess I was able to infiltrate the real don hideout with Prole's old PM after all.

    I should've known even a townie Sasaki would be lured by the mafia.

    Congrats to Scottish for going from townie to don.

    Next game, I'm going to take a bigger lead in organizing the town. Sloppy work by some led to certain info getting out that shouldn't have. At least EMFM died (no offense, 'Dr.')

    CR
    Ja Mata, Tosa.

    The poorest man may in his cottage bid defiance to all the forces of the Crown. It may be frail; its roof may shake; the wind may blow through it; the storm may enter; the rain may enter; but the King of England cannot enter – all his force dares not cross the threshold of the ruined tenement! - William Pitt the Elder

  6. #4116

    Default Re: Capo de Tutti Capi - II

    I guess I was able to infiltrate the real don hideout with Prole's old PM after all.
    Would be cool to get the whole story on this. Looking through all the links posted there appear to be 2 don meeting boards. Could a don post the pm?

    I managed to partially convince myself that CR was guilty (this is what I usually do to help make my case convincing) and I'm genuinely curious as to how he got in the meeting.


    Also would be interesting to know why omanes decided to trust louis with the link to the chatboard.

  7. #4117

    Default Re: Capo de Tutti Capi - II

    I wrote a longer write-up/memoir but I don't think I'll post it. This one has been edited so apologies if it doesn't make sense:

    Spoiler Alert, click show to read: 
    My original game plan was to see if I could win a game (and such a large one) without having my family kill anyone. Things seemed to go well for the majority of the game. Sadly, this was ruined when Charge (I assume) got a result on TP and made him reveal. After Charge got lynched, he and his big mouth ruined things. Bit of a shame, considering how mysterious I'd kept the Cunnio family (used to love seeing ajaxfetish's blank Cunnio bit).

    I opposed every mafia alliance throughout the game, I thought it would be a game-breaker. When the early Don meeting came up, I pointedly didn't attend. After Charge's revelation, I found myself dragged into one. So the truce was declared and a lot of the mafia (not me ) were prematurely celebrating victory.

    In my opinion, there was no betrayal. If the other Dons thought I was on their side, they thought wrong. Any alliance agreements, if there were any (I don't remember), were made by TP without my consent. He didn't speak for the Cunnio family, I did. Making the best of the new situation, I made my plan to remove 2 dons in 2 phases. I contacted Caius, asking him to lead the townies in this endeavour. The townies killed EF for me and made up most of the votes on Kage the next day.

    Although it put my family in a great position to win, I'm going to maintain that the most important factor in breaking the truce was not family victory. If victory was that important, I wouldn't have risked my own life (I was aware that I would not have a majority even after Kage and EF were dead). A lot of people (mostly townies) were disappointed with the joint-victory. Seamus himself seemed reluctant to allow it but didn't seem to have a choice. After hosting such a large, time-consuming game, I think he had every right to feel disappointed at seeing his game end on a loophole - participants should never tell a host what can and can't happen in his game, disappointing. Funny, the joint-victory mafia were called cowards for the joint-victory plans and then the Don that has the courage to stop it gets the exact same treatment (for the second time). Basically, I felt that breaking the truce was infinitely more exciting than the systematic removal of the town and then a stalemate. The stalemate was always unlikely, I knew that, so I was also pre-emptively attacking.

    So, the problems of my plan. I was waging that, unless completely foolish/spiteful/bitter, the remnants of the Barzini would aid me even after Kage's lynch. They would, in theory, have to choose between a sour victory or an embarrassing defeat to the town. The big mistake of the masterplan was trusting my new recruits and also hoping that the town would not prolong their own death at the slightest glint of victory. They did.

    The other major mistake was putting my faith in other people's word. I know it's only a game but I think if you give your word on something, you do it, regardless of context. Maybe I'm old-fashioned. But, if everyone had kept their promises (like I did), I would have won the game.

    So yeah, I didn't 'get lucky' and the plan definitely didn't have anything to do with Sasaki! I know I've never displayed any intelligence in my posts on this forum, but in this game, there was always a plan. Unfortunately, the mafia reveal was awkwardly timed and there wasn't an easy way to deal with the hefty majority I now faced. Aside from holding the truce, but that would have only given Kage more time to put his own plan into action. Another problem was the EF rewrite. I was relying on the earlier deadline to dispose of Kage without making my family out to be the bad guys (too much). I hoped some of the Barzini would not get their votes in and I could have the town do the majority of the voting on Kage. It would have been much easier for me to recruit the remaining Barzini if my family had played less part in the lynch and I would then kill the then-still-alive EF over the next night phase. Heh, the change in write-up turned out to be quite an annoying setback.

    Congratulations to the winners and thank you all for a very enjoyable game. I'd like to second the praise for TP, his infiltration of the main townie group was fantastic. However, most people played well, most of my early-game predictions were way off so well done everyone. Thanks again Seamus.

  8. #4118
    Member Member Ferret's Avatar
    Join Date
    Oct 2006
    Location
    Manchester, UK
    Posts
    3,679

    Default Re: Capo de Tutti Capi - II

    there was another mafia board made to communicate with the remnants of the Stracci. Link:http://www.quicktopic.com/41/H/hnmEdZXdBPg

  9. #4119

    Default Re: Capo de Tutti Capi - II

    Couple questions:

    1. Why didn't Caius want to betray Craterus? Because of this and other things half of the later townie pms were never sent to Caius, and another quater was about how to bait Craterus through Caius... talk about a waste of pms

    2. How was the mafia so able to infiltrate townie groups? What made you guys so trust-able?

    3. What does the "Holmes" ability do?


  10. #4120
    Praefectus Fabrum Senior Member Anime BlackJack Champion, Flash Poker Champion, Word Up Champion, Shape Game Champion, Snake Shooter Champion, Fishwater Challenge Champion, Rocket Racer MX Champion, Jukebox Hero Champion, My House Is Bigger Than Your House Champion, Funky Pong Champion, Cutie Quake Champion, Fling The Cow Champion, Tiger Punch Champion, Virus Champion, Solitaire Champion, Worm Race Champion, Rope Walker Champion, Penguin Pass Champion, Skate Park Champion, Watch Out Champion, Lawn Pac Champion, Weapons Of Mass Destruction Champion, Skate Boarder Champion, Lane Bowling Champion, Bugz Champion, Makai Grand Prix 2 Champion, White Van Man Champion, Parachute Panic Champion, BlackJack Champion, Stans Ski Jumping Champion, Smaugs Treasure Champion, Sofa Longjump Champion Seamus Fermanagh's Avatar
    Join Date
    Jul 2005
    Location
    Latibulm mali regis in muris.
    Posts
    11,454

    Default Re: Capo de Tutti Capi - II

    For those of you wondering about roles and such:


    Individual "Quirks:"

    Spoiler Alert, click show to read: 

    BUDDY
    You have a longtime friend who you know very well: . You know this person to be a , just as they know you to be a . After hearing of the first committee of vigilance, you have sworn to one another that you will never vote to lynch your buddy. You share this knowledge with the other player, but neither of you may share it with anyone else.

    LUCKY
    You are unusually lucky. The first time someone tries to murder you while you are unprotected, you will – through luck alone – survive. Subsequent attempts on your life – even on the same night – will probably get you, though you will always have 1 chance in 36 of surviving just by dumb luck. If protected, your luck does not come into play.

    STARE
    You have “the stare.” Every so often, you can look at somebody and leave them befuddled and listless [Role Blocker]. They will be unable to take any action that night. Unfortunately, because of the splitting headache you get when doing this, neither will you. You may use this ability twice.

    INFO
    You have a friend with “connections” who you once saved from a jam. Once during a day phase of the game, though not on day #1, you can ask this friend to provide you with information on a single player. The information you get (at the beginning of the following day phase) may not be complete, but it will be completely accurate.

    HOLMES
    You are an amateur sleuth. Twice per game you can conduct an investigation of another player (one maximum per night). Remember, Townies and Dons usually register as innocent, Some townies and WiseGuys register as “unclear,” and Mades, Lucas, and most WiseGuys usually register as criminals.



    Townie Roles:

    Spoiler Alert, click show to read: 
    Role

    Townie


    Victory Condition

    You achieve victory by voting to lynch suspicious individuals and/or participate personally in their removal until such time as: a) all of the Mafia Dons, original and created, have been killed and b) the remaining townies and unaligned WiseGuys outnumber the remaining Mafiosi. Your personal survival, though important, is secondary to the overall success of the town.

    Powers & Responsibilities

    A. General:

    1. Townies have no special role-related qualities at the outset of the game – you are the “salt of the earth” of Fatlington.

    2. RED TEXT.

    B. Day Actions:

    1. You can select/vote as can all players.

    C. Night Actions:

    1. In combination with 3 other townies, you can form a vigilante group (4 required) and attempt to kill one other player. More than 4 townies can work in the same group, though this does not provide any other benefit aside from participation credit. If only 2 or 3 townies participate in a kill effort, that effort automatically fails. If only 1 townie attempts a kill, that effort fails and the townie has a 1 in 3 chance of dying themselves in making the failed attempt.

    2. After two such successful kills, you may elect to continue the game as a Wiseguy, or you may remain a Townie. You will be given this role-change opportunity only once.

    3. In combination with 2 other townies, you can form a protection group (3 required) and attempt to protect one other player. If no attack occurs, nothing happens. If the target is attacked your group will save her/him and receive credit for the save. More than 3 townies can work in the same group, though this does not provide any other benefit aside from participation credit. If only 2 townies participate in a save effort and the target is attacked, that effort automatically fails. If only 1 townie attempts a save and the target is attacked, that effort fails and the townie has a 1 in 3 chance of dying themselves in making the failed attempt.

    4. After two such successful saves, one of your group may be selected (randomly) to continue the game as a Doctor. If refused, the opportunity will be passed to another member of that group. You will be given this role-change opportunity only once.

    5. If you: a) choose to continue in a protection group without becoming a doctor, b) have never participated in a killing, and c) you participate in a two additional saves, you will be offered the opportunity to become a Detective for the remainder of the Game. You will be given this role-change opportunity only once.

    D. Investigations:

    If investigated by a Detective or a Made Gangster, it is most probable that you will be discovered as “innocent.” Remember, however, that a significant minority (20%) of townspeople will register as “unclear” rather than innocent if investigated by a Made and as “criminal” if investigated by a detective. These 20% minorities will not be the same for both categories. You will only register as “guilty” if you have participated in a killing.

    Role Changing

    As noted above under night actions, it is possible for you to change roles. Once you change roles from Townie to WiseGuy, Doctor or Detective, however, you may not reverse the decision – you have made a permanent change. You may progress into other roles from there as appropriate to your new role.

    Role

    Detective, Fatlington Police


    Victory Condition

    You achieve victory by voting to lynch suspicious individuals and/or participate personally in their removal until such time as: a) all of the Mafia Dons, original and created, have been killed and b) the remaining townies and unaligned WiseGuys outnumber the remaining Mafiosi. Your personal survival, though important, is secondary to the overall success of the town.

    Powers & Responsibilities

    A. General:

    1. Your identity is hidden for your safety, as are the identities of the other detectives.
    Should you reveal your role, be aware that it will make you a high priority target for the mafia.

    2. You may not join a townie “vigilante” group.

    3. RED TEXT.

    B. Day Actions:

    1. You can select/vote as can all players.

    C. Night Actions:

    1. In combination with 2 other townies, you can form a protection group (3 required) and attempt to protect one other player. If no attack occurs, nothing happens. If the target is attacked your group will save her/him and receive credit for the save. More than 3 townies can work in the same group, though this does not provide any other benefit aside from participation credit. If only 2 townies participate in a save effort and the target is attacked, that effort automatically fails. If only 1 townie attempts a save and the target is attacked, that effort fails and the townie has a 1 in 3 chance of dying themselves in making the failed attempt. You cannot conduct investigations while protecting someone.

    2. After two such successful saves, one of your group may be selected (randomly) to continue the game as a Doctor. If refused, the opportunity will be passed to another member of that group. You will be given this role-change opportunity only once.

    3. Each night phase that you are not involved in protecting someone, you can conduct two investigations.

    4. If a subsequent investigation provides you the identity of a mafia officer (Don, Luca, Made) and if you successfully cause that Mafioso to be lynched (with or without revealing your detective status), Chief Fermanagh will promote you to Detective Sergeant.

    5. A Detective Sergeant learns the identities of all surviving Detectives. Providing that the pooled Detective results clearly identify a mafia officer, the Detective Sergeant may combine efforts with one other Detective and can eliminate that threat to Fatlington. Neither can conduct investigations that same night.

    D. Investigations:

    1. If investigated by a Detective or a Made Gangster, it is virtually certain that you will be discovered as “innocent.”

    2. When conducting an investigation, remember that “innocents” include Townies, Doctors, Detectives, the FBI Detective and Dons, that “Criminal” includes some Townies as well as WiseGuys, Made Gangsters, and Lucas. “Guilty” includes Mades and Wise Guys on the night of a kill as well as any Townie who has ever been involved in a killing. Repeat investigations are permitted and will allow you some chance (1 in 6, 1 in 36 for Dons) to determine that player’s role. The results of your investigations will be provided to you near the beginning of the next day phase.


    Role Changing

    As noted above under night actions, it is possible for you to change roles. Once you change role to Doctor, however, you may not reverse the decision – you have made a permanent change.


    Role

    Doctor


    Victory Condition

    You achieve victory by voting to lynch suspicious individuals and/or participate personally in their removal until such time as: a) all of the Mafia Dons, original and created, have been killed and b) the remaining townies and unaligned WiseGuys outnumber the remaining Mafiosi. Your personal survival, though important, is secondary to the overall success of the town.

    Powers & Responsibilities

    A. General:

    1. Your identity is hidden for your safety, as are the identities of any other doctors.
    Should you reveal your role, be aware that it will make you a high priority target for the mafia.

    2. RED TEXT.

    B. Day Actions:

    1. You can select/vote as can all players.

    C. Night Actions:

    1. Each night phase, you may designate one other player (not yourself) to receive your protection. That player will be virtually immune to all attempts on their life for that night phase. If they are attacked and survive as a result of your efforts, you will be credited with a “save.” You may earn only one save per night. After two successful saves, you will be promoted to Surgeon.

    2. A Surgeon functions exactly as does a Doctor, but during a “save” will also have some chance (2 in 6 for most, 1 in 6 for Dons, and “Specials”) to cause the death of the attacker. After two Save-kills, you will be promoted to Surgeon-General.

    3. A Surgeon General functions as a Surgeon, but the chance to cause the death of an attacker during a save is doubled.


    4. In combination with 2 other townies, you can form a protection group (3 required) and attempt to protect one other player. If no attack occurs, nothing happens. If the target is attacked your group will save her/him and receive credit for the save. More than 3 townies can work in the same group, though this does not provide any other benefit aside from participation credit. If only 2 townies participate in a save effort and the target is attacked, that effort automatically fails. If only 1 townie attempts a save and the target is attacked, that effort fails and the townie has a 1 in 3 chance of dying themselves in making the failed attempt. You cannot use your special protection powers while working with a protection team.

    5. After two such successful saves, one of your group may be selected (randomly) to continue the game as a Doctor (you will be excluded from this).

    6. You may, in combination with 3 other townies, you can form a vigilante group (4 required) and attempt to kill one other player. More than 4 townies can work in the same group, though this does not provide any other benefit aside from participation credit. If only 2 or 3 townies participate in a kill effort, that effort automatically fails. If only 1 townie attempts a kill, that effort fails and the townie has a 1 in 3 chance of dying themselves in making the failed attempt.

    7. After one successful kill, you will cease to be a Doctor and become a Townie. After two such successful kills, you may elect to continue the game as a Wiseguy, or you may remain a Townie. You will be given this role-change opportunity only once.


    D. Investigations:

    If investigated by a Detective or a Made Gangster, it is virtually certain that you will be discovered as “innocent.”


    Role Changing

    As noted above under night actions, it is possible for you to change roles. Once you change role to WiseGuy, however, you may not reverse the decision – you have made a permanent change, though you may progress as a WiseGuy.

    Role

    Special Agent (Detective), Federal Bureau of Investigations


    Victory Condition

    You achieve victory by voting to lynch suspicious individuals and/or participate personally in their removal until such time as: a) all of the Mafia Dons, original and created, have been killed and b) the remaining townies and unaligned WiseGuys outnumber the remaining Mafiosi. In addition, you must find and eliminate a notorious serial killer, “Dr. Mengele,” who has escaped from an FBI facility. Your personal survival, though important, is secondary to the overall success of the town.

    Powers & Responsibilities

    A. General:

    1. Your identity is hidden for your safety, as are the identities of the other detectives.
    Should you reveal your role, be aware that it will make you a high priority target for the mafia.

    2. You may not join a townie “vigilante” group.

    3. You are aware of the presence of an escaped serial killer in Fatlington. This SK, nicknamed “Dr. Mengele” for his panache and horrific killing style, escaped from an FBI facility a few months ago. To avoid embarrassment to the bureau, this SK must be eliminated without any publicity – Director Hoover is relying on your silence as well as your detective skills. He is believed to be masquerading as a criminal here in Fatlington.
    4. RED TEXT QUIRK

    B. Day Actions:

    1. You can select/vote as can all players.

    C. Night Actions:

    1. In combination with 2 other townies, you can form a protection group (3 required) and attempt to protect one other player. If no attack occurs, nothing happens. If the target is attacked your group will save her/him and receive credit for the save. More than 3 townies can work in the same group, though this does not provide any other benefit aside from participation credit. If only 2 townies participate in a save effort and the target is attacked, that effort automatically fails. If only 1 townie attempts a save and the target is attacked, that effort fails and the townie has a 1 in 3 chance of dying themselves in making the failed attempt. You cannot conduct investigations while protecting someone.

    2. After two such successful saves, one of your group may be selected (randomly, but not you) to continue the game as a Doctor.

    3. Each night phase that you are not involved in protecting someone, you can conduct two investigations. Working with the FBI resources, your investigations are slower, but provide better information.

    4. Should you identify the serial killer role, and should you be unable to cause their lynching during the next 2 consecutive day phases, you may form/work with a townie vigilante group to murder the serial killer. You may not reveal the SK’s role to them. This is the only exception to your inability to participate as a vigilante.

    D. Investigations:

    1. If investigated by a Detective or a Made Gangster, it is virtually certain that you will be discovered as “innocent.”

    2. When conducting an investigation, remember that “innocents” include Townies, Doctors, Detectives, the FBI Detective and Dons, that “Criminal” includes some Townies as well as WiseGuys, Made Gangsters, and Lucas. “Guilty” includes Mades and Wise Guys on the night of a kill as well as any Townie who has ever been involved in a killing. Your results also include some chance (1 in 6, 1 in 36 for Dons) to determine that player’s role. Subsequent investigations of the same person are possible and will give you a 3 in 6 chance to learn their role (1 in 6 for Dons), and a smaller chance (1 in 6, 1 in 36 for Dons) to learn details of some of their actions during the game. The results of your investigations will be provided to you near the beginning of the 2nd day phase following your investigations.


    Role Changing

    You may not change roles.



    Neutral and Special Roles:


    Spoiler Alert, click show to read: 
    And now for the fun part! And yes, this is not a joke and does take precedence over your “open” role.

    Real Role

    Hiji’s Serial Killer – “God Alone is Perfection”


    Victory Conditions.

    You are deeply conflicted. As a townie, you want Fatlington to triumph over the mafia by eliminating the Dons and outnumbering the remaining Mafiosi. However, your personal “issues” may well get in the way of that objective.


    Powers and Limitations:

    A. General

    1. You are, in most things, the “salt of the earth” of Fatlington, as above.

    2. However, should any player – during in-thread discussion/votes only – make a claim that they are “innocent” or “pure” or that “my innocence has been proven” the voices in your head will require you to kill them for blaspheming against God at your earliest opportunity, whom you know to be the ONLY innocent and perfect being – and such blasphemy warrants death. You will maintain a list of such players for eradication. Feel free to PM me to confirm that a particular post qualifies.

    3. Please note, however, that posts by you “baiting” them to make such a statement will NOT qualify as a trigger.

    4. If you are accused in the thread, you may NOT claim innocence yourself or deny your guilt in any way, as you are well aware that you are a sinner also. You can claim that “nobody is innocent” and the like, but that is it. If questioned as to whether or not you killed a specific person (one that you did kill) you must either not respond or acknowledge the crime.

    5. As you are squeamish about killing on a personal level, you may not participate in a townie vigilante group.

    6. You have a friend with “connections” who you once saved from a jam. Once during a day phase of the game, though not on day #1, you can ask this friend to provide you with information on a single player. The information you get (at the beginning of the following day phase) may not be complete, but it will be completely accurate.

    B. Day Actions

    1. You may vote/select as does any other player

    C. Night Actions

    1. Once your wrath on the behalf of God has been triggered, you may kill as many as 3 different people in a single night phase. If more than three qualify, you must take them out in the order in which they “blasphemed.”

    2. All of your kills need to have a theme. This theme can be the same mode of killing, some signature image or saying, or some kind of calling card, but must be used for every kill and should reflect your particular brand of insanity.

    3. As a result of your insanity, your kill efforts will be especially powerful. Even protected by a Doctor/protection group, your target may well perish (3 in 6) and you will not be caught. If protected by a Surgeon or Luca, you still have a chance to kill them (2 in 6, 50/50 chance for protector or target) or kill them AND their Protector (2 in 36), but you also run the risk of being killed yourself (1 in 6) or identified as the attacker (1 in 6). Even in this last case, your role will not automatically be revealed.

    4. You may not participate in a protection group on the nights you are exacting God’s vengeance.

    D. Investigations:

    1. If investigated by a Detective or Made Gangster you will register as “innocent.” On the night of a kill a Detective you will note you as “guilty.”


    Role Changing:

    You cannot change roles. However, your “alter ego” the Townie can progress as a regular Doctor provided you still fulfill your requirements as an SK. Vengeance kills will not count against your progress.

    And now for the fun part! And no this is not a joke and does take precedence over your “open” role.

    Real Role

    EMM’s Serial Killer – “Dr. Mengele”


    Victory Conditions.

    You are the scourge of everyone in Fatlington. Ever since your escape from an FBI holding facility, you have yearned for the opportunity to take your vengeance on everyone. Your complete victory would consist of eliminating every player in the game until you stand as sole survivor. This is unlikely, however, so you will still have achieved victory if you manage 5 or more kills and, at the end of the game, remain undiscovered.


    Powers and Limitations:

    A. General

    1. The FBI Detective is the only player aware of a serial killer being in the game. He is, unfortunately for him, under “gag’ orders not to reveal this but to end the FBI’s little embarrassment – you – quietly.

    2. When not otherwise “busy” you may function as a WiseGuy. Remember that you cannot be involved in two kill orders on the same night.

    3. You have a longtime friend who you know very well: hannibalbarc. You know this person to be a WiseGuy, just as they know you to be a Wiseguy. After hearing of the first committee of vigilance, you have sworn to one another that you will never vote to lynch your buddy. You share this knowledge with the other player, but neither of you may share it with anyone else.

    4. If your buddy is killed, you must target the killers (if you learn their identity) as soon as possible, though any target resulting from rule Night #4 takes precedence. You may take a night off between kills to avenge your Buddy, but not 2.

    B. Day Actions

    1. You may vote/select as does any other player

    2. Be careful about holding the Director position. Being director would prevent you from killing on the nights before your directorship days. If this conflicts with the general limitation above, your character will go berzerk and commit suicide.

    C. Night Actions

    1. You may not kill anyone on the 1st night phase.

    2. Beginning on the 2nd night phase, you may attempt to kill one player per night. You are not required to make a kill attempt every night.

    3. However, you can skip no more than 2 night phases before the compulsion to kill overcomes you and you must attempt another kill.

    4. If you received votes to be lynched on a given session, and those votes were not changed or withdrawn, you must attempt to kill one of the players voting for you. If more than one voted for you, you must kill the first person to do so and you must do so at the next night phase. This may get you trapped, but your paranoia rules you at times.

    5. All of your kills need to have a theme. This theme can be the same mode of killing, some signature image or saying, or some kind of calling card, but must be used for every kill. Your nickname should be a guide as to style. Feel free to be particularly vicious, sadistic, or cruel in your kill requests – it’ll fit your role nicely

    6. As a result of your insanity, your kill efforts will be especially powerful. Even protected by a Doctor/protection group, your target may well perish (2 in 6) and you will not be caught. If protected by a Surgeon or Luca, you still have a chance to kill them (1 in 6, 50/50 chance for protector or target) or kill them AND their Protector (1 in 36), but you also run the risk of being killed yourself (1 in 6) or identified as the attacker (1 in 6). Even in this last case, your role will not automatically be revealed.

    D. Investigations:

    If investigated by a Detective or Made Gangster you will register as “innocent” or “unclear,” respectively. On the night of a kill a Detective you will note you as “criminal” (not guilty) as would a Made Gangster.


    Role Changing:

    You cannot change roles. However, your “alter ego” the WiseGuy can progress as a regular WiseGuy provided you still fulfill your requirements as an SK.

    Role

    WiseGuy


    Victory Conditions.

    You can chart your own course to victory. You can join a mafia family and work for that family’s victory. You can join a mafia family, try to supplant the Don and become Capo de Tutti Capi yourself. You can form your own Criminal family and try to dominate the others. You can even put crime behind you, change roles, and work for the victory of the town over the mafia. What route you choose is up to you.


    Powers and Limitations

    A. General

    1. You are the raw material for expanding a crime family. Remember that if they are unable to recruit you to their cause, you probably become very “expendable” in their eyes.

    2. RED TEXT QUIRK


    B. Day Actions

    1. You may vote/select as any other townie.

    C. Night Actions

    1. Combine with 3 townies you can attempt to kill one target per night (after two successful kills, one of them will become a “Wise Guy” and can progress from there). Such kills only count as “half-credit” for your ascension to Made Gangster (unaffiliated).

    2. Combine with 2 townies you can attempt to protect one target per night (after two successful protections, one of you may become a “Doctor “ and can progress from there; if you do you’ll cease being a Wise Guy.

    3. If following two successful protections you are selected as Doctor and refuse, you can choose to become a regular townie. Two further successful protections will result in your promotion to Detective – but in your case you will become a Rogue Detective similar to that occurring in Capo-I.

    4. One advantage you have over a townie, while participating in such townie groups, is that should you end up as a “solo” on a save or kill attempt, it is unlikely to get you killed – though there is a chance your identity would be revealed.

    5. Combine with 2 other Wise Guys you can attempt to kill one target per night (after three successful kills, one of you (random) will become a “Made Gangster (Unaffiliated)” and can progress from there).

    6. Combine with 1 other Wise Guy or Made under the aegis of a Family and you can perform one killing per night (after three successful kills, and with the permission of the family Don, you will become a “Made Gangster” and can progress from there).

    D. Investigations

    It is probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “criminal,” though about one in five Wise Guys will register as “Unclear.” You will only register as “guilty” if you have participated in a non-family-sanctioned killing or a family-sanctioned killing on the night of that killing.


    Role Changing

    As noted above, you have many options for a role change and can progress readily in that new role. Remember, once you have chosen a path by moving forward into a new role, however, you cannot reconsider and revert.

    Role

    Rogue Detective


    Victory Conditions.

    You have a choice to make. You can work to rid Fatlington of mafia scum using your own special abilities or you can reject the community and work with a mafia family for their success. Regardless, you have one other item of personal business that you must complete. A few days ago, one of your friends was murdered in what looks to have been some kind of bizarre, quasi-religious killing. In your Sam Spade/Mike Hammer worldview, that requires one thing – vengeance. To be fully victorious, the player responsible for your friend’s death must end up dead – and you’d strongly prefer that it be you who arranges for the meeting between the killer and the Almighty.


    Powers and Limitations

    A. General

    1. Though not a WiseGuy yourself, you can function as part of a WiseGuy killing team without jeopardizing their risk of success. If a family offers you the status of Made Gangster, you may take it, but you cease to be a Rogue Detective and STILL must fulfill your personal business victory condition.

    2. You cannot work with a Townie Protection team or Vigilante team – you aren’t much of a “protector” and will not be bothered to work at killing with amateurs.

    3. RED TEXT QUIRK.

    B. Day Actions

    1. You may vote/select as any other townie.

    C. Night Actions

    1. You can investigate two players.

    2. You can, at your option, kill any one player you have previously found to be “criminal” or “guilty.” You cannot investigate on the night of a killing.

    3. Combine with 2 other Wise Guys you can attempt to kill one target per night (after three successful kills, one of you (random) will become a “Made Gangster (Unaffiliated)” and can progress from there). You cannot investigate on the night of a killing nor can you conduct an independent killing.

    4. Combine with 1 other Wise Guy or Made under the aegis of a Family and you can perform one killing per night (after three successful kills, and with the permission of the family Don, you will become a “Made Gangster” and can progress from there). You can conduct one investigation on the night of a family killing. You cannot conduct an independent killing on the same night.

    D. Investigations

    1. It is probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “criminal” or “Unclear” (50/50). You will only register as “guilty” if you have participated in a killing and only on the night of that killing.

    2. When investigating, others, remember that “innocents” include Townies and Dons, “unclear” can be Townies or Wiseguys, “Criminal” includes some WiseGuys as well as mafia Mades and Lucas. “Guilty” includes Mades and WiseGuys on the night of a kill as well as any Townie who has been involved in a killing.

    3. You have a 1 in 6 chance of learning the player’s exact role in your investigation (1 in 36 for Dons). This chance doubles for a 2nd or subsequent investigation of the same player.

    4. While your sources are unmatched – you mix well with cops, crooks and ALL sorts of dubious characters – they are slower that formal sources. You will not receive results until the 2nd day phase following your investigation.


    Role Changing

    As noted above, you have options for a role change and can progress readily in that new role. Remember, once you have chosen the path of the Gangster, you cannot reconsider and revert but the person who killed your buddy must still end up dead for a full points win for you.


    And now it starts to get weird…

    Not a joke, this is your:

    Real Role

    Crusader ~ “Sic Semper Furibus,” “Bello Multi, Dominatio Unum ”


    Victory Conditions

    You are part of an ancient order, founded by the Norman rulers of Sicily, to oppose the mafia. Though Norman control of Sicily is a thing of distant memory, your war against the mafia continues. A trio of Crusaders has been dispatched to Fatlington. The order is not an order that favors weaklings. To win, you will have to: a) wipe out the mafia officers of Fatlington (Mades, Lucas, Dons) and b) prove your worthiness by out-dueling your brother Crusaders for final control as the order’s sole representative in the town (Knight Commander). As the game ends when the last Don dies or with the victory of a mafia family, timing is critical for your complete success. If complete success cannot be had, you MUST do your utmost to destroy the mafia.


    Powers and Limitations

    A. General

    1. You do not know the identities of the other Crusaders at the outset, but you know their code words. These code words should appear/get worked into a post in the thread allowing you to identify one another and make your plans. Other crusaders are the only ones with whom you can share role information.

    2. Your code word is Blade. [or axe or crown]

    3. The other’s code words are: axe & crown. [or blade, combo as app]

    4. One of the Order’s functionaries was found dead outside Palermo a few weeks ago. He was one of your control staff and had access to the code words, though not to your current identities.

    5. RED TEXT QUIRK

    B. Day Activities

    1. You can select/vote as can any player.

    2. You can challenge another Crusader to a duel to the death by PM (copy must be sent to Game Host). PM must begin “There can be only one.” The loser’s body will be found just before the lynch meeting at the end of the day.

    3. Duels will be resolved by the Host using 2d6:

    2, 3, 4 = Death of Challenger, Challenged Crusader Victorious.
    5, 6 = Death of Challenger, Challenged Crusader Victorious, but wounded and cannot participate Night Actions for two nights.
    7 = Inconclusive. Both are wounded and cannot participate in Night Actions that night.
    8, 9 = Death of Challenged, Challenger Crusader Victorious, but wounded and cannot participate Night Actions for two nights.
    10, 11, 12 = Death of Challenged, Challenger Crusader Victorious.

    4. A victor in a previous duel fights with the result adjusted one number favorably.

    5. A Knight fights with the result adjusted one number favorably.

    6. A Baron fights with the result adjusted two numbers favorably.

    7. These modifications are cumulative.

    C. Night Activities

    1. You can perform as a normal townie as per your role sheet above. You will not be eligible for townie promotion/role changes.

    2. Combining with one other Crusader, you can launch an investigation in the manner of a detective. Only one investigation can be conducted in this fashion. However, you can conduct one investigation for EACH pair of Crusaders working together. You cannot combine this with participation in a townie protection or vigilante group.

    3. All three Crusaders can combine efforts to attempt to kill one other player. They cannot conduct investigations on a night during which they attempt a kill. After two successful kills (must be mafia members!), each Crusader is promoted to Knight. You cannot combine this with participation in a townie protection or vigilante group.

    4. A Knight may investigate one player independently. You cannot combine this with participation in a townie protection or vigilante group.

    5. Two Knights can combine to attempt to kill one other player. They cannot conduct investigations on a night during which they attempt a kill. After two successful kills (must be mafia members!), the Knights are promoted to Baron. You cannot combine this with participation in a townie protection or vigilante group.

    6. A Baron can attempt to kill one player independently. You cannot combine this with participation in a townie protection or vigilante group.

    D. Investigations


    1. If investigated by a Detective or by a Made Gangster, you will be discovered as “Unclear.” You will only register as “guilty” if you have participated in a killing and only on the night of that killing.

    2. When investigating, others, remember that “innocents” include Townies and Dons, “unclear” can be Townies or Wiseguys, “Criminal” includes some WiseGuys as well as mafia Mades and Lucas. “Guilty” includes Mades and WiseGuys on the night of a kill as well as any Townie who has been involved in a killing.

    3. You have a 1 in 6 chance of learning the player’s role in your investigation (1 in 36 for Dons). This chance doubles for a 2nd or subsequent investigation of the same player.


    Role Changing

    Your role cannot change.



    Mafia Roles:

    Spoiler Alert, click show to read: 
    Role

    Don of the Barzini Family


    Victory Condition

    You are the boss of a crime family, and your goal is to take over Fatlington and become the Capo de Tutti Capi (Captain of Captains). To do this, you will need to eliminate all of the other Dons and establish a crime family that outnumbers the remaining Mafiosi and citizens of the town. While personal survival is important to your complete success, a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. Your death is part of the victory conditions for the other Dons, and will also severely limit your family’s chance of success as creating a new Don is time-consuming. Fortunately, you have a specially trained mafioso – your Luca – whose primary purpose is to protect you. Unless assigned to other duties or killed, your Luca provides near absolute protection to you. Your Luca is Joe Monks. At the outset of play, nobody aside from you and your Luca are aware who your Luca is – not even your initial Made Gangster. Your initial Made Gangster is FactionHeir.

    3. Any time after your family has acquired a 5th (or more) member, you may (but do not have to) designate one Made Gangster – but not your Luca – as “Consigliare.” This player can than conduct up to 4 investigations on any night they are not participating in a kill, but zero on any night they are involved in a killing. The first night they are targeted for death after achieving Consigliare status, they have a 2 in 6 chance of avoiding death (this is a one-time only power resulting from some “gift” you have given them upon their promotion). The narration of their narrow escape may seem suspicious as it will not read quite the same way as would a doctor save.

    4. You have a friend with “connections” who you once saved from a jam. Once during a day phase of the game, though not on day #1, you can ask this friend to provide you with information on a single player. The information you get (at the beginning of the following day phase) may not be complete, but it will be completely accurate.

    B. Day Actions:

    1. You vote/select as does any other player.

    2. Once each during the game, you may “Call in a Favor” or may be asked to “Honor a Favor.” Your opponent MUST honor the favor you call in just as you MUST honor the favor called in from you. Don Cunnio owes you 1 murder, performed by the end of the 2nd night phase after the request by her/his family on anyone you select who is not a made member of the Cunnio family. You owe Don Tataglia the favor of information, when Tataglia requests it, you must provide the results of all your Made investigations to her/him during the following day phase. Note, these favors are owed by and to the STARTING family Dons only. Successors will not be bound by a favor and cannot bind you.

    3. Should you ever receive a PM beginning “Who knows what evil lurks in the hearts of men? The Shadow knows.” you must honor the requested favor. You will only be asked to provide this service once – this is a direct request from the Commission.

    C. Night Actions:

    Normally, the Don takes no direct actions at night – that’s what your family is for!

    1. You will choose some “signature” component that will feature in all of your family’s killings. This may be a consistent method, a symbol or calling card, or some other distinctive characteristic – but it must be used in each killing without exception. You must notify me of this characteristic with your first nighttime PM.

    2. If you have no other family members left, you may perform one of the following once per night: a) attempt to kill one target, or b) attempt to investigate two other citizens. Your investigation will parallel those of a Made Gangster and help you identify further possible recruits.

    3. You may participate in Townie Vigilante teams or in Protection teams, however: a) Your Luca cannot protect you during a night you’re so involved, and b) while you function normally as a vigilante (1 of 4 needed) you cannot provide any protection value so any protection team where you are not an “extra” WILL fail.

    D. Investigations:

    1. If investigated by a Made Gangster or Detective, you will almost certainly be discovered to be “innocent.” This is true even if you kill as part of a vigilante group. You will only register as “criminal” or “guilty” if you have personally participated in a killing while operating solo.

    2. If circumstances have you doing investigations, they will function as do those of a made gangster. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective).


    Role Changing

    You cannot change roles.
    Role

    Don of the Corleone Family


    Victory Condition

    You are the boss of a crime family, and your goal is to take over Fatlington and become the Capo de Tutti Capi (Captain of Captains). To do this, you will need to eliminate all of the other Dons and establish a crime family that outnumbers the remaining Mafiosi and citizens of the town. While personal survival is important to your complete success, a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. Your death is part of the victory conditions for the other Dons, and will also severely limit your family’s chance of success as creating a new Don is time-consuming. Fortunately, you have a specially trained mafioso – your Luca – whose primary purpose is to protect you. Unless assigned to other duties or killed, your Luca provides near absolute protection to you. Your Luca is Kommodus. At the outset of play, nobody aside from you and your Luca are aware who your Luca is – not even your intial Made Gangster. Your initial Made Gangster is Tiberius of the Drake.

    3. Any time after your family has acquired a 5th (or more) member, you may (but do not have to) designate one Made Gangster – but not your Luca – as “Consigliare.” This player can than conduct up to 4 investigations on any night they are not participating in a kill, but zero on any night they are involved in a killing. The first night they are targeted for death after achieving Consigliare status, they have a 2 in 6 chance of avoiding death (this is a one-time only thing resulting from some “gift” you have given them upon their promotion). The narration of their narrow escape may seem suspicious as it will not read quite the same way as would a doctor save.

    4. You are unusually lucky. The first time someone tries to murder you while you are unprotected, you will – through luck alone – survive. Subsequent attempts on your life – even on the same night – will probably get you, though you will always have 1 chance in 36 of surviving just by dumb luck. If protected, your luck does not come into play

    B. Day Actions:

    1. You vote/select as does any other player.

    2. Once each during the game, you may “Call in a Favor” or may be asked to “Honor a Favor.” Your opponent MUST honor the favor you call in just as you MUST honor the favor called in from you. Don Stracchi owes you the favor of information, when you request it, he/she must provide you the results of all their Made investigations before the end of the following day phase. You owe Don Stracchi one murder. He/she will inform you of the target and, as long as that target is not a MADE member of your family, you must arrange their death during the next two night phases. If they ask for the death of one of your own you may refuse the favor – but a repeat request on a different target must be honored. Note, these favors are owed by and to the STARTING family Dons only. Successors will not be bound by a favor and cannot bind you.

    3. Should you ever receive a PM beginning “Who knows what evil lurks in the hearts of men? The Shadow knows.” you must honor the requested favor. You will only be asked to provide this service once – this is a direct request from the Commission.

    C. Night Actions:

    Normally, the Don takes no direct actions at night – that’s what your family is for!

    1. You will choose some “signature” component that will feature in all of your family’s killings. This may be a consistent method, a symbol or calling card, or some other distinctive characteristic – but it must be used in each killing without exception. You must notify me of this characteristic with your first nighttime PM.

    2. If you have no other family members left, you may perform one of the following once per night: a) attempt to kill one target, or b) attempt to investigate two other citizens. Your investigation will parallel those of a Made Gangster and help you identify further possible recruits.

    3. You may participate in Townie Vigilante teams or in Protection teams, however: a) Your Luca cannot protect you during a night you’re so involved, and b) while you function normally as a vigilante (1 of 4 needed) you cannot provide any protection value so any protection team where you are not an “extra” WILL fail.

    D. Investigations:

    1. If investigated by a Made Gangster or Detective, you will almost certainly be discovered to be “innocent.” This is true even if you kill as part of a vigilante group. You will only register as “criminal” or “guilty” if you have personally participated in a killing while operating solo.

    2. If circumstances have you doing investigations, they will function as do those of a made gangster. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective).


    Role Changing

    You cannot change roles.

    Role

    Don of the Cunnio Family


    Victory Condition

    You are the boss of a crime family, and your goal is to take over Fatlington and become the Capo de Tutti Capi (Captain of Captains). To do this, you will need to eliminate all of the other Dons and establish a crime family that outnumbers the remaining Mafiosi and citizens of the town. While personal survival is important to your complete success, a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. Your death is part of the victory conditions for the other Dons, and will also severely limit your family’s chance of success as creating a new Don is time-consuming. Fortunately, you have a specially trained mafioso – your Luca – whose primary purpose is to protect you. Unless assigned to other duties or killed, your Luca provides near absolute protection to you. Your Luca is Warluster. At the outset of play, nobody aside from you and your Luca are aware who your Luca is – not even your intial Made Gangster. Your initial Made Gangster is TruePraetorian.

    3. Any time after your family has acquired a 5th (or more) member, you may (but do not have to) designate one Made Gangster – but not your Luca – as “Consigliare.” This player can than conduct up to 4 investigations on any night they are not participating in a kill, but zero on any night they are involved in a killing. The first night they are targeted for death after achieving Consigliare status, they have a 2 in 6 chance of avoiding death (this is a one-time only thing resulting from some “gift” you have given them upon their promotion). The narration of their narrow escape may seem suspicious as it will not read quite the same way as would a doctor save.

    4. You have a friend with “connections” who you once saved from a jam. Once during a day phase of the game, though not on day #1, you can ask this friend to provide you with information on a single player. The information you get (at the beginning of the following day phase) may not be complete, but it will be completely accurate.

    B. Day Actions:

    1. You vote/select as does any other player.

    2. Once each during the game, you may “Call in a Favor” or may be asked to “Honor a Favor.” Your opponent MUST honor the favor you call in just as you MUST honor the favor called in from you. Don Tataglia owes you 1 murder, performed by the end of the 2nd night phase after the request by her/his family on anyone you select who is not a made member of the Cunnio family. You owe Don Barzini a murder. He/she will inform you of the target and, as long as that target is not a MADE member of your family, you must arrange their death during the next two night phases. If they ask for the death of one of your own you may refuse the favor – but a repeat request on a different target must be honored. Note, these favors are owed by and to the STARTING family Dons only. Successors will not be bound by a favor and cannot bind you.

    3. Should you ever receive a PM beginning “Who knows what evil lurks in the hearts of men? The Shadow knows.” you must honor the requested favor. You will only be asked to provide this service once – this is a direct request from the Commission.

    C. Night Actions:

    Normally, the Don takes no direct actions at night – that’s what your family is for!

    1. You will choose some “signature” component that will feature in all of your family’s killings. This may be a consistent method, a symbol or calling card, or some other distinctive characteristic – but it must be used in each killing without exception. You must notify me of this characteristic with your first nighttime PM.

    2. If you have no other family members left, you may perform one of the following once per night: a) attempt to kill one target, or b) attempt to investigate two other citizens. Your investigation will parallel those of a Made Gangster and help you identify further possible recruits.

    3. You may participate in Townie Vigilante teams or in Protection teams, however: a) Your Luca cannot protect you during a night you’re so involved, and b) while you function normally as a vigilante (1 of 4 needed) you cannot provide any protection value so any protection team where you are not an “extra” WILL fail.

    D. Investigations:

    1. If investigated by a Made Gangster or Detective, you will almost certainly be discovered to be “innocent.” This is true even if you kill as part of a vigilante group. You will only register as “criminal” or “guilty” if you have personally participated in a killing while operating solo.

    2. If circumstances have you doing investigations, they will function as do those of a made gangster. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective).


    Role Changing

    You cannot change roles.

    Role

    Don of the Stracchi Family


    Victory Condition

    You are the boss of a crime family, and your goal is to take over Fatlington and become the Capo de Tutti Capi (Captain of Captains). To do this, you will need to eliminate all of the other Dons and establish a crime family that outnumbers the remaining Mafiosi and citizens of the town. While personal survival is important to your complete success, a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. Your death is part of the victory conditions for the other Dons, and will also severely limit your family’s chance of success as creating a new Don is time-consuming. Fortunately, you have a specially trained mafioso – your Luca – whose primary purpose is to protect you. Unless assigned to other duties or killed, your Luca provides near absolute protection to you. Your Luca is Dutch_guy. At the outset of play, nobody aside from you and your Luca are aware who your Luca is – not even your initial Made Gangster. Your initial Made Gangster is Andres.

    3. Any time after your family has acquired a 5th (or more) member, you may (but do not have to) designate one Made Gangster – but not your Luca – as “Consigliare.” This player can than conduct up to 4 investigations on any night they are not participating in a kill, but zero on any night they are involved in a killing. The first night they are targeted for death after achieving Consigliare status, they have a 2 in 6 chance of avoiding death (this is a one-time only thing resulting from some “gift” you have given them upon their promotion). The narration of their narrow escape may seem suspicious as it will not read quite the same way as would a doctor save.

    4. You are unusually lucky. The first time someone tries to murder you while you are unprotected, you will – through luck alone – survive. Subsequent attempts on your life – even on the same night – will probably get you, though you will always have 1 chance in 36 of surviving just by dumb luck. If protected, your luck does not come into play.

    B. Day Actions:

    1. You vote/select as does any other player.

    2. Once each during the game, you may “Call in a Favor” or may be asked to “Honor a Favor.” Your opponent MUST honor the favor you call in just as you MUST honor the favor called in from you. Don Corleone owes you 1 murder, performed by the end of the 2nd night phase after the request by her/his family on anyone you select who is not a made member of the Cunnio family. You owe Don Corleone the favor of information, when he/she requests it, you must provide the results of all your Made investigations to her/him during the following day phase. Note, these favors are owed by and to the STARTING family Dons only. Successors will not be bound by a favor and cannot bind you.

    3. Should you ever receive a PM beginning “Who knows what evil lurks in the hearts of men? The Shadow knows.” you must honor the requested favor. You will only be asked to provide this service once – this is a direct request from the Commission.

    C. Night Actions:

    Normally, the Don takes no direct actions at night – that’s what your family is for!

    1. You will choose some “signature” component that will feature in all of your family’s killings. This may be a consistent method, a symbol or calling card, or some other distinctive characteristic – but it must be used in each killing without exception. You must notify me of this characteristic with your first nighttime PM.

    2. If you have no other family members left, you may perform one of the following once per night: a) attempt to kill one target, or b) attempt to investigate two other citizens. Your investigation will parallel those of a Made Gangster and help you identify further possible recruits.

    3. You may participate in Townie Vigilante teams or in Protection teams, however: a) Your Luca cannot protect you during a night you’re so involved, and b) while you function normally as a vigilante (1 of 4 needed) you cannot provide any protection value so any protection team where you are not an “extra” WILL fail.

    D. Investigations:

    1. If investigated by a Made Gangster or Detective, you will almost certainly be discovered to be “innocent.” This is true even if you kill as part of a vigilante group. You will only register as “criminal” or “guilty” if you have personally participated in a killing while operating solo.

    2. If circumstances have you doing investigations, they will function as do those of a made gangster. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective).


    Role Changing

    You cannot change roles.


    Role

    Don of the Tataglia Family


    Victory Condition

    You are the boss of a crime family, and your goal is to take over Fatlington and become the Capo de Tutti Capi (Captain of Captains). To do this, you will need to eliminate all of the other Dons and establish a crime family that outnumbers the remaining Mafiosi and citizens of the town. While personal survival is important to your complete success, a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. Your death is part of the victory conditions for the other Dons, and will also severely limit your family’s chance of success as creating a new Don is time-consuming. Fortunately, you have a specially trained Mafioso – your Luca – whose primary purpose is to protect you. Unless assigned to other duties or killed, your Luca provides near absolute protection to you. Your Luca is Makanyane. At the outset of play, nobody aside from you and your Luca are aware who your Luca is – not even your initial Made Gangster. Your initial Made Gangster is Charge.

    3. Any time after your family has acquired a 5th (or more) member, you may (but do not have to) designate one Made Gangster – but not your Luca – as “Consigliare.” This player can than conduct up to 4 investigations on any night they are not participating in a kill, but zero on any night they are involved in a killing. The first night they are targeted for death after achieving Consigliare status, they have a 2 in 6 chance of avoiding death (this is a one-time only thing resulting from some “gift” you have given them upon their promotion). The narration of their narrow escape may seem suspicious as it will not read quite the same way as would a doctor save.

    4. You have a friend with “connections” who you once saved from a jam. Once during a day phase of the game, though not on day #1, you can ask this friend to provide you with information on a single player. The information you get (at the beginning of the following day phase) may not be complete, but it will be completely accurate.

    B. Day Actions:

    1. You vote/select as does any other player.

    2. Once each during the game, you may “Call in a Favor” or may be asked to “Honor a Favor.” Your opponent MUST honor the favor you call in just as you MUST honor the favor called in from you. Don Barzini owes you the favor of information, when you requests it, she/he must provide you the results of all their Made investigations by the end of the following day phase. You owe Don Cunnio a murder. He/she will inform you of the target and, as long as that target is not a MADE member of your family, you must arrange their death during the next two night phases. If they ask for the death of one of your own you may refuse the favor – but a repeat request on a different target must be honored. Note, these favors are owed by and to the STARTING family Dons only. Successors will not be bound by a favor and cannot bind you.

    3. Should you ever receive a PM beginning “Who knows what evil lurks in the hearts of men? The Shadow knows.” you must honor the requested favor. You will only be asked to provide this service once – this is a direct request from the Commission.

    C. Night Actions:

    Normally, the Don takes no direct actions at night – that’s what your family is for!

    1. You will choose some “signature” component that will feature in all of your family’s killings. This may be a consistent method, a symbol or calling card, or some other distinctive characteristic – but it must be used in each killing without exception. You must notify me of this characteristic with your first nighttime PM.

    2. If you have no other family members left, you may perform one of the following once per night: a) attempt to kill one target, or b) attempt to investigate two other citizens. Your investigation will parallel those of a Made Gangster and help you identify further possible recruits.

    3. You may participate in Townie Vigilante teams or in Protection teams, however: a) Your Luca cannot protect you during a night you’re so involved, and b) while you function normally as a vigilante (1 of 4 needed) you cannot provide any protection value so any protection team where you are not an “extra” WILL fail.

    D. Investigations:

    1. If investigated by a Made Gangster or Detective, you will almost certainly be discovered to be “innocent.” This is true even if you kill as part of a vigilante group. You will only register as “criminal” or “guilty” if you have personally participated in a killing while operating solo.

    2. If circumstances have you doing investigations, they will function as do those of a made gangster. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective).


    Role Changing

    You cannot change roles.


    Role

    Luca to Don Barzini


    Victory Condition

    You are a Made gangster with a special role and the absolutely trustworthy guardian of your Don. While you live, and if you are not otherwise involved in a family-sanctioned killing, you are assumed to be protecting your Don – making it almost impossible to kill him/her. As a member of your family, your goal is to have your family achieve primacy by a) eliminating the Dons of the other families and b) outnumbering the surviving townies and Mafiosi of different families. While you’d prefer to live, your personal survival is secondary to this, and a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. If not specifically doing something else, you will be protecting the family Don. Your Don is Kagemusha.

    3. If your Don is dead you function as a Made Gangster until the ascension of a new Don. Made gangster role information will be provided to you at that time.

    4. You have “the stare.” Every so often, you can look at somebody and leave them befuddled and listless [Role Blocker]. They will be unable to take any action that night. Unfortunately, because of the splitting headache you get when doing this, neither will you. You may use this ability twice.

    B. Day Actions:

    1. You vote/select as does any other player.

    C. Night Actions:

    1. If directed to do so, you may combine with 1 other Made or Wise Guy and can attempt to kill one target per night. You may not target your own Don. While killing someone else, you may not protect your Don.

    2. If anyone working with your own family attempts to kill the Don while you are providing her or him protection, you will learn the identity of the would-be killers.

    3. You may participate in a townie killing-group, functioning normally (as 1 of 4), but while doing so you may not protect the Don.

    4. You may participate in a townie protection group, but you cannot provide any protection value so any protection team where you are not an “extra” WILL fail. You cannot protect the Don while so occupied.

    D. Investigations:

    1. It is most probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “criminal.” You will only register as “guilty” on the night of a killing if you have participated in that killing.

    2. If circumstances have you doing investigations, they will function as do those of a made gangster. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective).


    Role Changing

    You cannot change roles while functioning as a Luca, should your Don perish, you become a Made Gangster and progress in that role as appropriate.

    You cannot switch families or betray your own family.


    Role

    Luca to Don Corleone


    Victory Condition

    You are a Made gangster with a special role and the absolutely trustworthy guardian of your Don. While you live, and if you are not otherwise involved in a family-sanctioned killing, you are assumed to be protecting your Don – making it almost impossible to kill him/her. As a member of your family, your goal is to have your family achieve primacy by a) eliminating the Dons of the other families and b) outnumbering the surviving townies and Mafiosi of different families. While you’d prefer to live, your personal survival is secondary to this, and a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. If not specifically doing something else, you will be protecting the family Don. Your Don is Sigurd Fafnesbane.

    3. If your Don is dead you function as a Made Gangster until the ascension of a new Don. Made gangster role information will be provided to you at that time.

    4. You have a longtime friend who you know very well: x-dANGEr. You know this person to be a WiseGuy, just as they know you to be a Mafioso. After hearing of the first committee of vigilance, you have sworn to one another that you will never vote to lynch your buddy. You share this knowledge with the other player, but neither of you may share it with anyone else.

    B. Day Actions:

    1. You vote/select as does any other player.

    C. Night Actions:

    1. If directed to do so, you may combine with 1 other Made or Wise Guy and can attempt to kill one target per night. You may not target your own Don. While killing someone else, you may not protect your Don.

    2. If anyone working with your own family attempts to kill the Don while you are providing her or him protection, you will learn the identity of the would-be killers.

    3. You may participate in a townie killing-group, functioning normally (as 1 of 4), but while doing so you may not protect the Don.

    4. You may participate in a townie protection group, but you cannot provide any protection value so any protection team where you are not an “extra” WILL fail. You cannot protect the Don while so occupied.

    D. Investigations:

    1. It is most probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “criminal.” You will only register as “guilty” on the night of a killing if you have participated in that killing.

    2. If circumstances have you doing investigations, they will function as do those of a made gangster. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective).


    Role Changing

    You cannot change roles while functioning as a Luca, should your Don perish, you become a Made Gangster and progress in that role as appropriate.

    You cannot switch families or betray your own family.


    Role

    Luca to Don Cunnio


    Victory Condition

    You are a Made gangster with a special role and the absolutely trustworthy guardian of your Don. While you live, and if you are not otherwise involved in a family-sanctioned killing, you are assumed to be protecting your Don – making it almost impossible to kill him/her. As a member of your family, your goal is to have your family achieve primacy by a) eliminating the Dons of the other families and b) outnumbering the surviving townies and Mafiosi of different families. While you’d prefer to live, your personal survival is secondary to this, and a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. If not specifically doing something else, you will be protecting the family Don. Your Don is Craterus.

    3. If your Don is dead you function as a Made Gangster until the ascension of a new Don. Made gangster role information will be provided to you at that time.

    4. You have “the stare.” Every so often, you can look at somebody and leave them befuddled and listless [Role Blocker]. They will be unable to take any action that night. Unfortunately, because of the splitting headache you get when doing this, neither will you (you cannot protect your Don on such a night). You may use this ability twice.

    B. Day Actions:

    1. You vote/select as does any other player.

    C. Night Actions:

    1. If directed to do so, you may combine with 1 other Made or Wise Guy and can attempt to kill one target per night. You may not target your own Don. While killing someone else, you may not protect your Don.

    2. If anyone working with your own family attempts to kill the Don while you are providing her or him protection, you will learn the identity of the would-be killers.

    3. You may participate in a townie killing-group, functioning normally (as 1 of 4), but while doing so you may not protect the Don.

    4. You may participate in a townie protection group, but you cannot provide any protection value so any protection team where you are not an “extra” WILL fail. You cannot protect the Don while so occupied.

    D. Investigations:

    1. It is most probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “criminal.” You will only register as “guilty” on the night of a killing if you have participated in that killing.

    2. If circumstances have you doing investigations, they will function as do those of a made gangster. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective).


    Role Changing

    You cannot change roles while functioning as a Luca, should your Don perish, you become a Made Gangster and progress in that role as appropriate.

    You cannot switch families or betray your own family.


    Role

    Luca to Don Stracchi


    Victory Condition

    You are a Made gangster with a special role and the absolutely trustworthy guardian of your Don. While you live, and if you are not otherwise involved in a family-sanctioned killing, you are assumed to be protecting your Don – making it almost impossible to kill him/her. As a member of your family, your goal is to have your family achieve primacy by a) eliminating the Dons of the other families and b) outnumbering the surviving townies and Mafiosi of different families. While you’d prefer to live, your personal survival is secondary to this, and a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. If not specifically doing something else, you will be protecting the family Don. Your Don is Omanes Alexandrapolites.

    3. If your Don is dead you function as a Made Gangster until the ascension of a new Don. Made gangster role information will be provided to you at that time.

    4. You have a longtime friend who you know very well: Ironside. You know this person to be a Townie, just as they know you to be a Mafioso. After hearing of the first committee of vigilance, you have sworn to one another that you will never vote to lynch your buddy. You share this knowledge with the other player, but neither of you may share it with anyone else.

    B. Day Actions:

    1. You vote/select as does any other player.

    C. Night Actions:

    1. If directed to do so, you may combine with 1 other Made or Wise Guy and can attempt to kill one target per night. You may not target your own Don. While killing someone else, you may not protect your Don.

    2. If anyone working with your own family attempts to kill the Don while you are providing her or him protection, you will learn the identity of the would-be killers.

    3. You may participate in a townie killing-group, functioning normally (as 1 of 4), but while doing so you may not protect the Don.

    4. You may participate in a townie protection group, but you cannot provide any protection value so any protection team where you are not an “extra” WILL fail. You cannot protect the Don while so occupied.

    D. Investigations:

    1. It is most probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “criminal.” You will only register as “guilty” on the night of a killing if you have participated in that killing.

    2. If circumstances have you doing investigations, they will function as do those of a made gangster. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective).


    Role Changing

    You cannot change roles while functioning as a Luca, should your Don perish, you become a Made Gangster and progress in that role as appropriate.

    You cannot switch families or betray your own family.


    Role

    Luca to Don Tataglia


    Victory Condition

    You are a Made gangster with a special role and the absolutely trustworthy guardian of your Don. While you live, and if you are not otherwise involved in a family-sanctioned killing, you are assumed to be protecting your Don – making it almost impossible to kill him/her. As a member of your family, your goal is to have your family achieve primacy by a) eliminating the Dons of the other families and b) outnumbering the surviving townies and Mafiosi of different families. While you’d prefer to live, your personal survival is secondary to this, and a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. If not specifically doing something else, you will be protecting the family Don. Your Don is Elite Ferret.

    3. If your Don is dead you function as a Made Gangster until the ascension of a new Don. Made gangster role information will be provided to you at that time.

    4. You have “the stare.” Every so often, you can look at somebody and leave them befuddled and listless [Role Blocker]. They will be unable to take any action that night. Unfortunately, because of the splitting headache you get when doing this, neither will you. You may use this ability twice.

    B. Day Actions:

    1. You vote/select as does any other player.

    C. Night Actions:

    1. If directed to do so, you may combine with 1 other Made or Wise Guy and can attempt to kill one target per night. You may not target your own Don. While killing someone else, you may not protect your Don.

    2. If anyone working with your own family attempts to kill the Don while you are providing her or him protection, you will learn the identity of the would-be killers.

    3. You may participate in a townie killing-group, functioning normally (as 1 of 4), but while doing so you may not protect the Don.

    4. You may participate in a townie protection group, but you cannot provide any protection value so any protection team where you are not an “extra” WILL fail. You cannot protect the Don while so occupied.

    D. Investigations:

    1. It is most probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “criminal.” You will only register as “guilty” on the night of a killing if you have participated in that killing.

    2. If circumstances have you doing investigations, they will function as do those of a made gangster. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective).


    Role Changing

    You cannot change roles while functioning as a Luca, should your Don perish, you become a Made Gangster and progress in that role as appropriate.

    You cannot switch families or betray your own family.


    Role

    Made Gangster of the Barzini Family


    Victory Condition

    You are a Made gangster and a key subordinate of your Don. You handle the “wetwork” for the family and are also able to use your sources to investigate others for recruitment/sanction opportunities. As a member of your family, your goal is to have your family achieve primacy by a) eliminating the Dons of the other families and b) outnumbering the surviving townies and Mafiosi of different families. While your personal survival is important, a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. If your family has lost its Don, or if your group has never had one, you may ascend to the Role of Don by: a) having at least one other Made in the family/group (2 or more needed), b) having all the other Made Gangsters in your family agree to your becoming the Don, and c) providing that you did not participate personally in the killing of the previous Don.

    3. If your family has lost its Luca, you may combine with one other Made to protect the Don. After two successful defenses [kill attempted and thwarted] one of you will be selected as the new Luca for the family. This is the only protection mission you can perform.

    4. Don Barzini is Kagemusha.

    5. You have a longtime friend who you know very well: Sasaki Kojiro. You know this person to be a Townie, just as they know you to be a Mafioso. After hearing of the first committee of vigilance, you have sworn to one another that you will never vote to lynch your buddy. You share this knowledge with the other player, but neither of you may share it with anyone else.

    B. Day Actions:

    1. You vote/select as does any other player.

    C. Night Actions:

    1. If desired, you may combine with 1 other Made or Wise Guy and can attempt to kill one target per night.

    2. In addition, you may investigate one person each night. If not involved in a killing, you may investigate two persons.

    3. You may participate in a townie killing-group, functioning normally (as 1 of 4), but while doing so you may not conduct any investigations or conduct a family killing.

    4. You may participate in a townie protection group, but you cannot provide any protection value so any protection team where you are not an “extra” WILL fail. You can conduct one investigation while “goofing off” this way, though you cannot conduct a family killing.

    D. Investigations:

    1. It is most probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “criminal.” You will only register as “guilty” on the night of a killing if you have participated in that killing.

    2. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective). Additional investigations of the same target have 1 chance in 6 of revealing the player’s starting role (1 in 36 for Dons).


    Role Changing

    As noted above, you can become a Don or a Luca should circumstances permit.



    Role

    Made Gangster of the Corleone Family


    Victory Condition

    You are a Made gangster and a key subordinate of your Don. You handle the “wetwork” for the family and are also able to use your sources to investigate others for recruitment/sanction opportunities. As a member of your family, your goal is to have your family achieve primacy by a) eliminating the Dons of the other families and b) outnumbering the surviving townies and Mafiosi of different families. While your personal survival is important, a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. If your family has lost its Don, or if your group has never had one, you may ascend to the Role of Don by: a) having at least one other Made in the family/group (2 or more needed), b) having all the other Made Gangsters in your family agree to your becoming the Don, and c) providing that you did not participate personally in the killing of the previous Don.

    3. If your family has lost its Luca, you may combine with one other Made to protect the Don. After two successful defenses [kill attempted and thwarted] one of you will be selected as the new Luca for the family. This is the only protection mission you can perform.

    4. Don Corleone is Sigurd Fafnesbane.

    5. You have a longtime friend who you know very well: Tiberius of the Drake. You know this person to be a WiseGuy, just as they know you to be a Mafioso. After hearing of the first committee of vigilance, you have sworn to one another that you will never vote to lynch your buddy. You share this knowledge with the other player, but neither of you may share it with anyone else.

    B. Day Actions:

    1. You vote/select as does any other player.

    C. Night Actions:

    1. If desired, you may combine with 1 other Made or Wise Guy and can attempt to kill one target per night.

    2. In addition, you may investigate one person each night. If not involved in a killing, you may investigate two persons.

    3. You may participate in a townie killing-group, functioning normally (as 1 of 4), but while doing so you may not conduct any investigations or conduct a family killing.

    4. You may participate in a townie protection group, but you cannot provide any protection value so any protection team where you are not an “extra” WILL fail. You can conduct one investigation while “goofing off” this way, though you cannot conduct a family killing.

    D. Investigations:

    1. It is most probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “criminal.” You will only register as “guilty” on the night of a killing if you have participated in that killing.

    2. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective). Additional investigations of the same target have 1 chance in 6 of revealing the player’s starting role (1 in 36 for Dons).


    Role Changing

    As noted above, you can become a Don or a Luca should circumstances permit.




    Role

    Made Gangster of the Cunnio Family


    Victory Condition

    You are a Made gangster and a key subordinate of your Don. You handle the “wetwork” for the family and are also able to use your sources to investigate others for recruitment/sanction opportunities. As a member of your family, your goal is to have your family achieve primacy by a) eliminating the Dons of the other families and b) outnumbering the surviving townies and Mafiosi of different families. While your personal survival is important, a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. If your family has lost its Don, or if your group has never had one, you may ascend to the Role of Don by: a) having at least one other Made in the family/group (2 or more needed), b) having all the other Made Gangsters in your family agree to your becoming the Don, and c) providing that you did not participate personally in the killing of the previous Don.

    3. If your family has lost its Luca, you may combine with one other Made to protect the Don. After two successful defenses [kill attempted and thwarted] one of you will be selected as the new Luca for the family. This is the only protection mission you can perform.

    4. Don Cunnio is Warluster.

    5. You have a friend with “connections” who you once saved from a jam. Once during a day phase of the game, though not on day #1, you can ask this friend to provide you with information on a single player. The information you get (at the beginning of the following day phase) may not be complete, but it will be completely accurate.

    B. Day Actions:

    1. You vote/select as does any other player.

    C. Night Actions:

    1. If desired, you may combine with 1 other Made or Wise Guy and can attempt to kill one target per night.

    2. In addition, you may investigate one person each night. If not involved in a killing, you may investigate two persons.

    3. You may participate in a townie killing-group, functioning normally (as 1 of 4), but while doing so you may not conduct any investigations or conduct a family killing.

    4. You may participate in a townie protection group, but you cannot provide any protection value so any protection team where you are not an “extra” WILL fail. You can conduct one investigation while “goofing off” this way, though you cannot conduct a family killing.

    D. Investigations:

    1. It is most probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “criminal.” You will only register as “guilty” on the night of a killing if you have participated in that killing.

    2. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective). Additional investigations of the same target have 1 chance in 6 of revealing the player’s starting role (1 in 36 for Dons).


    Role Changing

    As noted above, you can become a Don or a Luca should circumstances permit.




    Role

    Made Gangster of the Stracchi Family


    Victory Condition

    You are a Made gangster and a key subordinate of your Don. You handle the “wetwork” for the family and are also able to use your sources to investigate others for recruitment/sanction opportunities. As a member of your family, your goal is to have your family achieve primacy by a) eliminating the Dons of the other families and b) outnumbering the surviving townies and Mafiosi of different families. While your personal survival is important, a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. If your family has lost its Don, or if your group has never had one, you may ascend to the Role of Don by: a) having at least one other Made in the family/group (2 or more needed), b) having all the other Made Gangsters in your family agree to your becoming the Don, and c) providing that you did not participate personally in the killing of the previous Don.

    3. If your family has lost its Luca, you may combine with one other Made to protect the Don. After two successful defenses [kill attempted and thwarted] one of you will be selected as the new Luca for the family. This is the only protection mission you can perform.

    4. Don Stracchi is Omanes Alexandrapolites.

    5. You have a longtime friend who you know very well: Louis VI the Fat. You know this person to be a WiseGuy, just as he knows you to be a Mafioso. After hearing of the first committee of vigilance, you have sworn to one another that you will never vote to lynch your buddy. You share this knowledge with the other player, but neither of you may share it with anyone else.

    B. Day Actions:

    1. You vote/select as does any other player.

    C. Night Actions:

    1. If desired, you may combine with 1 other Made or Wise Guy and can attempt to kill one target per night.

    2. In addition, you may investigate one person each night. If not involved in a killing, you may investigate two persons.

    3. You may participate in a townie killing-group, functioning normally (as 1 of 4), but while doing so you may not conduct any investigations or conduct a family killing.

    4. You may participate in a townie protection group, but you cannot provide any protection value so any protection team where you are not an “extra” WILL fail. You can conduct one investigation while “goofing off” this way, though you cannot conduct a family killing.

    D. Investigations:

    1. It is most probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “criminal.” You will only register as “guilty” on the night of a killing if you have participated in that killing.

    2. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective). Additional investigations of the same target have 1 chance in 6 of revealing the player’s starting role (1 in 36 for Dons).


    Role Changing

    As noted above, you can become a Don or a Luca should circumstances permit.




    Role

    Made Gangster of the Tataglia Family


    Victory Condition

    You are a Made gangster and a key subordinate of your Don. You handle the “wetwork” for the family and are also able to use your sources to investigate others for recruitment/sanction opportunities. As a member of your family, your goal is to have your family achieve primacy by a) eliminating the Dons of the other families and b) outnumbering the surviving townies and Mafiosi of different families. While your personal survival is important, a victory for your family in particular or for the mafia in general are of equal or greater importance.


    Powers & Responsibilities

    A. General:

    1. You may not “go straight” – for you a life of mafia crime is a decided question.

    2. If your family has lost its Don, or if your group has never had one, you may ascend to the Role of Don by: a) having at least one other Made in the family/group (2 or more needed), b) having all the other Made Gangsters in your family agree to your becoming the Don, and c) providing that you did not participate personally in the killing of the previous Don.

    3. If your family has lost its Luca, you may combine with one other Made to protect the Don. After two successful defenses [kill attempted and thwarted] one of you will be selected as the new Luca for the family. This is the only protection mission you can perform.

    4. Don Tataglia is Elite Ferret.

    5. You are unusually lucky. The first time someone tries to murder you while you are unprotected, you will – through luck alone – survive. Subsequent attempts on your life – even on the same night – will probably get you, though you will always have 1 chance in 36 of surviving just by dumb luck. If protected, your luck does not come into play.

    B. Day Actions:

    1. You vote/select as does any other player.

    C. Night Actions:

    1. If desired, you may combine with 1 other Made or Wise Guy and can attempt to kill one target per night.

    2. In addition, you may investigate one person each night. If not involved in a killing, you may investigate two persons.

    3. You may participate in a townie killing-group, functioning normally (as 1 of 4), but while doing so you may not conduct any investigations or conduct a family killing.

    4. You may participate in a townie protection group, but you cannot provide any protection value so any protection team where you are not an “extra” WILL fail. You can conduct one investigation while “goofing off” this way, though you cannot conduct a family killing.

    D. Investigations:

    1. It is most probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “criminal.” You will only register as “guilty” on the night of a killing if you have participated in that killing.

    2. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective). Additional investigations of the same target have 1 chance in 6 of revealing the player’s starting role (1 in 36 for Dons).


    Role Changing

    As noted above, you can become a Don or a Luca should circumstances permit.

    …and now for the FUN part….

    Real Role

    Special Representative of the Commission – “The Shadow”


    Victory Condition

    You have been personally selected by Luciano and Lansky to ensure the mafia takeover of Fatlington. You will win if you can accomplish the following: a) eliminate the FBI Detective, b) eliminate the three “Crusaders,” and c) a mafia family takes control of Fatlington by eliminating the other Dons and outnumbering the surviving townies and Mafiosi of different families. While your personal survival is important, a victory for the mafia is equally important and the completion of your special tasks vital.


    Powers & Responsibilities

    A. General:

    1. Your real role is unknown to anyone in Fatlington, and only the Dons have any inkling that you, or someone like you, exists. The Commission has informed them that they must honor a favor request that begins with a code phrase – and that is all the Dons know.

    2. You may not “go straight” – for you a life of mafia crime is a decided question.

    3. You alone are aware of the presence of a trio of “crusaders” who will seek to destroy the mafia of Fatlington. This quasi-religious order was founded among the Norman families who ruled Sicily in the Middle Ages and has opposed the mafia for centuries. According to tradition, these crusaders are dispatched as individuals and, though they can work together against the mafia, only one of them may serve as leader for a town. It is possible to use this to “divide and conquer” them. If working as a team, they represent a powerful threat to the Mafiosi. A now deceased member has provided the following information: one of this team’s trigger words is “crown.”

    4. On the surface, you function as a “WiseGuy” and can participate as such using the information above. However, you cannot accept Made status without exceeding your planned role. If you do, you are taking a great risk (see Role Changing below).

    5. You have “the stare.” Every so often, you can look at somebody and leave them befuddled and listless [Role Blocker]. They will be unable to take any action that night. Unfortunately, because of the splitting headache you get when doing this, neither will you. You may use this ability twice.

    B. Day Actions:

    1. You vote/select as does any other player.

    2. You may, once each per game, ask the Dons of the Five Families to do you a favor (this has been sanctioned by the commission). You can ask a Don to provide you with the favor of information (she/he must provide you the results of all their Made investigations by the end of the following day phase), OR, you can ask a Don to kill one person you name (as long as that target is not a MADE member of their family, they must arrange the target’s death during the next two night phases). Note, these favors are owed by the STARTING family Dons only. Successors will not be bound by a favor. To request such a favor, PM your humble Gamemaster and he will send a PM to the appropriate Don beginning “Who knows what evil lurks in the hearts of men? The Shadow knows” and presenting your request for a favor.

    C. Night Actions:

    1. If desired, you may function as a WiseGuy and combine with a Made or WiseGuy (1 of 2) for a family-sanctioned killing or as part of a WiseGuy assassination team (1 of 3).

    2. In addition, you may investigate one person (if participating in a WiseGuy or Family killing) or two people (if not doing anything else) each night.

    3. You may participate in a townie killing-group, functioning normally (as 1 of 4), but while doing so you may not conduct any investigations.

    4. You may participate in a townie protection group, but you cannot provide any protection value so any protection team where you are not an “extra” WILL fail. You can conduct one investigation while “goofing off” this way.

    D. Investigations:

    1. It is most probable that, if investigated by a Detective or by a Made Gangster, you will be discovered as “criminal.” You will only register as “guilty” on the night of a killing if you have participated in that killing.

    2. When investigating a person, you will learn if they are “criminal” (Mades, Lucas, most Wise Guys), “Unclear” (Some Wise Guys, a few Townies) or “Innocent” (Dons, Most Townies, Detectives, Doctors, Surgeons, and the FBI Detective). A 2nd investigation of the same target has 1 chance in 6 of revealing the player’s starting role (1 in 36 for Dons). A 3rd (or further) investigation of a known target has 3 chances in 6 (1 in 6 for Dons).

    3. If you have acquired information from another source, that will count as your 1st investigation of that subject.

    Role Changing

    You can attempt to move from WiseGuy to Made Gangster and from Made to Don. However, the Commission has not authorized such an attempt. If you try this, it will be for all the marbles. If you complete your stated victory conditions AND become the family Don and Capo de Tutti Capi it will be a “bonus” win as the Commission will accept a fait accompli. If you try this, however, and fail to become the family Don, you will NOT survive the game.



    Commentary appreciated!
    Last edited by Seamus Fermanagh; 03-16-2008 at 21:56.
    "The only way that has ever been discovered to have a lot of people cooperate together voluntarily is through the free market. And that's why it's so essential to preserving individual freedom.” -- Milton Friedman

    "The urge to save humanity is almost always a false front for the urge to rule." -- H. L. Mencken

  11. #4121
    Honorary Argentinian Senior Member Gyroball Champion, Karts Champion Caius's Avatar
    Join Date
    Aug 2006
    Location
    I live in my home, don't you?
    Posts
    8,114

    Default Re: Capo de Tutti Capi - II

    Ok.

    This is the time when we reveal everything...

    I have to say that my personal objective was to infiltrate the mafia, since Tiberius posted that. My biggest mistake was to claim that I was Don Corleone , being Tiberius one! Such thing made me fail, and here we are with my first failure.

    When Andres was lynched, he offered to be a messenger of wiseguys and mafiosi to recruit. BEing a townie in that moment, I tried to enter, but somehow Andres did not recruited me.

    I entered the Project Mayhem with TinCow, and I tried to be something important in the town, so I went and killed as they ordered me to do such a thing.

    Knowing that Mak, thanks to the results of whoever who investigated, was mafia, I asked her what was her role, she obviouly lied me, but I said I was wiseguy (I think I WASNT promoted in that moment)

    I did not try to do something else to infiltrate the mafia, but Mak came to me, asking for the Role PM which I had. She asked me for voting TinCow, that was the reason I voted him. Such thing worked, and they gave me all the info I got.

    I posted it, but that wasn't the last part of my sneaky travesures. I contacted TP, and I told that the Tataglia were planning a victory for themselves, and he told Craterus. He manipulated me to kill EF, lynch Kage.

    That was the end,

    I'd like to ask for sorry (writing pending) of the following people, who I betrayed:

    Craterus
    Makanyane
    TruePraetrorian
    Charge

    That was all I did in this game.




    Names, secret names
    But never in my favour
    But when all is said and done
    It's you I love

  12. #4122
    Spirit King Senior Member seireikhaan's Avatar
    Join Date
    Feb 2007
    Location
    Iowa, USA.
    Posts
    7,065
    Blog Entries
    1

    Default Re: Capo de Tutti Capi - II

    Hmmm...

    Frankly, interesting read. Might make more sense if I hadn't forced myself to stop paying attention after the DG/Tran/Xdeath lynch fiaso. I was just sooo frustrated that the town had slipped up that bad...

    Anyways, so I got recruited very early by Ichigo to join up with Kage, as well as LeetErickson. We attempted a few early kills, including on Glenn, who I am, quite frankly, suprised made it past the next lynching. I was sure he was a mafioso that day.

    Our other kill attempts really bothered me, especially our Dr. Evil kill which was stopped by the interference of an old land lady...

    After a few of our kills continued unsuccessfully, the 'group' stopped trying and split up, on the guise that we were probably infiltrated.

    Afterwards, I tried to join up with the mafia via Andres. However, they wished me to have more people, not wanting a repeat of the Louis ordeal. When I couldn't find others to join me, they had me slain, despite my noble intentions.

    Anyways, congrats to ScottishRanger on becoming supreme Don, and thanks to Seamus for hosting, though I'm sure it would've been more enjoyable if I hadn't had such rotten luck.
    It is better to conquer yourself than to win a thousand battles. Then, the victory is yours. It cannot be taken from you, not by angels or by demons, heaven or hell.

  13. #4123
    Member Member Ferret's Avatar
    Join Date
    Oct 2006
    Location
    Manchester, UK
    Posts
    3,679

    Default Re: Capo de Tutti Capi - II

    Quote Originally Posted by Caius

    I'd like to ask for sorry (writing pending) of the following people, who I betrayed:

    Craterus
    Makanyane
    TruePraetrorian
    Charge

    That was all I did in this game.
    can I be added to that list? You betrayed my family and killed me

  14. #4124
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    Default Re: Capo de Tutti Capi - II

    Just popping by to say that was a fantastic game. Well done town for going down fighting to the end. Yes, we were just trying for a draw at the end, despite all emphasis on the (true) fact that we couldn't win.

    Congratulations to SR and all his scumbags, well played in the end game.

    And an unreserved appology to all those I taunted/insulted etc, it was all role play

  15. #4125
    Honorary Argentinian Senior Member Gyroball Champion, Karts Champion Caius's Avatar
    Join Date
    Aug 2006
    Location
    I live in my home, don't you?
    Posts
    8,114

    Default Re: Capo de Tutti Capi - II

    Take it easy Elite Ferret.

    It seems some people aren't happy with me. I understand that you are angry with me, but I'd like to point out this is a game.




    Names, secret names
    But never in my favour
    But when all is said and done
    It's you I love

  16. #4126
    Bureaucratically Efficient Senior Member TinCow's Avatar
    Join Date
    Mar 2004
    Location
    Washington, DC
    Posts
    13,729

    Default Re: Capo de Tutti Capi - II

    Quote Originally Posted by shlin28
    2. How was the mafia so able to infiltrate townie groups? What made you guys so trust-able?
    From my point of view, it was inevitable. We were essentially taking anyone who wanted to volunteer. JimBob and I knew that some would probably be mafia, but that wasn't a big deal, because it was a useful way to expose them. If a team fails to submit orders properly and no one owns up to it, then we know that someone is lying and thus almost certainly mafia. I also tried to keep 'reliable' people together on the most important hits, to prevent them from being foiled by possible mafia moles. The people I considered the most reliable early on were Husar, Haudegen, Caius, and (obviously) JimBob. That later expanded to TP, which I think is more to his credit than my error.

    In hindsight, one problem we had was a lack of actual townies. The way I understand the game, the main townie advantage is numbers. If you look at the list of WoGs, almost all were plain old townies. This greatly reduced our pool of townie volunteers and increased the proportion of mafia in them, which caused an eventual vig/prot group manpower shortage much earlier than would otherwise had happened. If just 4-5 (1/3) of the WoGed townies had been helping us, the game would probably have ended in a town victory, even with all other events remaining the same.

    Quote Originally Posted by Caius
    When Andres was lynched, he offered to be a messenger of wiseguys and mafiosi to recruit. BEing a townie in that moment, I tried to enter, but somehow Andres did not recruited me.
    I told Andres not to recruit you. At the time I was still working as a mole with the Stracchi and it seemed like a waste of resources to have two of us getting the same information. I just told Andres that I was positive that you were trying to infiltrate them and he stopped trying to recruit you.


  17. #4127
    Honorary Argentinian Senior Member Gyroball Champion, Karts Champion Caius's Avatar
    Join Date
    Aug 2006
    Location
    I live in my home, don't you?
    Posts
    8,114

    Default Re: Capo de Tutti Capi - II

    Gah! Thats why it failed.




    Names, secret names
    But never in my favour
    But when all is said and done
    It's you I love

  18. #4128
    Liar and Trickster Senior Member Andres's Avatar
    Join Date
    Jul 2006
    Location
    In my own skin.
    Posts
    13,208

    Default Re: Capo de Tutti Capi - II

    Congratulations to the Pentangeli family

    And congratulations to scottishranger: from humble townie to Capo de Tutti Capi is one hell of an achievement

    And a big THANK YOU SEAMUS for hosting this one

    Can't wait for Capo III
    Andres is our Lord and Master and could strike us down with thunderbolts or beer cans at any time. ~Askthepizzaguy

    Ja mata, TosaInu

  19. #4129
    Finder of Little Oddities Senior Member Makanyane's Avatar
    Join Date
    Jan 2006
    Posts
    2,220

    Default Re: Capo de Tutti Capi - II

    Quote Originally Posted by Caius
    Take it easy Elite Ferret.

    It seems some people aren't happy with me. I understand that you are angry with me, but I'd like to point out this is a game.
    I've not held anything against you, you went to a lot of effort to do pro-townie reveal without noticing that game had reached point where mafia outnumbered town to the point it was pretty much pointless.... which gives it a funny side

    If I play similar game again I will definitely give up trying to be nice though. Originally I was just trying to use you to help TC lynch, then I got taken in by 'lost puppy' act and thought we shouldn't abandon you



    To TinCow's points yeah the lack of attractiveness of town roles didn't help them, most w.g's seemed to want to make own family and quite a lot of townies had same idea! Maybe some more fun element to join / create on town side would help, so they can try to get into 'police' or 'fbi' instead of just heading for mafia?
    Not used mods before? Looking for something small and fun?!
    Download the:

  20. #4130
    Member Member Ferret's Avatar
    Join Date
    Oct 2006
    Location
    Manchester, UK
    Posts
    3,679

    Default Re: Capo de Tutti Capi - II

    Quote Originally Posted by Caius
    Take it easy Elite Ferret.

    It seems some people aren't happy with me. I understand that you are angry with me, but I'd like to point out this is a game.
    don't worry I was only joking, no hard feelings

  21. #4131
    Member Member 5 Card Draw Champion, Mini Pool 2 Champion, Ice Hockey Champion, Mahjong Connect Champion Northnovas's Avatar
    Join Date
    Feb 2006
    Location
    Maitland
    Posts
    1,221

    Default Re: Capo de Tutti Capi - II

    Thank you Seamus Great Game!!

    Kept up on the thread great read and Congrats to Scottishranger and his side kick gibson91219. It was good working with while it lasted.

  22. #4132
    Weird Organism Senior Member Drisos's Avatar
    Join Date
    Nov 2004
    Location
    Chushingura
    Posts
    3,627

    Default Re: Capo de Tutti Capi - II

    Ah, it has already ended! I didn't expect a new family to stand up so late in the game... well, gg, well played, etc. You win. Deserved, as wins are always. Still, a nice and clean win by one of the 5 beginning families would've been the ultimate victory. :P

    I have to apologize too for two things, first my error after death, I releaved stuff that wasn't allowed.
    Second, for my attitude. Just like Myrddraal, it's all role play. I really imagine being a townie, surrounded by people who might be a treat to my life, or the lives of others. If I sound aggressive here and there, it's just because of the game. Personal attacks are just to trigger reactions, etc etc.
    I hope all realise this. It's a part of game, and outside of game we're still nice fellow-orgahs.

    And, congrats to Shlin and Caius, the last townies to survive!

    And, a very big to all townies/etc that put serieus effort into this game. Gotta' love Louis' betrayal action. Simply brilliant. And Tincow, and the entire townie vigilant teams.. indeed a shame we had bad luck in the numbers of wog'ged people.. most were on our side..

    Oh and I'm very happy that none of the original dons survived Gotta love the fact that we got every last one of 'em killed!!

    Oh and about my writup, I never let anything slip. Andres quite randomly picked me because I was in a protection group for Sigurd night 1. Oh and Btw, Andres, did you know Sigurd's identity? If not, my accusation of Sigurd was quite lucky. If Andres did knew him, he did let slip too much info, but I don't think he knew him at that point. how could he have? so early in the game, being only a wiseguy. So, that leaves my case against Sigurd at only a tiny bit of intuition. So, Luck. :P

    (I was correct all along that no one should listen to Andres though )
    I don't think I did many great FoS. Yet, I did my best to keep discussions going, and accused people here and there. (I lie about my intuition/suspicions most of the time anyway) And here and there I tried to keep things less chaotic. If it helped even for 1 second for some, I'm happy.

    SF: The amount of work for a such a game is huge. Thanks.

    see y'all in other mafia + capo3
    - Chu - Gi - Makoto - Rei - Jin - Yu - Meiyo -

  23. #4133
    Liar and Trickster Senior Member Andres's Avatar
    Join Date
    Jul 2006
    Location
    In my own skin.
    Posts
    13,208

    Default Re: Capo de Tutti Capi - II

    I think this song describes my behaviour in this game perfectly
    Last edited by Andres; 03-17-2008 at 00:01.
    Andres is our Lord and Master and could strike us down with thunderbolts or beer cans at any time. ~Askthepizzaguy

    Ja mata, TosaInu

  24. #4134
    Relentless Bughunter Senior Member FactionHeir's Avatar
    Join Date
    Dec 2006
    Location
    London, UK
    Posts
    8,115

    Default Re: Capo de Tutti Capi - II

    Good game all.

    Was fun being a made. Sadly we got crossed by Makanyane and after that I was more or less at a loss with kills as I got PMs from Kagemusha telling me the next target and who to kill with but the others never showed up for the kill.
    Interestingly enough, I attempted a hit on buddy Sasaki Kojiro which failed, to conceal his identity as my buddy - Kagemusha found I had been acting oddly with my investigation results.

    Was hoping to become consigliere as I was PMed about it being within my grasp, but I never actually knew what that would be and never lived long enough for it to happen.

    After death, I was mainly serving as a link between Sasaki Kojiro and Kagemusha with my buddy not knowing who my Don was until late game. Was quite difficult to convince him to join us too and have Kagemusha not have him killed or lynched.

    Thanks for hosting Seamus.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  25. #4135

    Default Re: Capo de Tutti Capi - II

    Good Game everyone

    It's a pitty that I was inactive at the end but other commitments got in the way
    All the time I hear women say chivalry is dead...it's true, chivalry is dead and women killed it - Dave Chapelle (Killing them Softly)

  26. #4136
    Illuminated Moderator Pogo Panic Champion, Graveyard Champion, Missle Attack Champion, Ninja Kid Champion, Pop-Up Killer Champion, Ratman Ralph Champion GeneralHankerchief's Avatar
    Join Date
    Mar 2006
    Location
    On a pirate ship
    Posts
    12,546
    Blog Entries
    1

    Default Re: Capo de Tutti Capi - II

    Apologies for the blatant recruiting, but if you're looking for something to do after Capo (aside from kamikhaan's new Mafia game) and are into college basketball, I'm hosting a March Madness challenge - namely, you fill out a bracket, send it to me, and root for your teams. The amount of work you put into it is quite small compared to Capo; all you do is send me the bracket. Bragging rights are at stake, so I hope you decide to play!
    "I'm going to die anyway, and therefore have nothing more to do except deliberately annoy Lemur." -Orb, in the chat
    "Lemur. Even if he's innocent, he's a pain; so kill him." -Ignoramus
    "I'm going to need to collect all of the rants about the guilty lemur, and put them in a pretty box with ponies and pink bows. Then I'm going to sprinkle sparkly magic dust on the box, and kiss it." -Lemur
    Mafia: Promoting peace and love since June 2006

    Quote Originally Posted by TosaInu
    At times I read back my own posts [...]. It's not always clear at first glance.


  27. #4137
    Headless Senior Member Pannonian's Avatar
    Join Date
    Apr 2005
    Posts
    7,978

    Default Re: Capo de Tutti Capi - II

    Drisos, how on earth did you guess that Sigurd was Don Corleone?

  28. #4138
    Praefectus Fabrum Senior Member Anime BlackJack Champion, Flash Poker Champion, Word Up Champion, Shape Game Champion, Snake Shooter Champion, Fishwater Challenge Champion, Rocket Racer MX Champion, Jukebox Hero Champion, My House Is Bigger Than Your House Champion, Funky Pong Champion, Cutie Quake Champion, Fling The Cow Champion, Tiger Punch Champion, Virus Champion, Solitaire Champion, Worm Race Champion, Rope Walker Champion, Penguin Pass Champion, Skate Park Champion, Watch Out Champion, Lawn Pac Champion, Weapons Of Mass Destruction Champion, Skate Boarder Champion, Lane Bowling Champion, Bugz Champion, Makai Grand Prix 2 Champion, White Van Man Champion, Parachute Panic Champion, BlackJack Champion, Stans Ski Jumping Champion, Smaugs Treasure Champion, Sofa Longjump Champion Seamus Fermanagh's Avatar
    Join Date
    Jul 2005
    Location
    Latibulm mali regis in muris.
    Posts
    11,454

    Default Re: Capo de Tutti Capi - II

    Quote Originally Posted by Pannonian
    Drisos, how on earth did you guess that Sigurd was Don Corleone?
    A good question, and one that in recent weeks has been much on my mind.
    "The only way that has ever been discovered to have a lot of people cooperate together voluntarily is through the free market. And that's why it's so essential to preserving individual freedom.” -- Milton Friedman

    "The urge to save humanity is almost always a false front for the urge to rule." -- H. L. Mencken

  29. #4139
    Weird Organism Senior Member Drisos's Avatar
    Join Date
    Nov 2004
    Location
    Chushingura
    Posts
    3,627

    Default Re: Capo de Tutti Capi - II

    Drisos: Total Luck! I guess. Hehehe. I never had a really strong case. :P I'm sorry if this disappoints you :P there's just not much of a story behind it at all.

    Right at the start of game I got contacted by TS for creating a protection group. He had also contacted DG, Andres and Moros. (so 3 out of 5 were scum, lol :P) Andres meanwhile joined Stracchi, so he was pro-mafia already. He acted scummy in PM convesation.(+here in thread) too scummy, I believed him to be 'certain scum'. Biggest scummy action, PM'ing in english, while all were dutch. (we had been PMing in dutch before) Moros asked him 'To who are you forwarding these PM's'?.. exactly what I thought. Then, he was overly eager to protect sigurd. I did my best to get the group to protect sasaki or kommodus or so.. but Andres wanted sigurd and sigurd only, he wasn't saying that too clear, but he made sure that it happened... that's why I thought, they're probably on the same team. Andres wanted that sigurd would be protected, but didn't want to make it look like it was all his idea etc.. so.. that's why I thought both were scum.

    I had no real reason to believe Sigurd was a don.. I just thought that selling those two out in public would be enough for other family's to murder them. (wrong, obviously.. mafia didn't murder much at all..) That would be very positive for town, selling out mafia in the public, to trigger cross-kills. That was my goal. I kept trying now and then later in the game..

    Now when Andres and Sigurd appeared to have been in different families, and Sigurd was actually a don, I guess I overreacted on Andres' eagerness to get him protected, as it's unlikely that Andres got to know the identity of the Don of another family on night 1.

    Too bad no one believed me, hehe. If people had voted off Sigurd they probably would've seen me as a pro-town-god.

    Oh btw, to Littlegrizzly, for your succesful protection streak as a doctor!
    - Chu - Gi - Makoto - Rei - Jin - Yu - Meiyo -

  30. #4140
    Poll Smoker Senior Member CountArach's Avatar
    Join Date
    Aug 2006
    Location
    Sydney, Australia
    Posts
    9,029

    Default Re: Capo de Tutti Capi - II

    Quote Originally Posted by Ichigo
    Congrats to the mafia pulling out the victory, and a big congrats to my partner in crime for being the most effective killer in the game
    Couldn't have done it without you man!

    I forgot to say thanks to Seamus for this game! So much fun!

    Still writing up my write-up... such a monster.
    Rest in Peace TosaInu, the Org will be your legacy
    Quote Originally Posted by Leon Blum - For All Mankind
    Nothing established by violence and maintained by force, nothing that degrades humanity and is based on contempt for human personality, can endure.

Page 138 of 140 FirstFirst ... 3888128134135136137138139140 LastLast

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO