Maybe Rand 2 vests among town, but take them away if mafia chooses night only chat?
Type: Posts; User: Zork
Maybe Rand 2 vests among town, but take them away if mafia chooses night only chat?
Legit sad no stump action...
Was lack of daychat so handicapping that it's worth holstering a poison to get it?
I kinda wanna run this again very soon...
To his credit, Abraxas was pretty obvious about not hardclaiming baudib w, which is why viggo got a lot more traction d4 than wolves thought he would when they discussed things n3.
Abraxas was odd cop with a n0 peek of insomnia and an n1 peek of BATMAN. BATMAN was cycle cop with an n1 peek of LordQuas.
If I don't post for a while, it's because I'm busy buying up all the salt mine stocks for incoming from baudib in 3....2....1....
Pills will be modified so non-submitters are given their own zero pills...submitters would still be randed.
Hard disagree on villa sided. You do realize Town had to lynch correctly today, d5, AND d6 to win?
Cops needed to play ABC and Powerchooser needed to stay vanilla and PRs needed not to claim so anticlaim wouldnt make wolves peek green. Only 2 of those 3 needs were met, so here we are, with a mafia victory.
Viggo was the lead wagon for exactly 35 hours and 58 minutes, but he lives.
I cannot express in words my reaction to all of this, which I railed hard.
Town had to lynch correctly not only today, but d5 and d6 as well.
Because even if town lynches WWS d5, he will suicide bomb before that happens, like one minute before, and then the second wagon will be lynched, so town probably loses d5, and even if they don't, they have to get to creature and ensure the odd doc is around to heal the right person and etc etc
I put the chance of town winning at 2% earlier d4 (yesterday), but I thought they could at least take step one of the Journey to the Miracle Victory by lynching viggo today. I had no inkling Town would turn on a dime ten minutes before EOD the other day (Marl lynch) nor 2 minutes before EOD today. Amazing blinks, flinches, whatever you want to call them.
And the Mountain of Salt that some must feel is real.
Excuse me while I pick my jaw up off the floor.
Abraxas was a cop.
Contrainer and YOLOSWAG have died. They were non-cop Town.
Originally Posted by Zork
You see Townies Contrainer and YOLOSWAG (minus the usual amount of swag) walking under a piano, with Zork oddly hovering his finger over a barely discernable button on his Keyboard O' Power...
What could possibly go wrong?
You all notice Contrainer and YOLOSWAG turning a bit blue...peaked, I guess you could say. Slouched. Not looking themselves. Like they ate something a couple days ago that never did sit quite right...
Keep observing, Townfolk...more info to come...
I don't have time to play but I wholeheartedly endorse whatever Rick is trying to do because he was the best player of everybody in the game I just ran (and he still lost lol). I know that he will bring that level of dedication and attention to detail as a host.
Edit: This should run with 10 or not at all. 10 is best for game play and balance. Definitely don't run with odd number.
Only 2 players of the 12 presently alive said "no" to extending d3 by 24 hours so that it ends Sun Aug 18 at 8pm ET. Standard practice, at least when was new to ww/mafia, is not to have days end on Saturday nights because people tend to be busy doing other things, which is why I asked. If there were 4 dissents, I'd leave it alone, but since there are only 2, I'm going ahead and updating the clock momentarily.
LordQuas was not a cop.
BATMAN was a cop.
Why do we even require this again?
A clarification to address a loophole I thought of in bed last night and that should not be read into as necessarily presently being the case in whole or in part: A power-chooser choosing to be poisonproof would have no protection against a "zero pill" having been swallowed because per the wording of the role description, it results in resurrection versus modbot-induced death by poison, not that induced by a pill.
--Using the existing modbot feature of proxy voting, which consists of a drop-down menu, make that menu capable of two selections, then submit. You are then showing as having voted to lynch Player A and Player B. This would facilitate games where you would want two lynches per day in a way that more accurately captures the will of the plurality than simply stating the top two vote getters are lynched. I will bring it up to makaze later, to whom I still owe another test run of something else that's been added.
It's not significant at the levels presently used in ITAs. So now my argument against them becomes more the town should do better than rand at killing wolves when the function includes the input of the plurality of the player base, which usually corresponds to a plurality of the town, especially in a large mash. Hero shots, or grudge shots, or policy shots, are probably not as good in terms of accuracy as lynches. That's another aspect of the paper I need to research about.
like you pick a window and the range of sessions (1-3, for example) and the range of minutes for each session (15-45 minutes, for example)...would definitely add some excitement
Relm was not one of the two cops.
I will do a paper this fall on how town KP is not all it's cracked up to be, and an important component of proving or disproving that theory is going to be my painful and painstaking analysis of night vigs, day vigs, and ITA shots (miss or not) by town and what percentage those were directed at town vis-a-vis the percentage of town players alive at the time of shot and whether the shots were better, worse, or at rand.
I don't like ITAs because they frequently are 100% in mashes and those folks take hero shots that have a hit rate no better than rand (kills town 3/4 of the time).
Even when they're just 15%, they have a chance to kill a player, which ends that player's participation. Death should be by lynch. I don't know when it got popular to make games as short as possible. What is wrong with one lynch and one factional kill per night? So what if the game is big and takes 3 weeks to complete? Very few people are going to be still playing that third week. The queue has a 2-week gap between large games, so it's not like there is competition in a major way. I'm not saying there shouldn't be more than 2 deaths per cycle, I'm just saying ITAs are like candy--a brief sugar high then what, they can't post any more.
I tried as an experiment making it so you had to be hit 3 times by ITA to die (closed cemetery, resurrected after the first two hits) while increasing the to-hit percentage. I'll be honest, the experiment was meh. Just letting you know.
One feature I think would be fun to add to modbot to facilitate a different version of ITAs is for the ability of a player to send a PM to modbot instead of posting in red bold in the game thread, such that when the PM is received, modbot posts "A shot rings out!" with either a "no one died" or a "Player X is dead" automatic post.
In combination with or separate from that feature, there should be a way to do Poison ITAs, so that when you hit a player, they are simply poisoned and die either at that EOD or the following EOD depending on what the host sets in modbot. This is moving in a direction of trying to make mashes as modbot-friendly as possible so that you don't have to go the manual route necessarily.
I prefer giving players roles like poisoner which facilitates the death but stretches out the targeted player's participation as long as possible--best of both worlds. Instead of ITAs, you can make them poisoner, suicide bomber, double voter, arsonist--lots of ways to kill that are creative, unique within that particular setup, and don't just blammo before the target gets a chance to participate that day. Yeah thats another thing, ITAs are bad for that reason as well...I'm all for death, don't get me wrong, but it should be at EOD or SOD (or as close as possible to those times) so everyone's schedules are respected for the duration of the game day.
On day 1 only, the rule requiring 5 posts by 12 hours before EOD will not be enforced.
The Innocent and the Tree: Game Information!
This is an automated game of Mafia.
Setup - 17 Players
x1 Mafia Vigilante | x1 Strongman
x1 Backup Mafia Vigilante
x1 Mafia Poisoner
x1 Mafia Suicide Bomber | Cycle 3, 5
x1 Town Alignment Cop | Cycle 9 | Odd Night
x1 Town Alignment Cop | Cycle 10
x5 Vanilla Town
x1 Town Treestump
x1 Town Jack of All Trades (x1 Framer) | Cycle 8
x1 Town Doctor | Even Night
x1 Town Innocent Child | Cycle 2, 4
x1 Town Jailkeeper
x1 Town Doctor | Odd NightSee post 1.
Days are 36 hours in length. Nights are 12 hours in length.
Are you unsure about how actions are processed or how roles interact with each other? Then read more here:
ORDER OF OPERATIONS
Night actions are processed in this order:
When an action was submitted during the night will never matter when the actions are processed.
These are the results you will get when you submit certain actions.
Non-investigative roles when they submit an action (they also receive this if they are roleblocked):
Investigative actions return results even if the target dies on the same night.
Actions that count as visits are counted as visits even if the actor dies on the same night.
Investigative roles (Tracker, Cop, etc.) when roleblocked:
Trackers when tracking a person that didn't visit anyone (or if they targeted a Ninja):
Watchers when watching a person that wasn't visited by anyone (or only visited by a Ninja):
Alignment Cop when investigating a town-aligned player (or a Godfather):
Watcher when watching a person that was visited by multiple people:
FREQUENTLY ASKED QUESTIONS
How do I submit my action?
Use the form below the game thread. If your role has a night action, the form will only be visible during night phases. It's not possible to submit actions in advance of the night phase.
What does it mean if the Mafia Host says that night kills are assigned?
In games with this setting turned on, the member of the mafia team that made the most recent night kill submission will be the one assigned to the kill, which means that the kill can be blocked if a Town Roleblocker or Town Jailkeeper target the mafia player in question. Similarly, the kill can be tracked and watched by Town Trackers and Town Watchers. If this setting isn't turned on, then it doesn't matter who the last person to submit the mafia kill is, as the kill is unblockable and untrackable in this case.
Where do I find example role PM's?
This thread contains example role PM's for all roles currently supported by the Modbot as well as information on the various modifiers. Here you will find the answers to a lot of questions not covered in this FAQ section.
Which roles can self-target?
Only Watchers are able to use their ability on themselves at night. This means that Doctors or Jailkeepers aren't able to protect themselves, for example.
Which roles are not able to target the same players on consecutive nights?
Doctors, Jailkeepers, and Roleblockers are not allowed to target the same player twice in a row. Everyone else is, including Bodyguards. Note that this non-consecutive restriction still holds true even if one of these three roles were blocked the night before when targeting the person that they're attempting to target again.
What happens if Jailkeeper A and Jailkeeper B or Roleblocker A and Roleblocker B target each other (and are not targetted by other blockers)?
In the case of Jailkeepers, they will block and protect each other. In the case of Roleblockers, they also block each other. This means that the two players are trackable to each other that night by Trackers and Watchers. It also means that if one of them is mafia and happens to simultaneously be the one submitting the factional kill that night in a game with assigned kills, then this kill is blocked. This same principle applies to longer loops. I.e. in a A > B > C > D > A loop, everyone is blocked.
What happens if Jailkeeper A targets Roleblocker B who targets Jailkeeper A?
Jailkeeper A will be blocked in this scenario. Refer to the order of operations: Roleblocks process before jails.
What happens if Jailkeeper A targets Roleblocker B who targets Player C?
As stated above, roleblocks process before jails, so Roleblocker B will successfully block Player C. I.e. Jailkeeper A will fail to block Roleblocker B, but will still protect Roleblocker B.
What happens if Jailkeeper A targets Jailkeeper B and Jailkeeper B targets Jailkeeper C (who isn't targeting any of the former two)?
In this case, Jailkeeper A would prevent Jailkeeper B's block from occuring, meaning that Jailkeeper C's action is not blocked.
If an X-Shot role is blocked while using a shot, do they lose that shot forever?
Yes. A 1-shot Vigilante being blocked while attempting to kill someone will not have their shot refunded.
If someone with a Strongman modifier kills Player A who is protected by Bodyguard B, who dies?
Player A will die, and Bodyguard B will survive.
Can a mafia team choose not to kill anyone during a night?
The host can determine this using the Mafia Factional Kill setting. Kills can be mandatory, optional, or disabled altogether.
The default is No. The mafia factional kill is compulsory. This is done in order to avoid deadlocked games where the town keeps no lynching and the mafia refuses to submit a kill. If the game has assigned kills, it will be randomized which member of the team is carrying out the kill.
If there is only one mafia member left in a game without assigned kills, can the mafia factional kill then be blocked and/or tracked?
Can the mafia submit a kill for one of their own members?
If I kill someone, does their night action, if they have one, still succeed?
Yes, killing someone doesn't prevent them from performing their night action (unless they investigated someone, in which case they will not receive a report). Refer to the order of operations: All kills happen at the end of the night, and everyone pulls the trigger simultaneously.
Can individual night actions be proxied on mafia teams?
No. If the mafia team has a Mafia Roleblocker, for example, and they want to use this role's action, then the player occupying that slot must submit the action themselves.
If a Lover is shot during the night, while the other Lover is protected that night, does the other Lover still die?
Yes. It's not possible to prevent a Lover from dying of love sickness.
If a Bodyguard protects Lover A, while Lover B is shot during that same night, what happens?
A dies of love sickness and Bodyguard lives.
If there are any Innocent Childs in the game, are these confirmed in the thread right when the game begins?
No. Innocent Childs are able to decide themselves when or if they wish to have the Modbot confirm their role and alignment in the thread. Note that this is exclusively a day action and that it can take up to one minute for the Modbot to process the action.
What results are Alignment Cops, Full Cops and Role Cops given if they investigate a Godfather or a Miller?
Alignment Cops are told "Town" for Godfathers and "Mafia" for Millers. Full Cops are told "Vanilla Town" for Godfathers and "Mafia Goon" for Millers. Role Cops are told "Godfather" for Godfathers and "Miller" for Millers.
Can Role Cops tell the difference between a Vanilla Town and Mafia Goon?
No. They are told "Vanilla" when investigating either of these two roles.
If I roleblock someone with a Bulletproof Vest, will that nullify the effect of the vest?
No. Bulletproof Vests are passive modifiers that cannot be blocked from working.
If I roleblock Masons, Neighbors or Lovers with out of thread communication privileges, can I prevent them from talking at night?
If I roleblock a Godfather, will they still be revealed as being town-aligned to Alignment Cops and Full Cops that night?
USING THE SOFTWARE
Are you wondering about how to vote, submit night actions or multi-isolate players? Read about this and more here:
Our forum votes for someone by using the vote tags: [V]Thingyman[/V]. Preview:
Make sure that you spell out the full, correct name. Abbreviations or misspelled names will not be registered by the Modbot.
To unvote, use the tags: [UNV][/UNV] . When unvoting you do not need to enter the name of the person that you are unvoting. Preview:
You can also quickly vote for someone by clicking on the box with a checkmark icon, which will bring up an alphabetized dropdown containing the names of living players:
This will insert [V][/V] tags with the name of the player you selected in the dropdown, perfect every time.
Click the empty checkbox button to insert [UNV][/UNV].
SUBMITTING NIGHT ACTIONS
If you have a night action, simply submit this at night by scrolling to the bottom of the game thread. Here you will find a night action form like this:
Click the dropdown and select the player whom you wish to use your night action on. You can change it as many times as you wish before the deadline expires.
CALLING UP A VOTECOUNT
Votecounts will appear automatically at various intervals, but you can also call up votecounts yourself by following these steps:
First, you need to apply to join "Mafia Game Hosts" under Permission Groups.
Second, once your request has been approved, you will be able to call up votecounts by simply pushing the "Post Votecount" button in the top right corner of any game thread that you'd like an updated votecount for.
VIEWING VOTE HISTORY
There are three ways to access the vote history for any game.
- Click on the "Vote History" button in the top right corner of the game thread:
- Click on the "View Vote History" link, which accompanies all votecounts:
- Click on Modbot in the top forum menu. This will give you a list of ongoing and completed games:
Next, simply click on "Vote History" to view all votes for that game.
Following any of the above three steps will bring you to an overview like this one:
Click on a Voter's username to view all of the votes by their slot.
Click on a Target's username to view all of the votes for their slot.
ISOLATING A PLAYER'S POSTS
If you wish to read a player's posts in isolation, simply click on "ISO" in the top right corner of one of that player's posts in the relevant thread as illustrated here:
Alternatively, you can access a player's posts in isolation by clicking on the number next to "Replies:" in the forum lobby.
Doing so will pull up a window listing the post counts for everyone who has posted in that thread. You access someone's posts in isolation by simply clicking on the number next to "Posts:" for that person.
The ISO view itself has Quote and Multi-Quote buttons inside it, which will make it very easy to quickly quote a lot of a player's posts for analysis or commentary:
If you wish to read not just one player's posts, but you want to ISO multiple players, then click the "Multi ISO" button to the left of "Game Tools" and select the players in question as shown here:
MULTI-QUOTING WHILE THREAD IS LOCKED
Note that you can multi-quote posts from even locked game threads. This is useful for when you wish to reread the game and do work during night phases.
After quoting the relevant posts, you simply open a different, opened thread and press "Go Advanced". Then add the quotes to your post by clicking the prompt below the post area as shown here:
Now, of course you can't post your work in the game thread while the thread is locked, but you can copy paste and save your work to a local file or the cloud and have it ready to post the very next day phase (if you're still alive, that is).
Whenever you open a game thread, you are able to bookmark posts. This is for many players an important tool for keeping track of and remembering vital pieces of information, reads, claims etc.
Also, note that these bookmarks are saved to your user account, meaning that it eliminates the trouble associated with keeping notes between different computers/devices.
If you want to bookmark a post, you simply scroll to the post that you want to bookmark and press "Set Bookmark" as shown here:
This will call up 5 different colored icons (Blue, Red, Yellow, Green, and Black) on the right side of the post in question. You can click any of these icons, which will then prompt you to include a note for the post.
If you don't want to include a note, you don't have to - just leave it blank. The color coding in itself can be a valuable tool. Maybe you want to use Red bookmarks for posts that you find suspicious, Green bookmarks for posts that you find townie, Black bookmarks for posts containing claims, or whatever system you can think of that will be helpful to you.
Once this is done, you have now successfully bookmarked a post with a certain color and maybe even a note. If you wish to remove the bookmark again, click on "Unset Bookmark".
How do I access bookmarks?
There are two ways to access your bookmarks.
- Inside a game thread, you can access the bookmarks for that specific game by simply right clicking on the "Bookmark" button and opening the link.
This will bring you to a separate page that is automatically filtered to only show bookmarks from the game thread that you accessed the page from.
- You can also access your bookmarks by going to Features in the site's top menu:
This will bring you to a page where no bookmarks are shown by default. However, you have several filtering options.
You can filter by Game, by Player and by Color - and all of them at once if you so wish.
Here's an example of filtering by only red bookmarks in one specific game:
If you want to be taken directly to one of your bookmarked posts, you just click the post number.
How do I quote bookmarks?
You can also multi-quote bookmarked posts by clicking the little "+" button seen above on the far right side of each bookmark.
Once you have multi-quoted all the bookmarked posts that you want to quote, you will then have to go to the game thread in which you wish to quote the bookmarked posts.
Here you have two ways of quoting the posts.
- Click on "Reply With Quote" on another post as shown here:
You will then probably want to delete the last post quoted in the reply box, but otherwise you should be good to go.
- Or you can do the more smooth option and click the "Reply To Thread" button at the top and bottom of the game thread - as shown here:
By doing this you will open up a reply box containing only your multi-quoted bookmarked posts.
The Town Jack of All Trades (x1 Framer) | Cycle 8 is actually the Power-Chooser.
The Town Alignment Cop | Cycle 9 | Odd Night is actually the Odd-Night Cop.
The Town Alignment Cop | Cycle 10 is actually the Cop | Cycles 1, 2, 4, 5.
The Innocent and the Tree
This is an automated game of Mafia.
3. Garden Gnome
15. Sherlock Holmes
16. Trustworthy Liberal
4. The Lukundo
4 Mafia - No factional kill
Mafia Vigilante | x1 Strongman
Mafia Vigilante | Backup
Mafia Suicide Bomber | Cycle 3, 5
Town Alignment Cop | Odd Night
Town Alignment Cop | Cycle 1, 2, 4, 5
Town Doctor | Odd Night
Town Doctor | Even Night
Town Innocent Child | Cycle 2, 4
Power-Chooser - You are nightly allowed to choose permanently to become poisonproof and/or bulletproof. Poisonproof means you are resurrected during the first hour of the morning after modbot declares you have died from poison.
--When only one of those powers is chosen, one of the other living Vanilla Town is randomly chosen to investigate as Mafia from that night onward.
--When both of those powers are chosen, one of the other living Vanilla Town is randomly chosen to investigate as Mafia from that night onward, and one of the living Mafia who do not already investigate as Town is randomly chosen to investigate as Town from that night onward; this Mafioso is informed by PM during the first hour of the morning, "You now permanently peek as Town."
Each Mafioso may nightly submit only one PM to the host naming a living Townie and his or her non-vanilla role except a revealed Innocent Child or dead Treestump. The role must be specified exactly. No result is provided. Re-submission of a previously correctly submitted player will be ignored.
- An incorrect submission results in the death of the submitting Mafioso 2 to 4 hours before EOD.
- The first correct submission results in an investigation of the submitting Mafioso's alignment returning as "Town" from that night forward.
- A correct submission by a Mafioso who has already submitted correctly on a prior night will result in the death of the submitted Townie 2 to 4 hours before EOD.
- On n0, only the Odd Night Cop receives a random town peek.
- Day never ends early.
- Town wins when all the Mafia have been eliminated or if the living members of the Town comprise greater than 75% of the living players at the end of d6.
- The Mafia win when they achieve parity with the Town or if the living members of the Town comprise less than 75% of the living players at the end of d6.
- The game ends in a draw if the Town comprises 75% of the living players at the end of d6.
- Votes are not locked in at LYLO.
- The Town must always lynch.
- Mafia may communicate only during Night. However, if the Poisoner ever holsters or uses fake poison, Mafia may communicate 24/7 thereafter.
- Tied votes are decided randomly.
- At death, only the alignment flips; however, I will post within one hour after the flip "Cop" if the player was one of the two Cops.
- Daily Posting Requirement: 5 posts by 12 hours before EOD and 15 posts by 4 hours before EOD, but posts longer than a tweet count double.Each Townie must, during the last 12 hours of d1, submit only one PM to the host containing a list of exactly 8 players most likely to flip red. Your list creates one of 13 pills. These pills are randomly distributed for mandatory swallowing n1 by all 13 Townies regardless of whether they are still alive. If your list has:
- 1, 2, or 3 mafia on it, you have created a placebo pill with no effect on the swallower.
- 4 mafia on it, you have created a pill granting 3 BPVs--one for the swallower and one for each of two other townies randomly chosen from among all townies who were alive at the start of the game.
- 0 mafia on it, you have created a delayed poison pill that causes the death of the swallower 2-4 hours before the end of d3. Each player who fails to submit a list before the d1 lynch is announced will be presumed to have submitted a list with 0 mafia on it.
Final notes from your host before the game begins...
--The cops will be submitting their peeks manually to facilitate the mechanics of this game. The deadline is the same as automated, just be prepared not to get your results until the first hour of day.
--Reminder that for automated modbot choices, you can change your mind all you want--your final choice is what counts. But for choices and actions that you submit manually, once you submit your PM that phase, you can't undo or correct it--your decision would be final.
--The key to success in this game is for the Power-Chooser to remain a humble, powerless vanilla so that your cops' peeks can be relied upon. Another key is for the town not to claim roles and not to thunderdome someone who is claiming your role--they may be a townie trying to induce a false anti-claim to kill a wolf. A massclaim will end badly for the town. Trust me on this. I am not bluffing. But the choice is yours, and I have plenty of popcorn to eat as I watch you do whatever you do!
--If your posts are substantive and longer than a tweet, your minimum is 3 posts by 8am ET (12 hours before EOD) and 8 posts by 4pm ET (4 hours before EOD). Meeting the minimum posting requirement as outlined in the setup will keep you from being subbed out.
--Be nice to each other. I am particularly keen on no one being called an "idiot" because I hate being called an "idiot." So don't do that. This is a good group, so I anticipate no problems. I'm just going to hit report and let the moderators handle things if they do arise.
Because of the mechanics of this game, peeks must be processed manually. I could ask the Cops not to submit, but modbot would then process a peek randomly. Therefore, I must re-rand. I am sorry for this inconvenience, everyone.
The problem that I just realized is that if a vanilla townie is meant to peek as mafia due to circumstances, the cops would realize that the only roles in the game that come back automatically as red are the true vanilla townies, so for me to come along and say no no trust me they are red will simply not be believed. I regret it took me so long to wrap my head around this concept, but at least I caught it before starting the game.
The fix is simple: code the cops as VT and modify the contents of the role PM to reflect that they are in fact cops and when they may receive their peeks. Also make all VT true VT and not Millers. Also remove the Godfather from the Mafia since there will not be any automated peeks.
Peeks will be received during the first hour of day.
Again, sorry for the confusion. I have to re-rand. But I also have to go to work. I should get to the re-rand within the next 2 hours tops.
Also will get to that experiment of the modbot fix as soon as I settle in at work in a couple hours...