MAFIA 33 SETUP INFORMATION
Theme: It is 1884. Just a year before, the settlement of Zultar's Gulch had been a one-horse town, a mere speck on the map of the Idaho territory. The chance discovery of gold in them thar hills changed all that, as prospectors, chancers, and hangers-on rushed to the suddenly-expanding town in search of the precious metal.
Among the new arrivals are the Jessop Gang, a bunch of no-good, low-down varmints who'd sell their own mother for a quick dollar. Disguised as fellow prospectors, they plan to do away with the local authorities and any other claimants, and take for themselves the riches that lie beneath these here hills.
Can the townsfolk root out the bad guys? Or will the Jessop Gang prevail? Find out now in MAFIA 33 - The Call of the West!
Special Rule: This is a LIMITED REVEAL game. When a player dies, either by lynching or night-kill, only their ALIGNMENT will be revealed, not their full role.
Roles:
20 Players
15 Town:
10 Vanilla Town
1 Tracker
1 Watcher
1 Doctor
1 Gambler
1 Gunsmith
5 Mafia:
1 Hooker
1 Strongman (one-shot)
1 Tough Guy (one-save)
1 Stagecoach Driver (three uses)
1 Fruit Vendor
TOWN POWER ROLES
TRACKER
You are the TRACKER. Each night, you may visit a player by PM-ing both GMs with the order ##TRACK <NAME>. Your target will not be aware of your visit. At the end of the night, you will learn who that player visited (if anyone).
WATCHER
You are the WATCHER. Each night, you may visit a player's house, shack, tent or whatever, by PM-ing both GMs with the order ##WATCH <NAME>. Your target will not be aware of your visit. At the end of the night, you will learn who that player was visited by (if anyone).
DOCTOR
You are the DOCTOR. Each night, you may visit a player by PM-ing both GMs with the order ##SAVE <NAME>. At the end of the night, if they have been targeted by the mafia nightkill, or if they are shot during the night, you will save their life. You will know if you successfully perfomed a save. Your target will learn of your visit ONLY if you save them. You may not visit the same player on consecutive nights.
GAMBLER
You are the GAMBLER! Each night, you may place a bet on who will by lynched the next day. If you win your bet, you win one item from the list below (determined at random). Each item is a one-use item. Once all of the items are used up, you stop gambling. You receive the item at the start of the night phase.
GAMBLER'S ITEMS
- Shotgun (one shot kill)
- First aid kit (one use doctor save, used up even if target is not attacked)
- Whisky (one shot roleblock)
- Magnifying glass (one shot cop investigation)
- Railroad ticket (one-use commute, cannot gamble on the night you commute)
- Bulletproof vest (vest that protects against one shot, donned immediately)
(All items are night-use)
GUNSMITH
You are the GUNSMITH. You start the game with three guns. Each night, for up to three total nights, you may visit one player by PM-ing both GMs with the order ##GUN <NAME>, and give them a gun. Shots fired at night adjudicate at EoN. Shots fired during the day adjudicate as soon as the GM receives (and is able to process) the order.
MAFIA POWER ROLES
STAGECOACH DRIVER
You are the DRIVER. THREE times per game, at night, you may visit two living players by PM-ing both GMs with the order ##DRIVE <NAME> and <NAME>. Any person who attempts to visit one of those people will visit the other chosen person instead.
HOOKER
You are the HOOKER. Each night, you may visit another player by PM-ing both GMs with the order ##ROLEBLOCK <NAME>. If that player attempts any night actions, they will fail. They will learn that they were roleblocked.
STRONGMAN
You are the STRONGMAN. Once per game, at night, you may choose to strong-arm the Mafia's night kill by PM-ing both GMs with the order ##STRONGARM. When this is done, the nightkill cannot be prevented by the Doctor or any other action that would protect or save the target.
TOUGH GUY
You are the TOUGH GUY. You are immune from one gunshot. The first gunshot that targets you will fail automatically.
FRUIT VENDOR
You are the FRUIT VENDOR. Each night, you may visit another player by PM-ing both GMs with the order ##VISIT <NAME>. They will recieve a basket of fruit in the morning.
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ROLE INTERACTIONS
Doctor / Driver:
If the Doctor visits one of the Driver's targets, they will "save" the other.
If the Doctor is visited by the Driver, this has no effect on the "save".
Gunsmith / Driver:
If Gunsmith's target has been switched, the new target receives the gun.
Gunsmith / Hooker:
Players roleblocked by the Hooker will still receive the gunsmith's gun at the end of the night.
Tracker / Driver:
If targeting the Driver, tracker will see the two players the Driver visits.
If the tracker's target has been switched, they will "track" the new target.
Tracker / Hooker:
If targeting the Hooker, tracker will see the Hooker visit their RB target.
Watcher / Driver:
If targeting the Driver, watcher will see nothing as a result of the Driver's action.
If the watcher's target has been switched, they will "watch" the new target.
Watcher / Hooker:
If targeting the Hooker, Watcher will see nothing as a result of the Hooker's action.
If targeting the Hooker's target, they will see the Hooker visit.
Driver / Mafia NK:
If for some reason the Driver switches the Mafia NK target, the Mafia will NK the other person.
Tracker / Watcher:
The Watcher's action *is* a visit and the Tracker will therefore track them.
ORDER OF NIGHT ACTIONS:
1. Gambler boards train
2. Hooker roleblocks / Gambler uses whisky (simultaneous)
3. Watcher starts watching / Tracker starts tracking / Driver drives (all simultaneous)
4. Gambler uses magnifying glass
5. Fruit vendor / Gunsmith deliver (simultaneous)
5. Mafia kill / Gambler fires shotgun (simultaneous)
6. Doctor saves / Gambler first aids
7. Gambler bets.