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Mafia: general discussions.

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#6863
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Since I'm on sick leave, I'll introduce a game that you probably won't play, as I'm against banning autopsies (although I've made sure they're extremely disadvantageous).
The balance initially seems geared towards the Town, but in reality, the Mafia is very strong, and an unorganized Town won't be able to defeat it.
There are no clues provided, but they can be introduced – as compensation, the Mafia can be given one talisman at the start.
Based on the animated film "The Adventures of Jackie Chan".
9 Town players who don't know each other and can't communicate. Each starts with one of the Chinese zodiac talismans.
3 Mafia players, who start without any talismans. They have information about three talismans that the Town players don't have.
In addition to the effects of the talismans, the Mafia has the ability, in the name of a chosen player, to perform one of the following actions:
1. Kill the chosen player.
2. Search for the chosen talisman (any of the three that the Town doesn't have).
The Mafia also has 1 opportunity for an additional shot each night. For the additional shot, the executor is named by the Mafia, the target of the shot (player) is named, and all the talismans that the target supposedly possesses are named (including the target not possessing any talismans). If the talismans are named correctly (100% match), the target dies; otherwise, the Mafia executor dies. Death from an additional shot cannot be prevented in any way. The opportunity for an additional shot disappears if there are 4 or fewer players in the Town at the start of the day.
Talismans.
1. Rooster. Isolates the target from most effects, and the target also cannot perform most actions OR isolates itself from most effects and cannot perform other actions (except for the Pig's action) this night.
2. Bull. Blocks the target. The target cannot perform actions. Passively: the owner of the talisman is saved from the first kill and skips the Night Phase the following night.
3. Snake. Surveillance. Where the player went (all their targets) OR all their visitors. Actions applied to oneself are not displayed during surveillance.
4. Sheep. Create an astral projection (the owner of the talisman will be considered dead in the night results, will not be able to write in the thread, and will not be able to vote).
In the same night, the astral projection can:
1 time per game, learn the result of the Night Phase of the chosen player for that night OR send a message to the chosen player through the GM (within 300 printable characters) OR return to its body.
The astral projection is immune to the Night Phase, but the body is not. If the body dies, the astral projection will not be able to return, but it will remain in the game.
5. Rabbit. Speeds up the target; its actions become a higher priority this night. The Monkey's action (stealing a talisman) cannot be accelerated. Passively: the first targeted Night Phase action on the owner of the Rabbit talisman fails (1 time per game for each owner; they will not be informed). Passively: the owner of the talisman has no limit on the number of night targets.
6. Dragon. Kills the target. This talisman cannot be used if it was used the previous night.
7. Rat. Revives an NPC – Lo Pei or Super Moose. The creation of an NPC is announced in the results. The NPC can be the target of any Night Phase actions, just like the players. The NPC's actions are controlled by the person who summoned it, even after the latter's death. A killed NPC cannot be summoned again. The talisman of a killed NPC is returned to the summoner if the summoner is still alive.
After a successful revival, Lo Pei has the following actions:
1) Energy Scroll – kills the target.
2) Flight Scroll – isolates itself and the former owner of the Rat talisman (the summoner).
3) Immobility Scroll – blocks the target.
Lo Pei cannot use the scroll a second time until it has used all three.
After a successful revival, Super Moose has the following action:
1) protects the target from kills; Super Moose takes all the kills instead.
Passively: Super Moose has one protection from being killed.
8. Horse. Heals the target (except itself). Automatically heals itself each night (but it will still not be possible to heal itself for 2 nights in a row). Healing also removes burns.
9. Dog. Passively: the owner cannot be killed at night (except by an additional shot). Passively: the owner cannot be deprived of their vote.
10. Pig. The target receives burns and loses the ability to vote. This action breaks isolation. If this action is applied to a target that already has burns, it dies.
11. Monkey. Transforms the target into an animal, delaying its actions until the next night. The slowed player can supplement its actions the next night if this does not contradict the rules OR 1 time per game, the owner can transform into a monkey and steal a talisman from the chosen player. The robbed player chooses which talisman they lose during the day if they have several.
12. Tiger. The target receives an additional vote the next day, protection from being executed (this protection can only work once per game for each player), and the limit on night targets is increased to four for it the next night.

Rules for actions:
1. Any number of talismans can be used in one night.
2. A player can have no more than two targets. Exceptions: the owner of the Rabbit talisman can have any number of targets; with the Tiger's buff, the number of targets is no more than four. The Mafia's additional shot can be the third (fifth with the Tiger) target.
3. An effect that has a target cannot be applied to the same target for 2 nights in a row.
4. An effect that does not have a target cannot be applied for 2 nights in a row.
5. The killer receives all the talismans that the victim possessed. Exception: if an NPC is summoned, in the event of the summoner's death, the Rat talisman (and other talismans that Lo Pei can receive for a successful kill) remain with the NPC.
6. In the event of a successful hanging, the talismans of the hanged player are distributed among those who hanged him. A detailed scheme of distribution will be provided separately (in short, those who voted against Vasya earlier will receive his talismans equally after a successful hanging, as much as possible, but the right to take a talisman can be refused).
7. In some cases, a talisman can leave the game.
8. Voluntary transfer of talismans from player to player is not possible.
9. Any actions can be directed at a corpse.

Priority of actions:
1. Mafia's additional shot.
2. Rabbit's acceleration.
3. All actions of the Rabbit-accelerated player.
4. a) Bull's block.
b) Lo Pei's block.
c) Rooster's isolation.
d) Lo Pei's isolation.
e) Monkey's slowdown.
5. Sheep's actions (except for learning the result of the Night Phase).
6. Horse's healing, Super Moose's protection.
7. Dragon's kill.
8. Mafia's kill.
9. Lo Pei's kill.
10. Pig's action.
11. Rat and Tiger's actions.
12. Monkey's talisman theft, Snake's surveillance, Sheep learns the result of the Night Phase.

Note:

Interaction of actions in step 4: if there is a mutual effect, the actions are applied according to the priority a-d; if there is a one-sided effect, any action can override any other. More complex collisions are resolved according to common sense.