Credithunt: Christmas Edition [Burglary Game]

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sprityo
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Credithunt: Christmas Edition [Burglary Game]

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Post by sprityo »

SHAMLESSLY STOLEN borrowed from one of my favorite mafia writers. He actually wanted to revamp it, but i wanted to bring it to you guys before then, so here is an almost copy paste of the setup thread. Having played the setup, I can tell you it is very very fun and i hope you enjoy it! This is a setup for 13 people and the time it will be played at 1pm EST , December 30th 2016

sprityo wrote:
TehPilot wrote:
c r e d i t h u n t
an open setup by TehPilot
When everyone's rich, anyone's fair game!

The stock market's a cutthroat, violent battlefield where success in wagered in economic wit and buying better hitmen than your rival investors. There's nobody who knows this better than the top dogs on Wall Street, who take your very tax dollars and roll their cigars with them. Or perhaps those who run the table are socialist hounds that want to undermine the capitalist underbelly of the nation. Perhaps it's time to put your cards on the table and your poker chips in the prize pool and settle this ideological quandary once and for all!

HOW TO PLAY

This is a thirteen-player Mafia game with an open setup. All mechanics and facets of the game are known from the very start. There are no role reveals on death, and survivals are privately announced to the surviving party.

Players have special actions or abilities defined by spending or manipulating a currency known as Credits.

Credits follow these basic rules:
-All players begin with two Credits.
-At the start of each day, all players gain an extra Credit.
-When a player dies, their credits are permanently lost/destroyed in most situations.
-All dead players, each day they are deceased, can give a Credit to one player per Day. This Credit is awarded to the player of their choosing at the start of the Night cycle.
-Credits, unless a night action specifically grants it, cannot be transferred and hold no real world monetary value.
-Players cannot use a night action multiple times per night, even if they can afford the associated cost.
-Living players, on top of their role-given abilities, may spend two (2) Credits during the Day to turn their vote into a free double vote. This is an announced, public event and the granted double vote goes away if the player changes their vote afterwards. Double votes cannot be used towards a No Lynch.

ROLES

Role Name - Activation Cost
Description.

Town - 10 players - Wins as a collective when the entire Mafia is eliminated. All dead Town players may freely communicate amongst each other.
Spoiler: show
Inspector - 2 credits
Active: At Night, the Inspector may spend two (2) Credits and select a player. They are informed of the target’s alignment (Town/Mafia).

Safekeeper - 2 credits
Active: At Night, the Safekeeper may spend two (2) Credits and select a player. The target is protected from most forms of death: the Mafia’s kill, the Assassin’s kill, and the Assassin’s suicide as well. A successful protection that blocks a death refunds the Safekeeper one (1) Credit.

Donor - 3 credits
Active: At Night, the Donor may spend three (3) Credits and select a target. If the target is visited by at least one other player, both the Donor and his/her target will earn one (1) Credit.

Thief - 4 credits
Passive: Every person who targets the Thief with an action will have one (1) of their Credits destroyed.
Active: If the Thief has at least four (4) Credits upon his or her death, the Thief may target a player and eliminate all their Credits.

Assassin - 5 credits
Active: At Night, the Assassin may spend five (5) Credits to target a player. If the target is aligned with the Mafia, the target is killed. If the target is aligned with the Town, the Assassin commits suicide instead. Both the Assassin’s kill and the Assassin’s suicide are indistinguishable from the Mafia’s factional nightkill.

Director - 6 credits
Passive: The Director learns what players received credits from the dead at the start of each Night cycle.
Active: At the time of a lynch, you may spend six (6) credits to instantly kill anyone who has a double vote on the lynch victim. Conditionals can be set for this role to activate.

CEO - 8 credits
Active: If the CEO acquires eight (8) Credits, they may spend them to modconfirm themselves as the CEO at any time during the Day cycle.

Mortician
- 8 credits
Active: If the Mortician acquires eight (8) Credits, they may spend them to publicly reveal the role of one (1) dead player.

Investor - Varying credits
Active: Before the end of a Night cycle, the Investor may give away all his Credits to any player he wants. The target receives all the credits the Investor has at the start of the following Day cycle.

Sidekick - Varying credits
Passive: If two members of the Town are lynched in a row, the Sidekick is informed of this.
Active: Upon learning the above, the Sidekick may select one of the two lynched townies. The Sidekick inherits any active action(s) of the person they select, as well as the Credit cost for activating. The Sidekick can only have one power at a time.
Mafia - 3 players - Wins as a collective when they equal or outnumber the voting power of the Town (not accounting for double votes). Members of the Mafia may communicate freely amongst each other, living or dead, and may send one of their own to kill a person of their choosing each Night.
Spoiler: show
Pickpocket - 3 credits
Passive: If the Pickpocket spends three (3) credits, performs the nightkill for the faction, and the victim has more Credits than the Pickpocket, the Pickpocket earns all Credits the deceased player possessed.
Active: The Pickpocket may also pass up to two (2) Credits a night to each of their fellow team members (four total).

Refinancer - 4 or 8 credits
Active: At night, the Refinancer may spend four (4) Credits and target two players. Any actions targeting one player are driven to the other player. If the Refinancer spends four (4) additional credits (total of eight), the Refinancer may busdrive himself with another intended target.

Loan Shark - 4 credits
Passive: The Loan Shark automatically earns one (1) Credit at the start of each Night.
Active: At night, the Loan Shark may spend four (4) Credits and target a player. The Loan Shark learns what roles (but not players) targeted that player.
OTHER MECHANICS / GAME INFORMATION]


Mafia Foreclosures

At any time, the Mafia may sacrifice their normal nightly elimination and instead attempt a number of Foreclosures. The Mafia may attempt to match players to their roles until they choose to stop. A successful match will ensure a player’s death, bypassing Safekeeper protection. An incorrect match beyond the first costs the Mafia a fine of four (4) Credits. If the first match is incorrect, all foreclosure attempts are stopped. If the Mafia is fined for more Credits than they possess, foreclosure stops immediately.

Foreclosures appear the same as the Assassin's kill or suicide and the Mafia's nightly kill.

Day/Night Cycles

This instance of Credithunt will run with 30 Minute Day Cycles and 10 Minute Night cycles. This is long for a game of this size, but Day One/Night One will definitely run at these lengths to determine if extra time is necessary (considering the complexity of some mechanics and action resolutions).

Action Resolution Order
Spoiler: show
Day
- Day phase begins
- Daily credit distribution (if applicable)

- CEO’s reveal (if applicable)
- Director’s SMITE (if applicable)

- Lynch results
- Thief activates (if killed)
- Credit distribution (dead player’s choice)
- Director gathers his information
- Night begins

Night
- Sidekick activation (if applicable)
- Investor donation
- Pickpocket’s coin pass

- Inspector’s check
- Refinancer’s busdriving
- Safekeeper’s protection

- Mafia nightkill/Foreclosure
- Assassin’s kill

- Loan Shark’s check
- Donor’s action

- Thief activates (if killed)
- All mod message/Credits distributed
- Day phase begins
GENERAL RULES
(modified from prior iterations of community game rules)
1.Any and all communication should be handled via PMs. Do not share PM's with other players or outside parties, or communicating game-sensitive information with anyone in or outside the game in any medium.
2.Do not edit or delete your posts in the main thread. Double/multiposting is permissible to correct mistakes.
3.Dead players may make one "bluh" post. This post should not contain any game-pertinent information.
4.Do not post during the Night phase. If the deadline for day's end passes, assume Night has automatically begun and do not post. (it's only 10 minutes so it shouldnt matter that much)
5.In the event a day activation is claimed (someone using a role power in the day), assume day has ended and it is nighttime. Game will resume once moderation has intervened and resolved the action. Faking day activations is strictly forbidden and punishable by moderator kill.
6.Refrain from communicating in cyphers or concealed posts. It's annoying and cheap.
7.Maintain a reasonable level of activity (minimum of one post per day). Replacement will be used for players who fail to post for a certain timespan, with a prod several hours into that. :haha:
8.Have fun!
Epignosis wrote: Fri May 04, 2018 11:46 pm You all are terrible at this.
JaggedJimmyJay wrote:How does it feel to be the Best Civilian Player on the Syndicate?
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