Cartomancy Mafia

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Spacedaisy
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Cartomancy Mafia

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Post by Spacedaisy »

Cartomancy Mafia
A mafia game for any number of players, 50 post cap per phase.

Mystics (Civilians)

The Oracle: Every night the Oracle reads a three card spread. This entails the player choosing three other players. At the end of the night phase, The Oracle will learn the three cards that were drawn by that group of three players, but not which player drew which card.

All Vanilla civilians plus The Oracle. The number of vanilla civilians depends upon the number of players.

Order of the Holy Fire (Mafia)

A religious sect that believes that anything evil or occult must be wiped from the face of the earth. Traditional mafia win condition.

The Zealot: This is a Mafia Godfather. He can’t be eliminated until his goons are all dead. Also controls the kill. While anyone on the team can submit a kill target, it will function as the Godfather’s ability.

All Mafia Goons. The number of goons will depend upon the number of players in the game.


Cards and their effects

Each night, every player that voted in the previous poll draws a card. The card they draw determines their ability for the night. Only two players will not draw a card, The Oracle and The Zealot. If a player neglects casting a vote, they will not be able to draw a card in the night phase.

The Major Arcana:

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The Fool - Beginnings, Innocence, Spontaneity, A Free Spirit. A player who has drawn this card will appear to be a civilian if they should be targeted for any kind of checks that night.


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The Magician - Manifestation, Resourcefulness, Power, Inspired Action. The player who draws this card may choose a suit to manifest for the night. You will not learn what the suit does until after you choose. The suits are as follows:

Cups: Emotions and Intuitions
Pentacles: Finances and Material Possessions
Wands: Energy and Motivation
Swords: Thoughts and Actions


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The High Priestess - Intuition, Sacred Knowledge, Divine Feminine, The Subconscious Mind. The player who draws this card will be told who targets them that night, but not what card effect was used on them.


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The Empress - Abundance, Growth, Fertility, Nurturing. The player who draws this card can choose one other player who will gain a second use of their ability the following night. This does not apply to one time use cards.


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The Emperor - The Father Figure, Protector and Provider, Structure, Rules and Guidelines. The player who draws this card can choose one other player to protect from night kill that night.


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The Hierophant - Religious belief, Conformity, Tradition. The player who draws this card may not be the only vote on another player at the end of the day phase, and they may not be the first player to vote for another player. If they do either of these two things, they will not draw a card the following night.


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The Lovers - Love, Harmony, Relationships, Values Alignment, Choices. The player who draws this card will be allowed to choose one other player to have anonymous BTSC with for the following day phase.


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The Chariot - Control, Willpower, Success, Action, Determination. The player who draws the Chariot will be able to control another player’s night target, should they have one.


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Strength - Strength, Courage, Persuasion, Influence, Compassion. The player who draws this card may jail another player. By doing so they block any of their actions, but also protect them from any night actions that might target them except for a night kill.


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The Hermit - Soul Searching, Introspection, Being Alone, Inner Guidance. The player who draws this card will retreat from other players. If they have BTSC, they may not use it for the following day phase. Additionally, they will be limited to three posts during the following day, but they will also be removed from the poll.


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Wheel of Fortune - Good Luck, Karma, Destiny, A Turning Point. The player who draws this may choose to do one of two things. They can either choose another player who will have two votes placed on them in the following poll, or they can choose another player who will have two votes removed from them in the following poll. Just remember, the wheel of fortune is always turning.


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Justice - Justice, Fairness, Truth, Cause and Effect, Law. If the player who holds this card is night killed, they may choose to take another player of their choice down with them. If the player who holds this card is eliminated by poll, they may choose to take one of their voters down with them.


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The Hanged Man - Pause, Surrender, Letting Go, New Perspectives. If the player who draws this card is either night killed or eliminated while they hold this card, their death will be deferred until the end of the following cycle. This will be announced at the time it should have occurred. However, they cannot vote and they cannot draw another card.


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Death - Endings, Change, Transformation, Transition. This card is never drawn. Instead, Death follows the Zealot, who is the harbinger of death. Though the Zealot never partakes in divination, Death is his constant companion and he cannot escape it.


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Temperance - Balance, Moderation, Patience, Purpose. If the player who draws this card chooses to play it, a number of living civilians equal to the number of living mafia members will be randomly chosen. The posts made by each during the following day phase will be added up and compared. If the totals are balanced within 5 posts of each other, the alignment of one of the players tallied will be revealed to the player of The Temperance card. If they are not in balance within 5 posts of each other, the player will only be told how many total players were tallied.


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The Devil - Shadow Self, Attachment, Addiction, Restriction. The player who draws this card may choose to attach themselves to another player for the following cycle (day/night). Doing so allows this player to obtain use of the other player’s card the following night, but also binds them to that player. Whatever happens to that player also happens to the person who drew the Devil card. The chosen player will not know the Devil was used on them, they will use their card as normal. However, if they draw a one time use card, the person who drew the Devil may steal this one time use from them.


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The Tower - Sudden Change, Chaos, Upheaval, Revelation, Awakening. The player who draws this card may choose to randomize all night actions.


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The Star - Hope, Faith, Purpose, Renewal. If the player who draws this card is a civilian, they may guess the identity of The Oracle. If the player who draws this card is mafia, then the team’s night kill will be impervious to any other card effects that night.


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The Moon - Illusion, Fear, Anxiety, Subconscious, Intuition. This card can only be used once in the game. The person who draws this card may choose to end the day phase immediately. The top vote earner at the time the card is played will be eliminated just as if the day had progressed normally.


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The Sun - Positivity, Fun, Warmth, Vitality, Success. This card can only be used once in the game. The person who draws this card may choose to end the night phase early. Only night actions which have already been turned in at the time the Sun is played will go through.


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Judgement - Judgement, Rebirth, Inner Calling, Absolution. This card will not be used more than once in the game. The player who draws this card has the choice whether or not to absolve the person who gains the most votes in the following day poll, resulting in no elimination.


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The World - Completion, Integration, Accomplishment, Travel. The player who draws this card may choose to hold it. If they make it to the final day and still hold the card, they will be granted a personal win, regardless of their alignment or the outcome of the game. However, they cannot draw any other cards for as long as they choose to hold The World. They can choose to let it go at any time during the game and they will draw as usual after they do.
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