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Mafia-A-Day Calendar
  • ZU Mafia needs a glossary. The Mafia Scum wiki does a reasonable job, but honestly we've long since out-grown it and asking our new players to rely on it entirely often does more harm than good. The project has some issues though: due to its size a true glossary would be an absolute pain to write and would never be read. Further more, it wouldn't evolve with the community and before long it would be as outdated as the wiki. To create a living, digestible document we present

    The ZU Mafia-A-Day Calendar

    Each day a new post will be added and hyper-linked from this OP. The schedule of posting will be determined a week in advance so as to prevent the current game from influencing the topic of the post. Posts will primarily be contributed by the Bridez but individual users are totally free to contact community leaders if they want to write a post. This thread will be open for subscription posts but any discussion of its contents should take place in the big hub.

    I hope people will find this enjoyable and long-term I hope it becomes the sort of resource our community needs. Thanks for checking us out!



    Game Archive

    Spagh wrote:

    Greetings to you, townies, scum and miscellaneous players alike! Here we have the index that documents the various Mafia games that have taken place on ZU, each of which now reside in this very subforum. Without further ado, let's dig in!

    • Mafia I was hosted by interestingdrug and boasted a themeless, Normal introduction to Mafia, the only Normal game to date. It piqued the interest of several players and began the legacy that this subforum hosts.
    • Mafia II was brought to ZU by Spaghetticus and set the trend for Role Madness and Bastard games alike, though no theme was present. Various twists and turns kept the players on their toes and scratching their heads!
    • Mafia III was crafted by Foo and continued the themeless Bastard game trend. Featured within was a devious set of newspaper clippings and an infamously genius gambit. (Best Forum Game - Summer 2014)
    • Mafia IV was hosted once again by Spaghetticus and marked the beginning of a wave of themed games, beginning with Zelda! A baffling Pear and a dastardly set of masks brought a myriad of infamous moments. (Best Town Gambit - Summer 2015)
    • Mafia V saw yet another game hosted by Spaghetticus, this time accompanied by Cap'n Harrie. With a theme of Heroes vs Villains, this game met with an untimely explosive end.
    • Mafia VI was hosted by a newcomer on the GM scene, Fluttershy! A wholly bastard game with a Super Smash Bros theme, this game knew no bounds with its bastardness. This was also the first game to have a restart!
    • Mafia VII was unfortunately lost in a crash, however Avalanchemike and Malia did a tremendous job of turning everyone absolutely insane with a host of characters from the Harry Potter universe and a novel item system. (Best GM - Summer 2015)
    • Mafia VIII swept the newly insane players into the depths of the Asylum. Featuring a horrifying demon and so many plot twists that nobody is sure just how much rehabilitation actually took place there, we are very sad that Stryder Aedernis and Kaeporas lost this game to the crash too. (Best Flavour - Summer 2015)
    • Mafia IX was hosted by the wonderful Cap'n Harrie with her adorable Animal Crossing theme. Confusing allegiances and devious lies pervaded the world of Mag Mell, earning this game its rightful place in the annals of ZU history.
    • Mafia X delved into the lore and theme of Game of Thrones, steered by the cunning Sansa Stark and merciless Jaime Lannister. With two great houses at the helm, it was no wonder that death could be found at every twist and turn.
    • Mafia XI had interestingdrug make a triumphant return, taking us into the court room of the Ace Attorney series. ZU's first "anonymous" game was simple but elegant: a classic which should be at the top of your reading list. (Best GM, Best Mafia Game, Best Mafia Gambit, Unluckiest players - Summer 2015)
    • Mafia XII took as back to Hyrule where Topaz Mutiny joined the veteran Spaghetticus in a Twilight Princess theme. After a truly unique day one, this game wanders of the beaten path and into the pumpkin patch. A great game to study if you're interested in technical play. (Most Epic Roleclaim - Summer 2015)
    • Mafia XIII saw Cody and the Missing Link bring death to Discworld in a massive 30-player affair: the longest game currently on record. Beset by fiends on all sides, the city of Ankh-Morpork may never-the-less find that it is its own worst enemy. (Best Mafia Post, Best Death Post - Summer 2015)
    • Mafia XIV was the second effort from Jaime Lannister: ancient Gods from around the world make war on Mount Olympus... but have they bitten off more than they can chew with the capricious Greeks? This one-of-a-kind game will put your code-breaking skills to the test and have you asking What Would Shona Do? (Best Mafia Moment, Best Game, Best Mailine Game - Winter 2016)
    • Mafa XV was an experimental effort by Foo in which a French Canadian family struggled against their grandmother's supernatural legacy. This game was played out as much in private "rooms" as it was in the main thread, so it's recommended that you contact Foo if you want to experience the full story. (Most Original Set-up - Winter 2016)
    • Mafia XVI - Paper Mafio - was a long awaited effort by AvaLiah and the second of our "anonymous" games. A thrilling back-and-forth kept scum and town in tremendous two-dimensional distress, but it was the ridiculous role-playing efforts of the players and GMs alike that make this a game worth investigating, penguin style.
    • Mafia XVII was a short-but-sweet Pokemon game brought to us by Kay Faraday. All the common curses of ZU Mafia are brought to bear on Professor Oak's party: will the town show their true mastery and pull out a win? (Best Post, Most Epic Roleclaim - Winter 2016)
    • Mafia XVIII was set a long time ago in a galaxy far, far away. Kae Farday brings us an epic clash between light and dark (and JarJar) with a much more satisfying resolution to the Anakin/Padme disaster "love story". (Best Mafia Gambit, Best Town Gambit -Winter 2016)
    • Mafia XIX marked the return of InterestingDrug, assisting new GM Keith in running an anonymous game based on the Civilization series. Will new mechanics and cheeky roleplay be enough to compensate for an increasingly evident weakness in town strategy?
    • Mafia XX saw long time player blackbird bring us a Disney theme. The highest power game since Discworld - if not ever - is a great lesson on how to derive balance from chaos. Certainly recommended reading for prospective GMs of role madness.
    • Mafia XXI brought old schoolers Jaime Lannitser and NeonGreenSheep together for their first anonymous game. Playing a children's card game on a private island of conspicuously diverse ecology made for some great RP opportunities in this Yu-Gi-Oh themed adventure.
    • Mafia XXII was the first effort by Silver. The Tales series heroes get out to a mighty start in this game, but they may have trouble keeping up momentum after their first falter. Can they pull it through?
    • Mafia XXIII was our first attempt at an open set up on a large scale in years. English gave us this Werewolf themed game, which highlighted some interesting strategies but was unfortunately dampered by a number of player drops due to inactivity. Ultimately, we resolved to try this one out again in Mafia XXVI.
    • Mafia XXIV was a high-bastard game produced by Sabbo and Ruki, exploring a war between competing Shogunate. This one you'll have to read to believe.
    • Mafia XXV was a bit of Mario themed madness from Jaime Lannister. This is the densest game in our history, with many hundreds of posts on every day of play, but the fast pace and exciting twists will easily pull you through.


    Small Games
    • Mafia S1: Super Mafia Maker was our first attempt at a small game, piloted by Shona. An incredibly tight game with an historic result, this was a great introduction for the series.
    • Mafia S2, our second small game, took us back to America's early years for quick and brutal game that achieved a dubious distinction.
    • Mafia S3 - AvalancheMike's Manitoba Express II - is a stylish game which combines early risks and a high octane LyLo for a solid demonstration of the small game concept. A good read for future towns!
    • Mafia S4 was an fun little distraction during a period of forum craziness. Mike and Liah give us a Bishie Pangenat with a deadly underside to explore.



    Special Games
    • Shay-dy Mafia was a small game for the community's newer players. Settle in for death and doge in this meme-fueled slumber-party from Shayface and Malia: a great choice for the first time reader.
    • mIChAeL bAe mAfiA was another "newbie" game organized by Malia to kick start the fall 2015 Mafia season. Light-hearted, upbeat and undeniably AMERICAN this game none-the-less featured some deep and exciting strategies and brought a new generation into ZU Mafia. (Best Flavour, Most Original Set-up - Winter 2016)
    • wALuiGi mAfiA was newbie game number three from Malia: a battle with the world at stake fought among the many personalities of the Internet’s favourite villain.
    • Great Escape Mafia was Liah's fourth newbie game, involving a grim cadre of super-powered oddballs navigating a grimmer-yet asylum. Although by the time sign-ups were over the game seemed to be defying the "newbie" moniker, in the end it was a very tight game well worth the read.

    ~~~
    Although postsocratics like St. Augustine and Judith Butler explored a diverse set of ethical and metaphysical ideas, their unifying feature as a movement was a principled refusal to speculate upon which of the four elements the world was made out of.
    ~~~


    boxes is the best human and I am going to get her a kitten or 2 kittens
  • Mar 24, 2016: Godfather (Role)

    Nature: This exclusively-mafia role is identified as friendly when investigated by cops. In large games it is more often than not also bulletproof.

    Playing as: A Godfather does an excellent job of making it to the endgame, but has very few good false claims available once they reach that point. If the Mafia chooses, the GF will never make a night kill: combined with their protection from cops, this means that no investigative role in the game will find them out as scum. Add in bullet proofing, and the GF need only maintain a good voting record in order to survive until the game's last days.

    At this point, though, things become difficult. Investigation proofing becomes meaningless as soon as town concludes that only a GF remains, and there's very little a Godfather can do in LyLo to make themselves look better than a townie confirmed by Mason membership, day action, word of GM, etc. The “obvious” false claims available to the role – such as bulletproof – will all be expected and punished by a competent town. Thus in order to seal the deal the GF will need either to have removed all major town roles so that they can blend in as vanilla OR they'll need a truly creative false claim. A scum faction which plans to take its GF to LyLo should plan ahead for one or even both.

    Although rare on ZU, it is certainly conceivable that scum might choose to end-game with a player other than their Godfather. Keep in mind when playing this strategy that both Vigs and Cops become stronger: with the death of a GF publicly revealed, the town becomes free to follow the Cop with impunity and when your chosen end-game player can die to a stray night shot you may find a good game plan suddenly goes up in smoke. On the other hand, when the set-up allows you to send a rare scum role to the end-game you may find edges against the masons, innocent children, and so on which can stop a GF cold.

    Playing against: Town can expect to come up against a GF in almost every game, and should prepare accordingly. Unfortunately, because a bulletproof GF must be lynched, town is often *over vigilant* and too quick to distrust cop results. Remember that most GFs will never be investigated, and that there is no harm in waiting until the end game to find this player. The best strategy against the threat of the GF is to enforce good policy against bullet-proof, nexus, or PGO claims in order to restrict their end-game options.

    When a GF is lynched early, be cautiously optimistic. Certainly it's quite possible that you've outwitted scum and set yourself up for an easy follow-the-cop, but at the same time there's that small chance that a mafia usurper has inherited the GF's powers and is now in position to take advantage of your bravado.


    Games of Interest for Godfathers

    Mafia III
    Godfather InterestingDrug makes a bold false claim which allows him to live through three days of scrutiny and snatch victory from a slow scum start

    Mafia XI
    Godfather Stryder falls quickly to the joy of the town but all is not as it appears

    Mafia XIV
    Godfather Jehanne plays a smart game with a creative roleclaim, but is it enough in the face of a well informed town?

    Shay-dy Mafia
    Godfather EmDi plays bold and pays the ultimate price, but her faction endures in fine shape

    ~~~
    Although postsocratics like St. Augustine and Judith Butler explored a diverse set of ethical and metaphysical ideas, their unifying feature as a movement was a principled refusal to speculate upon which of the four elements the world was made out of.
    ~~~


    boxes is the best human and I am going to get her a kitten or 2 kittens
  • Great idea~

    Here's my subscription factoid.

    The Original Meaning of Mafia

    Popular culture references lead us to believe that "mafia" means something like "family." While family plays a part in what the organization is, though, it isn't a direct translation of the word. The origin of the word "mafia" is just as shrouded in myth as the rest of the organization. There are two popular theories about the possible origin. They both date back to medieval Sicily.

    The first theory is that the word comes from the 9th century when Sicily was ruled by the Arabs. In this theory, the word "mafia" is derived from an Arabic term referring to safety. It was used to refer to people who were seeking refuge from foreign invaders. A related theory put forth by Selwyn Raab is that mafia comes from a slang expression meaning "acting as a protector against the arrogance of the powerful." Various Arabic terms that may have been the origin of "mafia" are "marfud" (bravado), "mahyas" (boasting), "maha" (cave), and "mu'afa" (protection).



  • March 25, 2016: LyLo (Term)

    Nature: LyLo - “Lynch or Lose” - describes a situation in which the town must correctly lynch a mafia player in order for the game to continue. In practice, this almost always means that the town outnumber the scum by exactly one.

    Identifying LyLo: In role madness, LyLo is best identified using the 1/3 scum rule. For example, in a game of 25 players, it is reasonable to expect eight anti-town roles. When four of these red players have been killed, a day which begins with nine players will likely be LyLo: four scum and five townies remain. Similarly if five scum are dead, a day which begins with seven players will be LyLo, etc.

    Different power roles alter this math to different extents. A town with a living doctor or vigilante cannot technically be in LyLo (unless scum have a strongman or role block) but depending on the number of players left the difference may be moot. LyLo math is at its most complicated when lovers are involved, depending on the exact nature of the lover's win conditions.

    Remember that, barring strange circumstances, a day which opens with an even number of players cannot be LyLo, and that there are disadvantages to be had in mistaking it as such.

    Town Point of View: Town's best approach to LyLo is to avoid it all together. Hope for the best, but plan for the worst.

    Once a town enters LyLo they cannot possibly escape. Consider the case where four townsfolk play three mafia at the beginning of the day: if they lynch successfully they bring the numbers to 4-2, but the mafia night kill returns the game to 3-2 and another day of LyLo follows. This greatly limits town's strategic options! Plans which involve trading the day-time deaths of one town player for one scum player – usually good options – become untenable. Desperation plays that lead to successful days followed by rough nights become acceptable.

    A town which finds itself in LyLo may spend the first half of the day attempting to find a creative solution to their plight, but will often end up calling for a mass role-claim. In the complete-information environment which this creates, town need to do their utmost to organize all information which has born out over the course of the game and weigh it carefully. The worst thing you can do in LyLo is get lazy!

    If you're a vanilla townie, a nexus, a commuter, or similar you absolutely don't belong in LyLo. You're exactly the sort of distraction the Mafia needs to win the game here. If you can die a worthwhile death before the game reaches the point you can consider yourself to have played a good game. If you can't avoid arriving here, you better hope your voting record is stellar.

    Mafia Point of View: Mafia must necessarily play at least one day of LyLo (or near LyLo) in order to win the game, and thus should spend a significant portion of their strategic discussion planning for this phase. One or two players should know from night one that they are bound for LyLo and should be willing to sacrifice everything else in order to ensure they arrive here in good standing with the town. Many promising scum starts are lost when they arrive at LyLo in confusion.

    The nature of the players which mafia chooses to send towards LyLo actually go a long way towards determining their general strategy. If Mafia want the Godfather to be effective in LyLo, for example, they should put a premium on eliminating Innocent Children and Masons, but don't have much to fear from town cops. If they send a more powerful but more vulnerable role to LyLo, say a roleblocker, they need to tackle the cop much more quickly.

    Games with Interesting LyLos

    Mafia XIX
    Town comes to LyLo full of Vanillas, and a strong Mafia duo capitalize on the lack of information


    Mafia S3
    Mafia sends their Godfather to LyLo, but he is pinned by two town players whose roles trump his


    Mafia S1
    An interesting endgame involving three factions, all on the razors edge. The player best able to identify that this was *not* actually LyLo had the advantage.
    ~~~
    Although postsocratics like St. Augustine and Judith Butler explored a diverse set of ethical and metaphysical ideas, their unifying feature as a movement was a principled refusal to speculate upon which of the four elements the world was made out of.
    ~~~


    boxes is the best human and I am going to get her a kitten or 2 kittens
  • Foo wrote:


    Mafia S3
    Mafia sends their Godfather to LyLo, but he is pinned by two town players whose roles trump his


    I was there too!

    There's also another term that covers what's essentially lylo with the possibility of no lynch. It's called mylo, which I believe means mislynch or lose.... though I don't think that makes much sense. If the town is set on lynching, like policy here dictates, then it's lylo, but if there's an option for a no lynch then it's mylo.
  • Cody wrote:

    I hope these days all have little chocolates in them like those Christmas calendars.
    They do, only the chocolates are murders.

    Kay Faraday wrote:

    There's also another term that covers what's essentially lylo with the possibility of no lynch. It's called mylo, which I believe means mislynch or lose.... though I don't think that makes much sense. If the town is set on lynching, like policy here dictates, then it's lylo, but if there's an option for a no lynch then it's mylo.
    I think it stands for mislynch and lose.

    I'm honestly not sure why we never bother with the nolynch in mylo. I think not lynching would actually increase the town's odds in mylo.

    Baggi sig drawn by Malia! <3

    BA charries: Phantasmo - Mad Marie


    The post was edited 1 time, last by SacredSturgeon ().

  • In a simple game it would be beneficial, especially if there's nothing like a mason or an innocent child, or a claimed power role. Getting a confirmed or semi-confirmed killed at night would do nothing to help the town next day, so wearing down the possibilities wouldn't happen in that case.

    In a 4-way with no confirmed townies and a confirmation of no other killing roles it would probably be the most beneficial course of action.
  • This thread will be open for subscription posts but any discussion of its contents should take place in the big hub.


    :P

    We'll definitely have an entry on MyLo, because yeah, town has lost advantage in the past by mistreating it. I didn't want to bog this entry down with the details, though, because LyLo is the much more frequently used term.
    ~~~
    Although postsocratics like St. Augustine and Judith Butler explored a diverse set of ethical and metaphysical ideas, their unifying feature as a movement was a principled refusal to speculate upon which of the four elements the world was made out of.
    ~~~


    boxes is the best human and I am going to get her a kitten or 2 kittens
  • March 26, 2016: Lynch all Liars (Policy)

    Nature: This policy, much older than ZU's mafia community, calls on the town to lynch any player caught in a lie as a matter of course. It is not an absolute command, but the cases in which a town should not lynch a liar are few and far between.

    Rationale: Mafia players *must* lie in order to play the game, but Town players may choose to lie in order to develop strategy. Out of context, then, a policy which calls on the town to lynch anyone caught in a lie seems dangerous: equally likely to catch a green role as a red.

    The catch? Like most policies, Lynch all Liars is self-supporting. It works because everyone believes it works. If townies know from the beginning of the game that liars will be punished, then (by and large) they will elect not to lie. In this way, the balance of probability tips and a player caught in a lie will almost certainly be scum. Lynching them becomes a good idea and the policy props itself up.

    Town Point of View: The implications of LAL for a townsperson are interesting, and somewhat nuanced. Even with this policy in place, it is absolutely not true that town should never lie. Townies have won games by lying while the LAL policy was in place, and we can't argue with results.

    Mafia Point of View: LAL is an annoying policy, but at the very least it makes the stakes clear. You are going to have to lie in order to win the game. Expect that, most of the time, you'll get caught and that in getting caught you'll die. This leads to the...

    Unified point of view: Do not lie as a half measure.

    Your lie is worth your life. Whatever result you hope to achieve with your lie should be something you would be willing to give up your game for. When the mob drags you to the gallows for your lie, you should be able to go gladly and laugh in the hang-man's face.

    Typically...
    Don't lie to serve your own interests exclusively
    Don't lie if silence would accomplish just as much
    Don't lie if you're unsure what the results will be
    Don't lie if your team can't afford to loose you

    Make your lies 90% true
    Tell people what they want to hear
    Accomplish more than one thing when you lie
    Lie when you have an out to getting lynched anyway

    Games where LaL was significant

    Mafia XIII
    I lie poorly, and Shayface lies to protect me! Two unnecessary town deaths and chaos to boot...


    Bae Mafia
    Stryder tells a townie fish tale, with perfect results


    Mafia XIX
    A well timed lie from weak mafia Rambo flummoxes the town, and he's out like a bandit before the policy takes effect
    ~~~
    Although postsocratics like St. Augustine and Judith Butler explored a diverse set of ethical and metaphysical ideas, their unifying feature as a movement was a principled refusal to speculate upon which of the four elements the world was made out of.
    ~~~


    boxes is the best human and I am going to get her a kitten or 2 kittens
  • March 27, 2016: Mafia II (Game [Spoilers!])

    GM: Spagh
    Theme: Traditional Mafia (with some surreal comedy)
    Date: April 22 – May 2, 2014
    Players: 26 (16/5/4/1)
    Result: Town victory by lynch on Day 7

    Summary: A chaotic day one sees town lynch their Beloved Princess: there will be no day two. The townie Cop and Doctor die night one, setting a dismal tone... but all is not lost! The two mafia factions, each annoyed to find the other exists, begin in-fighting on day three. Leaning heavily on their day vigilante, protected by a bus driver with luck on his side, town lynches mafia on each successive day and - in spite of losing two more power roles to inactivity – come into a three person LyLo in a position of strength, sealing the deal.

    Analysis: The ZU mafia community owes just about everything to Mafia II. The standards it set have allowed us to play nearly thirty games since (as of writing) without dropping a single day: an insane accomplishment by the usual standards of internet Mafia (where, in my experience, only 50% of games see their end). Spagh's introduction of the set 24 hour [wall clock] day and night cycles has come to dictate the style of play in our community, creating a game which is more cerebral than Town of Salem but considerably more well paced than what you might find on Mafia Scum.

    Because of its role in setting standards, Mafia II does not appear to be particularly Bastard in retrospect. A nexus and a busdriver introduced some uncertainty into night actions, and a dearth of information made things interesting for the inventor, but these conceits would not likely push the game above 2.5 on the current bastard scale. At the time, however, the surprise reveal of a second-scum faction mid-game and the high variance associated with our first experience in role madness made for an incredibly tense experience which most of us old fogies remember very fondly.

    GMs looking to learn from Mafia II should pay less attention to the set-up proper (Forensic Investigator, Day Vig, and three protective roles? That's not gonna fly in 2016) and more to the atmosphere Spagh was able to create. At numerous occasions, in the first real game, we felt like we'd had the rug pulled out from under us BUT everyone had a chance to process that panic, to recover, to strategize, and play to a very tight end-game. Two years later out Dear Leader still calls this her favourite instance of Mafia: learn from that!

    Cool moments and little lessons

    *As a member of the small mafia, I died in this game when I assumed that defending the doomed Nesi (as it turned out, of the large mafia) would look good for me after her flip. There was obvious evidence of a second scum faction by this point, but I failed to consider it and yet played with confidence. Better pacing and more careful thought could've saved me.

    *Bus Driver Kaftzael did an amazing job protecting the Day Vig Ahluk throughout the mid game, but by night five his options were becoming limited. VdG was looking like scum at this point, so Kaftzael swapped Ahluk for Viajero. Unfortunately, Kaft's read on VdG was not unique: the small mafia targeted him with a kill while the inventor came after him with a dagger. Both these actions were now pointed at the Vig!

    As it turned out the dagger – unbeknownst to the inventor – was a healing item which prevented the small mafia's kill and allowed Ahluk to win the game for town on day six.

    VdG meanwhile? Found his faction's kill of Ahluk bouncing right back at him.
    Ah, chaos.
    ~~~
    Although postsocratics like St. Augustine and Judith Butler explored a diverse set of ethical and metaphysical ideas, their unifying feature as a movement was a principled refusal to speculate upon which of the four elements the world was made out of.
    ~~~


    boxes is the best human and I am going to get her a kitten or 2 kittens
  • March 28, 2016: Vanilla (Role)

    Nature: The term vanilla has two distinct meanings. One is technical and rarely comes up: townies with no abilities, mafia goons, and serial killers are considered “vanilla” roles and will be identified as such by a Vanilla Cop. In the vast majority of cases, “vanilla” refers to the vanilla townie – a role with town win condition and no further abilities or modifiers – which will be the subject of this entry.

    Role Madness games will generally contain 1-2 vanilla townies. Small games feature 4-5. Games GM'd or Co-GM'd by InterestingDrug are historically notable for their high number of vanillas.

    Playing as: The vanilla role is often disparaged as “easy” or “boring”. Nothing could be further from the truth! The most absolute loss in the history of ZU Mafia can be seen, in large part, as a mistreatment of the vanilla role.

    The mafia have a dozen possible night targets, and excepting the rare Paranoid Gun Owner, the vanilla is the one they'd least like to hit. By and large, Mafia would rather *bounce off of a doctor* than kill a vanilla. Your goal as vanilla, then, is to get yourself night killed and the sooner the better.

    At you're absolute best you're a bodyguard – a role that will jump in front of a bullet for a doc or a cop – except that instead of jumping you need to psychologically manipulate your enemies into firing at you instead.

    This is difficult! Any general strategy for getting targeted is going to loudly signal to the mafia “look at me: I want to get shot” and backfire significantly. Finding a way to die requires a surprising amount of creativity, especially when you consider the constraints: with no extra information or night action a vanilla townie cannot demonstrate a true advantage and has a very hard time lying about one without falling afoul of the “lynch all liars” policy.

    Will you play bold and upfront, trying to convince scum that they cannot possibly afford to let such a powerfully pro-town player to live? Or play coy and try to strike a doctor's pose, hoping to present a good target when mafia goes hunting for protective roles? These are the tribulations of the vanilla.

    Playing against: If, as scum, you decide to end-game with your Godfather then identifying and preserving the lives of vanilla townies is critical. A vanilla killed at night is another roud of cop investigations, doctor protections, and errant vig shots. A vanilla preserved to the end game is a lynch target whose only bond is their vote record: a perfect scapegoat.

    Most scum factions seem to take this as obvious, and in the current ZU meta, scum don't seem to have a hard time managing opposing vanillas, but should be vigilant. As town strategy in this area evolves mafia will need to keep up or entire strategies will start to fall apart.

    Games of Interest for Vanillas

    Mafia XI and XVIII
    InterestingDrug's games are markable for their larger-than-usual number of vanilla townies. In both games, scum wins by taking as many as possible to LyLo


    Mafia S2
    The only perfect win for scum in ZU history (in the sense that no mafia member was killed). The problem? Vanillas made up 4/9 of the town but drew *zero* mafia night actions.


    Mafia XII
    Kaeporas takes the only vanilla night one death in large game history. Although it comes at the hands of another townie, which is far from ideal, the game still ends with scum buried in town night actions

    ~~~
    Although postsocratics like St. Augustine and Judith Butler explored a diverse set of ethical and metaphysical ideas, their unifying feature as a movement was a principled refusal to speculate upon which of the four elements the world was made out of.
    ~~~


    boxes is the best human and I am going to get her a kitten or 2 kittens
  • March 29: Follow the Cop (Term)

    Nature: The phrase “Follow the Cop” (or “Follow the Vig”, “Follower the Watcher”, “Follow the Forensic Investigator”, “Follow the Oracle”, etc.) is used to describe the mid-game actions of a town after a power role has claimed but before the protective roles have been found. In this phase, town spends some significant fraction of the day discussing possible ways the power role might behave during the night and/or analysing their previous night results.

    Not all games feature a Follow the Cop stage, but unless there's a surprisingly early doctor death one should be expected.

    Town Perspective: Generally speaking, town is interested in dragging out the mid-game as long as possible and so is happy to operate in Follow the Cop for as long as circumstances allow. Critically, it rarely matters whether the power role being followed is itself town so long as town is benefiting from their actions. When the end is days away it makes little difference whether a player bound to the will of the town (and under the threat of Lynch all Liars) is red or green. A following should continue until the doctor(s) is dead or the power role has been proven explicitly untrustworthy. Arguing otherwise and attempting to disrupt a following early may be seen as anti-town.

    Why? Because during this style of mid-game informational hygiene is an absolute priority for the town. Every piece of information which leaks to scum assists them in their quest to kill the protective roles and end the townie run. Historically, periods of which have appeared to be promising follows at first have collapsed into a sequence of brutal nights as the scum pick off power role after power role. Certain players will enforce policies to ensure that the town is optimally quiet during a follow.

    Mafia Perspective: Follow the Cop sucks. Spending each night huddling in the mafia hide out praying to land on the doc is not a fun place to be.

    That being said, modern set-ups give the mafia a myriad of tools to deal with a town having a good mid-game, and these should not be neglected.

    First and foremost, scum are provided with roles which ensure that most follows cannot end the game entirely. Bullet proof godfathers can be sent to LyLo in order to beat a followed cop or vig, and ninjas can be sent to beat followed watchers and trackers. If confident in their endgame, scum may even choose to ignore a following and use the opportunity to pick off townies who will be critical late-game. (beware, though, of fancy play for fancy play's sake: a following which can be ended usually should be).

    Secondly, a majority of set-ups now include a Serial Killer, a mafia Bomb, or both. Influencing the following from the day thread in order to lynch either provide the scum faction with an apparently “pro-town” way to play the mid while still meeting their own objectives.

    Third, although the town mission is to protect information, and it's often none to difficult to push the day thread towards the sort of chaos which produces info without giving up any significant value. Creativity here can be what distinguishes a good mafia faction from a bad.

    Finally, should all of the above fail, scum factions set against strong towns are provided with a strong-man to kill even the peskiest of power-roles. This should almost never be your first resort, as prematurely ending one following without hitting the doctors may simply insite another. Most strong-men are one shot, and that shot is a critical one.

    Games with interesting Follows

    Mafia IV
    Town play follow the Day Vig, but scum Malia and gamtos insite chaos and draw out claims. Every subsequent Mafia hit is against a top townie.


    Mafia XIV
    Town again follow a Day Vig, but encoding information keeps the doctor alive well past the point of no return. Town can play a comfortable – if strange – end game.


    Mafia XX
    Town follow the Oracle, and the power is overwhelming. Scum scramble to find the doctor by shooting into the bushes, but best efforts are fruitless and their endgame isn't up to the task. Followed Oracles and FIs may require extraordinary measures.

    ~~~
    Although postsocratics like St. Augustine and Judith Butler explored a diverse set of ethical and metaphysical ideas, their unifying feature as a movement was a principled refusal to speculate upon which of the four elements the world was made out of.
    ~~~


    boxes is the best human and I am going to get her a kitten or 2 kittens
  • Just a suggestion, could you include the name/flavor of the games in addition to the number with your examples? Like for most mafia games I associate them a lot more with their flavor and/or GMs instead of their number, and without that indication I've been needing to look back in the archive to remember the specific game being talked about.

    Sig by Malia

    The post was edited 1 time, last by Jaime Lannister ().