AAO Mafia OFFICIAL RULE BOOK!!! UPDATED 9-24-08!!!

Archives of the AAOnline Mafia game, now relocated to http://saccharynepark.co.cc/
Locked
User avatar
Ami
Moderator
Posts: 8429
Joined: Tue May 20, 2008 12:42 pm
Gender: Female
Spoken languages: English
Location: Puppies!

AAO Mafia OFFICIAL RULE BOOK!!! UPDATED 9-24-08!!!

Post by Ami »

AAO Mafia: The Official Rule Book

These main rules are made by me, genodragon1 (A.k.a. Geno). These are also here with the help of my friends, who helped me point out inconsistencies and loopholes to clean up.

Except the MAMA Directive. That was written by Bee.

This was created to publicly display the official rules for the game. This topic will only be unlocked when a game currently isn't in progress. These are the official rules.


CLICK HERE FOR THE ABRIDGED VERSION OF THE RULES! THIS IS NOT A SUBSTITUTE FOR READING THE RULES, HOWEVER IT IS HIGHLY RECOMMENDED THAT NEWCOMERS VIEWS THIS!
This link was provided to me by AntiRoyalty!



Image


Table of Contents:

First Post:

I.The Game in General
I. A.Synopsis
I. B.A very short summary on how it is played

II.Townies
II. A.Townies, the explanation
II. B.Townies, powers involved
II. C.Townies, win conditions
II. D.Townies, lose conditions
II. E.Townies, basic strategies
II. F.Townies, watch programs

III.Lynching
III. A.What is lynching?
III. B.How is lynching done?
III. C.Etiquette on voting

IV.Mafia
IV. A.Mafia, the explanation
IV. B.Mafia, powers involved
IV. C.Mafia, win conditions
IV. D.Mafia, lose conditions
IV. E.Mafia, basic strategies

V.Nightly Hits
V. A.What is a hit?
V. B.How are hits performed?
V. C.Etiquette on requesting

VI.Wildcards
VI. A.What are Wildcards?
VI. B.How to affiliate a wildcard
VI. C.Affiliation request etiquette
VI. D.Affiliation and the Wildcard
VI. E.Wildcards, win conditions
VI. F.Wildcards, lose conditions
VI. G.Wildcards, basic strategies

VII.Special roles
VII. A.What are special roles?
VII. B.How to use special roles
VII. C.The advantages and disadvantages of having a special role

VIII.Powers
VIII. A.What is a power?
VIII. B.What is a hidden power?
VIII. C.Rules of powers
VIII. D.How to use powers
VIII. E.Power use request etiquette

IX.Investigations
IX. A.What are investigations?
IX. B.Investigation Request Etiquette
IX. C.Investigation Results and You

X.PM Etiquette
X. A.When PMing the GM about Mafia
X. B.When PMing the GM with questions
X. C.When Pming the GM on hit requests
X. D.When PMing the GM on affiliation requests
X. E.When PMing the GM on power use
X. F.When PMing the GM on investigations
X. G.Some advice on talking to each other via PM

XI.Phases
XI. A.What is a phase?
XI. B.How long is a phase?
XI. C.What can and cannot be done in the DAY phase.
XI. D.What can and cannot be done in the NIGHT phase.

XII. Town Meeting
XII. A.What is a Town Meeting?
XII. B.What are the contents of a Town Meeting?
XII. C.Why should I pay attention?

XIII.Rules of a Living Person
XIII. A.What can a living player do?
XIII. B.What can a living player NOT do?

XIV.Rules of a Dead Person
XIV. A.What can a dead player do?
XIV. B.What can a dead player NOT do?

XV.Secret Messages
XV. A.The rules on secret message/code/language/etc. use.

XVI.Terminology of the Mafia Game

XVII.The MAMA directive (C&P’d with permission from Bee)



2nd post:

XVIII. Pictures

XIX. Role Play Guide Lines
XIX. A. God-modding


3rd post:

XX. Inactivity
XX. A. Warnings/Ban Conditions
XX. B. Offenses/Punishments
XX C. Inactivty and Power Usage
XX D. Inactivity and The Placement of Roles


4th post:

XXI. Judges
XXI. A. What is a Judge?
XXI. B. The Power of the Judges
XXI. C. Judge Win/Lose Conditions
XXI. D. "Death" of the Judge Magistrate
XXI. E. Judge Re-Affiliation


5th post:

XXII. Two or More Mafia Faction Rules
XXII. A. Hit Request Differences concerning multiple mafia factions
XXII. B. Victory Conditions for mafia when there are multiple mafia factions
XXII. C. Victory Conditions for town when there are multiple mafia factions

XXIII. Recruiting
XXIII. A. Rules of being recruited


6th Post:

XXIV. No Lynch Clause




I. The Game in General

I. A. Synopsis:
A town lives happily and peacefully amongst the happy trees and flowers. Everyone gets along, and beams excitement and craps happiness.

When suddenly, a crime is committed, and the crimes start to pile up, becoming a spree at one point. A meeting is called on the issue, and the town is enraged. They want justice, and want each and every mafia scum to feel its wrath.

However, the mafia, unbeknownst to the townies, is sitting amongst them, manipulating events, plotting on how to one day make this town theirs. They know they cannot go into the light yet, but that they must kill and mislead the townies enough so that they are in power.

I. B. A very, very short summary on how it is played:

This is AAO Mafia, a battle of wits and intellect. It is battles between the scared townies, which investigate and deduce who they think, are Mafioso. They know they have one thing on their sides, and that is numbers. However, they do not have as much knowledge as the Mafia. The Mafioso league may be small, but it isn’t going to sit back and watch their goons die.

In the day time, the townies lynch who they think are mafia. In the night time, the mafia off a townie, or possibly one of their own, to throw off and diminish the numbers of the town.

The Mafioso seeks domination, and wins when they either obliterate the town, or outnumber them to the point that they cannot make a decision by themselves. The town win when the goal of destroying the Mafia is achieved, and they can once again walk the streets without looking over their shoulders.


II. Townies

II. A. Townies, the explanation:

Townies are the “good side” as it were. They have many advantages and disadvantages to them. If you are told you are a regular “vanilla” townie, then you start out with only that knowledge, being unsure of what the affiliation of others is. You must use your wit and logic to deduce who is friend and who is foe. You are told of your affiliation at the beginning of the game. Terms referring to townies are usually “town”, “townie”, “vanilla townie”, and “nilla townie”

II. B. Powers Involved:

Townies have one big power, and that is the power to lynch. Every day phase, voting will open, and ALL players can vote on who they want lynched. As a townie, you endeavor to vote for which you think is a threat to the townie cause (i.e. townies).

II. C. Victory Conditions:

The townies can only win with one condition: the complete and utter destruction of the Mafia. When there is no more mafia scum still alive, the town can rejoice in their victory. Wildcards that are unaffiliated do not count against the town, so if there are still any unaffiliated, then the town will still win.

II. D. Loss Conditions:

The townies lose when either they all lie dead in the streets, or the mafia outnumbers them. If a phase should ever come where there is no way the townies can ever influence a decision, then the game is halted, and the Mafia is considered the winner. Unaffiliated Wildcards are inclusive of the loss, so if there is an unaffiliated wildcard, and the mafia can only outnumber/out influence the townies without the Wildcard, then the townies haven’t lost yet. If the Wildcard affiliates in a time where the town can lose if the affiliation goes to mafia, then the town will lose once the affiliation takes place.

II E. Basic Strategies:

The town is not without its strategies. One strategy is to SOCIALIZE! This is a very social game. It is very good to talk to others, as someone may slip up, or say something that points to either them/someone else being a mafia scumbag.

Another strategy is to look at voting. Who votes together? Who never votes on the same person? Often times block voting, or many players that tend to vote on the same person are on a team. Whether that is a townie watch or the mafia, which is up to you to deduce and figure out what is the truth.

Look at behavior. Who lurks (stays out of the conversation) when certain subjects arise, and who is too active in what goes on. While these are not definitive signs, these are things to take note of.

Keep a journal of what’s going on. It helps you keep organized. I’d recommend using whatever Word function you are using. Remember, an organized town tends to stay alive.

II. F. Townie Watch Programs:

This is a major strategy of the townie faction. What a townie watch program is, in essence, a group of people that feel that they can trust one another with information, and share thoughts an ideas with each other. This comes in extra handy when the odds are against you, as you have people to turn to. HOWEVER, do take caution with what information you give out, as in SOME cases, mafia scum has been known to infiltrate Townie Watch Programs. Be sure to watch for moles, as they will destroy you. Townie Watch Programs are informal, and no request is needed, nor anything official to get them started, other than trust and hope.


III. Lynching:

III. A. What is Lynching? :

Lynching is when, during the day phase, living players vote on who they want dead. At the end of the day, votes are counted, and the living player with the most votes dies.

III. B. How is Lynching done? :

It is done by voting on the living topic. Each living player has only one vote to give, and can redirect that vote at any time before votes close. You can also choose not to vote, but keep in mind the ramifications.

III. C. Etiquette on voting:

When voting on the living topic, take caution to use the “huge” text to make your vote as large as possible, so others can notice it. If not, your vote could accidentally be overlooked, and that wouldn’t be very good.

IV. Mafia:

IV. A. Mafia, the explanation:

At the beginning of the game, you may be told you are a mafia scumbag. In that case, you are also soon told of who your brethren are, and can start plotting. You are outnumbered by the townies, and hence aren’t very powerful in the numbers game, but you have your niches as well. This faction is considered “the evil side”. Terms that usually coincide with this faction are “Mafia”, “Mafia scum”, “Mafia scumbag”, “scum”, “Mafioso”, and “Mafiosi”.

IV. B. Mafia, powers involved:

The mafia has one great weapon to take on goodie-goodie townies. And that is the power to make a hit every night. Yes, at night, you can talk to your fellow spawn of the shadows via PM to plot on who you want dead. The next day, the victim is revealed, and the cycle begins anew.

IV. C. Victory Conditions:

The Mafia wins when the townies are helpless against their will, or the Mafia are the only ones alive. If there are not enough townies to influence decisions, then the Mafia is considered the winner. Also, if it so happens that no townies are alive, then the Mafia wins. Unaffiliated Wildcards are considered threats, and if there is a Wildcard in the way of victory, the Mafia cannot win until the Wildcard is either dead or affiliated with the mafia.

IV. D. Loss Conditions:

The Mafia loses when they all have each filled a hole in the ground. When all mafia scumbags lie dead, the Townies can rejoice. Wildcards that are unaffiliated are not a factor here.

IV. E. Basic Strategies:

The mafia has quite a few strategies. One is to pick off townies for various reasons. Good, strategic hits are pivotal to the goal of victory. Sometimes picking off an influential person has its advantages, though I’ve seen hits against random townies, to cast away suspicion and confuse, a townie making an accusation against another townie, to make the accused townie look suspicious, and in some rare cases, one of their own, although it is rare for a reason.

Another strategy is influencing lynch votes. Now, numbers may not be the strong point of the mafia, but misleading the foolish townies definitely helps quench the thirst for numbers. Getting a townie lynched is, in most cases, a godsend of the Mafia.

Yet another strategy is the greatest asset to the mafia: the ability to blend in with townies, and gather information. Information is the key to a successful game, and without it, the chances of winning are severely diminished. If someone in your team is a successful mole amongst the townies, they can be even more powerful than any hit request.

As with the townies, it is a good idea to keep a journal of what has happened. This lets you keep track of the foolish townies, and can help you read their actions more. A poorly organized mafia tends to not be a mafia that stays alive for long.


V. Nightly Hits:

V. A. What is a hit?

A hit is where the mafia decides on who they want dead at night. At the end of the night, the victim will lie dead in the streets, and hopefully will increase the paranoia levels of the townies.

V. B. How are hits performed? :

A hit is performed by sending requests via PM to the GM. When there are more than two Mafioso, then a successful hit needs two requests for the same living player. If there are exactly two Mafiosi, then both need to send in a request to make it valid. If only one Mafioso remains, then all that needs is one request. If none of those conditions are met, then there is no hit request, and the GM, as will everyone else, laughs at you.

V. C. Etiquette on requests:

When making a hit request, it is generally considered both good strategy and polite to share your thoughts with your fellow Mafiosi via PM. After the decision is made, you may send a hit request via PM to the GM. When making the subject title of the PM, please include the word “Mafia”, and it would be nice to see the words “Hit Request” in the subject title as well. In the message, you should make it very clear who the target of the hit request is. All of this makes a good hit request.


VI. Wildcards:

VI. A. What are Wildcards?

Wildcards are players, whom at the beginning of the game are unaffiliated, neither Townie nor Mafioso. This may or may not be with the fact that you hold a special role as well, although that is the most likely situation. To both the townie and the mafia, a Wildcard is a priceless asset. Once confirmed to a side, that not only shows that they are 100 % legitimate to that faction, but usually has the benefit of having a special role as well.


VI. B. How to affiliate a Wildcard:

AMENDMENT: To affiliate a Wildcard into the town, it takes a request from three players (whether the player is mafia, town, or otherwise doesn't matter), and a request made by the wildcard. These requests are made in a PM to the GM. To affiliate a Wildcard into the Mafia, it takes a request from two players, both of which must be of the same mafioso faction, and a request from the wildcard to affiliate with the mafia. These requests are also made via PM to the GM.


VI. C. Affiliation request etiquette:

When sending a request for affiliation, it is generally considered a good idea to consort with your fellow faction members before sending one. Anyways, when you send the PM, please have the words “Mafia” and “Affiliation Request” in your subject title. In the message, be very clear and concise as to who you want affiliated. Requests will be denied if there aren’t enough requests from your respective faction, if the Wildcard has already been affiliated, or if there are more votes from a rival faction. If a request is denied, however, the requesters will be informed, but not to the reason WHY it didn’t go through.

VI. C. 1. Affiliation Requests and non-Wildcards:

To prevent affiliation spamming, all requests to attempt to affiliate non-Wildcards will be answered with a denied request.

VI. D. Affiliation and the Wildcard:

Being a Wildcard has many perks; however those perks come with a lot of danger. First of all, when unaffiliated, you are considered both a threat and an asset at the same time. This is why many Wildcards choose to hide their identity to wait and see if a side is winning, or if a side looks safer. A Wildcard may choose to work for the town, knowing that they will be safer from lynches that way. Or, the Wildcard may choose to degrade into the ranks of Mafia, to avoid being hit. Either way, the path you choose (or is chosen for you) can lead you to victory!

VI. E. Wildcards, Victory Conditions:

Wildcards can only win when affiliated. If all Mafiosi lie dead, and the Town wins, the Wildcard is considered a losing party. If all townies are dead, and/or there aren’t enough townies INCLUDING the Wildcard(s) to influence decisions, then the Mafiosi are considered winners, not the wildcard. This is more incentive to affiliate, as IF the Wildcard affiliates, if it is on the side that wins, it shares victory as well.

VI. F. Wildcards, Lose Conditions:

If by the end of the game, the Wildcard(s) does not affiliate with a faction, the Wildcard is assumed to be a losing party. If a Wildcard is affiliated with a winning faction, then they share victory. BUT, if a Wildcard is affiliated with a losing faction, they also share the loss.

VI. G. Wildcards, Basic Strategies:

Here are some basic strategies of the Wildcard. For the affiliated wildcard, please see your faction for more details. However, this will detail basic strategies for an unaffiliated wildcard.

Being an unaffiliated wildcard has its advantages. If you play your cards right, you can get a lot of information, just be careful how you play, or you could get mistaken as a Mafioso, and get lynched, or be viewed as a townie sympathizer, and get hit.

The biggest strategy the unaffiliated wildcard has is the knowledge of what they are. A wildcard can sit back and wait to see which faction is winning before revealing themselves, or they can wait until a time of turmoil, and THEN choose a side to affiliate, to escape impending doom.

VII. Special Roles:

VII. A. What are special roles? :

Special roles are roles that people get that bestow certain powers and privileges to the holder of the special role. They are handed out at the beginning of the game, and cannot be transferred from one living player to another. If you have a special role, you are no longer considered a "vanilla", or plain townie or scum.

VII. B. How to use special roles:

To use an special role’s power and/or hidden power, that requires a use request to the GM (this doesn’t apply to powers that happen either automatically, or are triggered by another’s actions). For more info, please see section VIII. : Power Request Etiquette.

VII. C. The advantages and disadvantages to having a special role:

There are a few ups and downs to having a special role. The biggest advantage is the abilities they come with. Unfortunately, this makes you a huge target of the opposing faction(s). So watch out, and be sure to use your powers intelligently.

VIII. Powers:

VIII. A. What is a Power? :

A power is an ability associated with a special role. Powers generally can be re-used, and can be redirected until the end of the phase, when powers generally take place. Some abilities are always active, and don’t need to be redirected or targeted. HOWEVER if an ability is triggered by an action of another (that can be triggered by some outside action) that requires a target after activation, if it is not given a target by the end of the phase, or within a reasonable span of time, then it is not considered to have been activated.

VIII. A. Types of Powers:

VIII. A. 1. Standard Powers:

Standard powers are powers that require the holder to use it for it to work.

VIII. A. 2. Active Powers:

Active Powers are powers that don’t need to be used, but work with or without the holder’s consent. If it needs a target other than the holder, then a request is needed, or the power will not work.

VIII. A. 3. Trigger Powers:

Trigger powers are powers that are activated by the actions of others, instead of the will of the holder (for example if “x power is triggered when holder y is lynched”, then the power will activate. Like Active Powers, if it requires a target, if no target is named by the end of the phase, then the power is considered not activated.

VIII. B. What is a Hidden Power? :

A Hidden Power is much like a power, except that it is much more powerful. Associated with a special role, the Hidden Power is only for the knowledge of the recipient. DO NOT DIRECTLY QUOTE A GM’S PM! If you do so, you will be ejected from the game immediately. However, the Hidden Power has its draw backs. Hidden Powers can only be used ONCE PER GAME!

VIII. C. Rules of powers:

VIII. C. 1. Infinite Redirection:

After sending the request for a power, before the end of the phase, you can change the target of the used power, OR cancel it BEFORE the phase ends. While you should choose your targets carefully, sometimes a change is called for, and that is why this is here.

VIII. C. 2. Hidden Powers:

Hidden Powers are NOT TO BE REVEALED VIA QUOTING ANY PM’S FROM A GM OR CREATOR/ ANYONE WITH KNOWLEDGE OF THE HIDDEN POWER! Doing so is a MAMA violation.

VIII. C. 3. Conditions for a power to be canceled without the will of the user:

The only way something like this can happen is if the target dies, or the power is blocked by another power.

VIII. C. 4. Power usage:

Powers can be used once every phase (with some exceptions, as some powers are phase-specific, or have a limited number of uses, etc.), however Hidden Powers CAN ONLY BE USED ONCE!

VIII. D. How to use powers:

To use a power (with the exception of target-less/auto-targeted powers), you must send a use request PM to the GM. Otherwise, it is assumed that you are not using it that phase.

VIII. E. Power Use Request Etiquette:

To send a power use request, it is considered smart to put the words “Mafia” and “Power Use Request” in the subject PM. In the message, be clear and concise as to what power you are using, and on whom.


IX. Investigations:

IX. A. What are investigations? :

Investigations are when one player that has the capability to conduct investigations, does so on another player in order to find their affiliation.
ADDENDUM: If an investigation is called for, and it is correct, further investigations will always come back with the same result.

IX. B. Investigation Request Etiquette:

When sending an investigation request, please put the words “Mafia” and “Investigation Request” in the subject title. Furthermore, in the message, be clear and concise as to who you are investigating.

IX. C. Investigation Results and You:

After sending the request, the following phase you are given the results of your investigation. Be wary, as sometimes powers can mess with investigations. The initiator of the investigation (or another role, if applicable with powers and abilities that are in play) will receive a PM outlining the target of the investigation, and the results. NEVER DIRECTLY QUOTE THE PM OF A GM! However, even though you CAN NOT quote the PM, you can tell others what happened.


X. PM Etiquette:

X. A. PMing the GM about Mafia:

When PMing the Game Moderator (or GM) about Mafia, or anything within, please use “Mafia” in the subject title. If you have any questions or concerns, it is best that you go to a vet OR the GM (the GM is more trustworthy), HOWEVER do keep in mind that the GM is very busy, and won’t be able to reply immediately in some cases. Also keep in mind that YOU ARE NEVER TO DIRCETLY QUOTE THE GM FROM PM’S! DOING SO IS A MAMA VIOLATION!

X. B. PMing the GM with Questions:

Questions are a very natural part of the game, especially for neophytes. Please see X. A. about the message content, and remember to put the word “Mafia” in the subject title. And remember, to NEVER DIRECTLY QUOTE ANYTHING IN A PM WITH A GM!

X. C. PMing the GM with Hit Requests:

When making a hit request, it is generally considered both good strategy and polite to share your thoughts with your fellow Mafiosi via PM. After the decision is made, you may send a hit request via PM to the GM. When making the subject title of the PM, please include the word “Mafia”, and it would be nice to see the words “Hit Request” in the subject title as well. In the message, you should make it very clear who the target of the hit request is. All of this makes a good hit request.

X. D. PMing the GM with Affiliation Requests:

When sending a request for affiliation, it is generally considered a good idea to consort with your fellow faction members before sending one. Anyways, when you send the PM, please have the words “Mafia” and “Affiliation Request” in your subject title. In the message, be very clear and concise as to who you want affiliated. Requests will be denied if there aren’t enough requests from your respective faction, if the Wildcard has already been affiliated, or if there are more votes from a rival faction. If a request is denied, however, the requesters will be informed, but not to the reason WHY it didn’t go through.

X. E. PMing the GM on Power Use:

To send a power use request, it is considered smart to put the words “Mafia” and “Power Use Request” in the subject PM. In the message, be clear and concise as to what power you are using, and on whom.

X. F. PMing the GM on Investigation Requests:

When sending an investigation request, please put the words “Mafia” and “Investigation Request” in the subject title. Furthermore, in the message, be clear and concise as to who you are investigating.

X. G. Advice When Talking to Each Other Via PM:

There are a few things to remember with PMing other players. For one, do it. This is a social game, and you are expected to at least socialize and mingle. Also, if you are a Mafia scumbag, it generally isn’t a good idea to reveal your affiliation to townies. And as for townies, it generally isn’t a good idea to even JOKE about being a Mafioso, as it will get you lynched, and the Mafia will rejoice, and others will be upset. Basically USE COMMON SENSE! That is a powerful weapon here. Also, it is a good idea to not reveal your hand to others completely, lest the information finds its way to the opponent.

XI. Phases:

XI. A. What is a Phase? :

A phase is a period of time in which certain things happen, depending on which phase it is. The Day phase is a time to vote on who to lynch. The Night phases are generally for small talk and deductions with each other, as well as mind games (although mind games in the day time happen, night time is when it generally when it happens the most).

XI. B. How long is a Phase? :

Each day and night phases will last 24 hours. The only exception is Night 0, which tends to only be a few hours, and is simply a chatting period before the game starts. No actions may be taken during Night 0.

XI. A. What Can and Cannot Be Done in the DAY Phase:

XI. A. 1. What Can Be Done in the DAY Phase? :

You may vote in the living thread for lynching, as well as chat. You can do a lot of things. Mafioso can vote as well as the Town.

XI. A. 2. What Cannot Be Done in the DAY Phase? :

You MAY NOT send a request for a hit, if you are a Mafia scumbag. Spamming and flaming is not allowed either.

XI. B. What Can and Cannot Be Done in the NIGHT Phase:

XI. B. 1. What Can Be Done in the NIGHT Phase? :

You can still chat and deduce in the living thread, however, lynch voting is closed at this time. Mafioso can send hit requests via PM at this time.

XI. B. 2. What Cannot Be Done in the NIGHT Phase? :

You cannot cast lynch voting, and as always, spamming and flaming is not allowed.

XII. Town Meetings:

XII. A. What is a Town Meeting?

A Town Meeting is where the GM presents the final voting tally, the autopsy report, says if any Hidden Powers have been used, and where the GM gives his State of the Town Address.

XII. B. What are the contents of a Town Meeting? :

It goes as such:

XII. B. 1. Final Vote Tally:

The final vote tally is where all the votes are shown, and starts from who got the least votes, and keeps going until the one with the highest vote is shown. With each person that had a vote against them, the person(s) who have voted for them are also shown. The one with the most votes is lynched.

XII. B. 2. Autopsy Report:

The autopsy report is where everyone that has died is revealed. It will show who was killed/lynched, what their affiliation was, and if they were holding any special roles or not.

XII. B. 3. Hidden Power Report:

If any Hidden Powers are used, the name of the Hidden Power is revealed, along with what special role used it, and what the effects are. If there is a target, in most cases the target(s) are revealed as well.

XII. B. 4. State of the Town Address:

This is where the GM talks to the town, and gets to have their say. It is generally filled with the GM laughing at your obliviousness and poor decisions. However, within the insults, the GM will generally give out a subtle (or sometimes, not so subtle) hint on what you should do next, and/or what is about to happen. This is also when any announcements important to the game are as well.

XIII. Rules of a Living Person:

XIII. A. What Can a Living Person Do? :

A living player is allowed to view and post in the living thread, as well as talk about the game of mafia with other living players. Also, you are allowed to just play the game as normal.

XIII. B. What Can a Living Person NOT Do? :

A living player MAY NOT view or post in the Dead Thread (or otherwise named). Any viewing of the dead thread is reason enough for immediate expulsion. NO EXCEPTIONS! A living player MAY NOT discuss the game of mafia with a dead player.

XIII. C. What Can a Dead Person Do? :

A dead player can view the living thread, but they MAY NOT POST IN THE LIVING THREAD! Doing so will result in being banned from future rounds, as well as possible expulsion from the dead thread. A dead player can view and post in the dead thread. They can also discuss the game with other dead players.

XIII. D. What Can a Dead Person NOT Do? :

A dead player MAY NOT POST IN THE LIVING THREAD! They are also PROHIBITED FROM TALKING ABOUT THE GAME OF MAFIA WITH LIVING PLAYERS! Any discussion of the game with living players is subject to immediate punishment.

XIV. Secret Messages:

XIV. A. Rules of Secret Messages/Codes/Languages:

If any player(s) use a secret message, code, language, etc. then they are to inform the GM with a way of translating it. If player(s) are found to be using a secret message, code, or language that has not been brought to the GM’s attention WITH a way of translating it, then they are assumed to be speaking of things that break MAMA, and are immediately banned.

XV. Terminology of the Game:

- Game Moderator, or GM: The person that runs the game. Knows who has what roles, and creates town meetings. PM your hit requests and power usages to this person, along with any questions you may have. Can ban, place gag orders, and process power usages and hit requests.
- Vice GM/Assistant GM: Someone that assists the GM, but doesn't have as many powers. Cannot ban, but can place gag orders. Can take hit requests and power usage requests, but cannot process them. Can have full GM privileges at the discretion of the GM. Also privy to all information.
- GM by proxy: Someone that handles the GM's actions at the GM's behest. Cannot be a living player, and is generally temporary. Privileges are set by the GM, as well as how long the proxy is used.
- Townie: A player affiliated with the town.
- Vanilla Townie: A player affiliated with the town that does not have any special roles.
- Town: 1: A player affiliated with the town.
2: The Townie faction.
- Mafia: A player affiliated with the mafia.
- Mafia Scum/Scumbag: A player affiliated with the mafia.
- Mafioso: A player affiliated with the mafia.
- Mafiosi: The pluralizaiton of Mafioso.
- Scum: Referring to someone has a Mafioso.


XVI. The MAMA Directive:
MAMA AGREEMENT:Mandate Against Metagame Anything v. 2.0
By playing the game, you agree to the following:

I, the undersigned, understand that by participating in this game, I temporarily give up any friendships, alliances, or pacts formed outside of the game, with or without express intent of forming an in-game alliance. I will not honor these outside alliances inside the game, and will not let them affect my actions.
In-game, the only players that can honestly trust me and be trusted by me, and expect to protect me and be protected by me, are those players officially listed as being part of my faction, regardless of my knowledge of their true affiliation. I will do everything in my power to further my faction's goals of TOTAL DOMINATION above all else.
I swear that I will not resort to metagame methods of information collection and dissemination. This includes but is not limited to screenshots of private messages, reading of the Dead Thread as a living player, employing nonplayers, using existing duplicate accounts or creating duplicate forum accounts for any in-game purpose, bribing or blackmailing the GM, et cetera.
I recognize that this agreement is in the spirit of sportsmanship and fair play, and that in-game actions are made with concern to in-game victory, and are not made with the intent to incite injury, insult, or vendetta. By signing up for this game, I am aware that becoming completely inactive during this game will not be tolerated. If there is any reason that I may be inactive for some period of time, I will alert the designated GM on the issue. I will also not complain to the Game Master on a current round in any disrespectful manner, and will hold my complaints until I am either dead in this game or until the round concludes.
I agree to not allow outside Friendships and Alliances to have a lasting affect my relationships in the game, nor will I have betrayals and Lies affect my relationship with people outside the game.
I will only benefit my faction via logical means. Encouraging and or threatening another player to break the rules or MAMA as a tactic is not permitted. If I am pressured into such a thing I will immediately contact the current GM.

If for any reason I am found to disagree with or act against the MAMA, or the spirit of the Mafia game, I accept that I may be instantly removed from the game without warning. Public admissions of breaking MAMA are prohibited, and such a matter should only be discussed with the GM.

If you believe you are incapable of following this directive, please do not play the game.


By playing the game, you agree to the following:

I, the undersigned, understand that by participating in this game, I temporarily give up any friendships, alliances, or pacts formed outside of the game, with or without express intent of forming an in-game alliance. I will not honor these outside alliances inside the game, and will not let them affect my actions.
In-game, the only players that can honestly trust me and be trusted by me, and expect to protect me and be protected by me, are those players officially listed as being part of my faction, regardless of my knowledge of their true affiliation. I will do everything in my power to further my faction's goals of TOTAL DOMINATION above all else.
I swear that I will not resort to metagame methods of information collection and dissemination. This includes but is not limited to screenshots of private messages, reading of the Dead Thread as a living player, employing nonplayers, creating duplicate forum accounts, bribing or blackmailing the GM, et cetera.
I recognize that this agreement is in the spirit of sportsmanship and fair play, and that in-game actions are made with concern to in-game victory, and are not made with the intent to incite injury, insult, or vendetta.
If for any reason I am found to disagree with or act against the MAMA, or the spirit of the Mafia game, I accept that I may be instantly removed from the game without warning.

If you believe you are incapable of following this directive, please do not play the game.
since 2008!
Image
User avatar
Ami
Moderator
Posts: 8429
Joined: Tue May 20, 2008 12:42 pm
Gender: Female
Spoken languages: English
Location: Puppies!

Re: AAO Mafia OFFICIAL RULE BOOK!!!!!!!!!!!!!!!

Post by Ami »

AMENDMENTS!!!


XVIII. Pictures. Abusive use of pictures is prohibited. Any excessive posting of pictures, posting pictures that expand the page, and/or offensive pictures (even if they are in your sig or avatar) is forbidden. Any violators will be warned. Repeat offenders will be banned.

XIX. Role Playing Guidelines. If you choose to RP on the forum, be sure to keep with ToS for the site. Also, refrain from posting just two words, but also refrain from too much. Also, don't be an asshole (i.e. acting a derogatory faction).
XIX. A. God-Modding. No God-Modding is allowed with the regular players. Only teh current Game Moderator (a.k.a. GM) may God-Mod. However, if it is getting excessive or abusive, then something bad will happen to the GM (although, I try to pick GMs who would refrain from abusing their power).
since 2008!
Image
User avatar
Ami
Moderator
Posts: 8429
Joined: Tue May 20, 2008 12:42 pm
Gender: Female
Spoken languages: English
Location: Puppies!

Re: AAO Mafia OFFICIAL RULE BOOK!!!!!!!!!!!!!!!

Post by Ami »

XX. Inactivity. This is addressing the rampant inactivity in round 1 and 2. Inactivity, by definition is when a player does not vote, doesn't post often, and/or doesn't do meaningful actions.

XX. a. Warnings/banning conditions: The inactivity period is the length of time gone. If a Player does not post in a phase, that player will be sent a PM telling them they need to post. If they fail to post in the thread within the next phase, they will be removed from the game.
AMENDMENT: Thank you Zakeri, for your contribution.

XX.b. Offenses/Punishments: On the first inactivity offense, the player will simply be removed from that specific round. On the second offense, the player will be banned from that round, and the next round. On the third offense, the player will be indefinitely banned, and will only be let back in at the discretion of the GM.
AMENDMENT: Starting Round V, all inactivity offenses will come with harsher penalties. The penalties listed can be used, however, it is also at the GM's discretion for how long any player(s) are banned.

These rule addendums were proposed by Ghaleon, and I, frankly, agree with them.

ADDENDUM:
Rule Addendum
XX. C. If a Role does not use their ability, where it be the power or hidden power, the GM has the right to randomly decide which of the two is activated and will act accordingly.

XX. D. If a player is banned for inactivity and has a Role, the hidden power of said Role will be activated OR will be randomly given to a new player of that faction. The deciding factor to which this is decided is done by roll.



EDIT: ALL PLAYERS BANNED IN ROUNDS ONE AND TWO OF AAO MAFIA FOR INACTIVITY WILL HAVE THEIR BAN LIFTED AT THE MERCY OF GHALEON! YOU, WHO HAVE BEEN BANNED, AND ARE INTERESTED IN PLAYING IN ROUND THREE SHOULD BE THANKING HIM!
since 2008!
Image
User avatar
Ami
Moderator
Posts: 8429
Joined: Tue May 20, 2008 12:42 pm
Gender: Female
Spoken languages: English
Location: Puppies!

Re: AAO Mafia OFFICIAL RULE BOOK!!!!!!!!!!!!!!!

Post by Ami »

These rules were written by Ghaleon, and apply to Round Three, and/or any round that uses this faction.

XXI. Judges:
A.What is a Judge?
B. The Power of the Judges
C. Judge Win/Lose Condition
D. "Death" of the Judge Magistrate
E. Judge Re-affiliation

XXI. A. What is a Judge?:
The Judges are the third faction here protecting the Townies from the wrath of the Mafioso. They are not perfect, and if their leader falls...so does the organization. They are replacing the Wildcard faction in Round III.

XXI. B. The Power of the Judges
At every day phase, the Judges will send their votes to the Gamemaster indicating who they want to protect during the Night Phase from the hit request of the Mafioso. If the Judges guess correctly, the person hit will become saved. If not, that person will die alongside the actual hit target. The price of being a Judge.

XXI. C. Judge Win/Lose Condition
If the Townies win the game, the Judges will also automatically win. However, if there are too many mafioso outnumbering regular townies, the Mafia will win and the Judges will lose.

XXI. D. "Death" of the Judge Magistrate
The Godfather of the Judges, the Judge Magistrate, is the sole role owner of the Judge faction. If he is killed or if the hidden power is used, the Judges will lose their faction status and will be randomly set to certain sides.

XXI. E. Judge Re-affiliation
In the case above in Rule IV, the Judges are randomly set via rolls. The Judges must then follow the rules of said faction and must not go against the MAMA in any way possible. The Judges become normal vanilla townies/mafioso and will gain the win/lose condition of that faction.
since 2008!
Image
User avatar
Ami
Moderator
Posts: 8429
Joined: Tue May 20, 2008 12:42 pm
Gender: Female
Spoken languages: English
Location: Puppies!

Re: AAO Mafia OFFICIAL RULE BOOK!!! VERY IMPORTANT!!!

Post by Ami »

XXII. Two Mafia Faction Rules:
These rules apply when there are two or more mafia factions (although more than two would just be too hectic at the moment...).

XXII. A. Hit Request Differences concerning multiple mafia factions:

Both (or all, if applicable) mafioso factions can make hit requests every night phase. However, if both mafioso factions make the same hit request on the same living player, then the hit is canceled.

XXII. B. Victory Conditions for mafia when there are multiple mafia factions:

If there is more than one mafia faction, then a mafia faction can only attain victory when all of the opposing mafia faction is dead AND the townie faction cannot influence votes against them.

XXII. C. Victory Conditions for town when there are multiple mafia factions:

If there is more than one mafia faction, then the townies can only attain victory when all of mafiosi are dead.


XXIII. Recruiting:

Recruiting is done by a special role that hasa the power to do so. Depending on the role, it might not happen with a 100% success.

XXIII. A. Rules of being recruited:

If you are recruited into another faction, then you work entirely for that faction, and the destruction of all other factions (read MAMA, everyone...). Also, if two or more requests are made on the same living player, then those requests are all denied.
since 2008!
Image
User avatar
Ami
Moderator
Posts: 8429
Joined: Tue May 20, 2008 12:42 pm
Gender: Female
Spoken languages: English
Location: Puppies!

Re: AAO Mafia OFFICIAL RULE BOOK!!! UPDATED 8-31-08!!!

Post by Ami »

XXIV. No Lynch Clause:
This rule is in place to help the town when a difficult WIFOM lynch moment happens. The town may vote to not lynch (example: "VOTE: NO LYNCH") ANY player during a given day phase. This will go in the vote tally thread, like any other being voted against, and if a NO LYNCH wins, then no player is lynched. This is, however, a very dangerous tactic.
since 2008!
Image
Locked