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Partners Mafia

PostPosted: 09 Jan 2019, 17:07
by RedSun
So this game is going to be open set-up. No hidden rules. I’m not 100% sure on everything but here is the idea.

10 players.
8 players are on the teams.
1 player is the Enabler
1 player is the Chameleon

The enabler is the evil bad guy. In order to win he needs to survive and make sure there are no pairs left.
The good guys need to kill the Enabler but also need to be the last pair left.

Every good guy is assigned a partner and they become a Team. So each individual only wins if their partner is alive and if the enabler is dead. (Also all other pairs must be broken. One partner must die)

How good guys eliminate other partners. One of two ways. Lynching them during the day or by being enabled.
Every team is required to send me at night who they want to kill. Teams cannot send themselves as a kill target. The Enabler will receive the list of kill targets alongside the teams (though not members of the team). He then will pass the knife to the team of his choosing.
The teams will be labeled 1, 2, 3, 4 for him.
Upon death by lynching or by night the Team Color will be revealed.

If your partner is dead you can still salvage a personal partial victory for yourself (not your partner) by eliminating the Enabler.

The Chameleon is the partner for the Enabler. No real powers but on death he doesn’t turn red but rather a color in which his ally the Enabler will know. However, after the Enabler is dead his powers fade as the Enabler gave him that power. Then after his name will appear red.


So I’m sure there are some things I should alter. Let me know what you guys think.

Re: Partners Mafia

PostPosted: 09 Jan 2019, 18:30
by Zoomzip
After your partner is dead, what is your incentive to keep playing?

Re: Partners Mafia

PostPosted: 09 Jan 2019, 19:12
by RedSun
Zoomzip wrote:After your partner is dead, what is your incentive to keep playing?


Partial win if you kill the bad guy/bad guys as said above.

Do you have a different idea/suggestion?

Re: Partners Mafia

PostPosted: 09 Jan 2019, 19:25
by UFO Fever
Let's say the Enabler gets lynched Day 1. Everybody loses then, right?

Re: Partners Mafia

PostPosted: 09 Jan 2019, 19:37
by RedSun
UFO Fever wrote:Let's say the Enabler gets lynched Day 1. Everybody loses then, right?


Nope, I added the Chameleon for other reasons but it applies here too.
So a) they’d have to kill him too.
b) if they successfully identify scum in the first 2 days then just everyone alive would get a partial victory.

Or do you think they should play until there is only one pair left? The issue is that the alive players after scum is dead have no incentive to kill particular players. It’s just the partners alive that have an agenda. That’s why it’d just be a partial victory.

Also should I have the Chameleon become the Enabler if the Enabler is killed first?
Then the role can still be used by the partners in order to take each other on while searching for the partner.

Re: Partners Mafia

PostPosted: 09 Jan 2019, 21:56
by condude1
I don't really like this design. The main issue is needing to be the last man standing/losing if your partner dies. You're forcing the town to either subvert the mechanic by having everyone submit an NK request on the same person (they'll do it anyways), or have people randomly be able to lose the game. The only reason a NK is fair in the normal version is that you can win while dead. It seems out of an individual's control whether they win or not, which is bad, and there's no true town, which is also bad.