Kennigit
proud 2 boxer
Welcome to JUMPING mafia! This is a “Pick Your Poison” like game similar to the ones hosted on CFC by Catharsis and Ninjacow.
Basic Gameplay:
In Pick-your-Poison games, players draft their power roles (and may end up “vanilla”, or ability-less) following a determined draft order (explained further below). There are more players than there are abilities, so some people will end up ability-less (this does NOT mean the players who draft last). The draft is not coordinated with other players--you cannot discuss the draft with each other nor do you see what other people draft [everyone submits their choice at the same time].
There are 2 factions: the Town and the Mafia that are opposed to each other. Each day everyone votes for someone to lynch (who dies and no longer participates in the game), and each night the mafia submit orders to kill.
In addition to abilities, this game differs from pick your poison games by including JUMPING animals. There are mechanics associated with animals that players have as their roles.
SIGNUPS
I originally made a 20 person version of the game, and then have a second version that is modifiable for any number of players between 14-20. These games work differently, but assume the 14-20 player version is the one to be played. The game setups are "known" in advance--I will listen to feedback and may make some adjustments anyways.
The 20 person version has extra mechanics associated with the animals, and animal are drafted. The animals impact the abilities and victory conditions for the town and mafia--i.e. how to win and who gets what ability
The 14-20 person version has random assignment of animals and the animals are used to help determine who is town and who is mafia.
It is not required, but highly encouraged, to discuss all aspects of JUMPING.
SIGNUPS:
1. landlubber
2. Jarrema
4. Al Sipsclar
5. Autolycus
6. Zack
7. Golden1Knight
8. askthepizzaguy
9. lohrenswald
10. spaceman
11. Snerk
12. Sweater Town
13. edse
14. ninebolt
15.
16.
17.
18.
19.
20.
SETUP: GAME START
JUMPERS (players- 13):
landlubber | (4, 1)
autolycus | (5, 3)
edse | (7, 4)
snerk | (9, 9)
askthepizzaguy | (1, 3)
spaceman | (1, 5)
sweatertown | (6, 2)
jarrema | (6, 2)
al sipsclar | (3, 1)
goldenknight | (3, 4)
ninebolt | (3, 6)
lohrenswald | (3, 9)
13 players: There are going to be 4 kangaroo, 4 klipspringer, 3 rabbits, and 2 slugs [assigned after abilities]. There are 2 mafia. The mafia do not know each other but know they are mafia.
The 9 abilities are:
1) Doctor
2) Bodyguard
3) Roleblocker
4) Tracker
5) Jailkeeper
6) Double Voter
7) Rolecop
8) Deflector
9) Gladiator
14-20 player version:
Spoiler :
In the 14-20 player version, there are 4 types of animals that get randomly assigned to the players. 3 animals can JUMP: the Kangaroo, the Klipspringer, and the rabbit. Slugs cannot jump.
The roles would be assigned like so (example 15 player game, 3 Mafia and 12 townies):
4 kangaroos
4 klipspringer
4 rabbits
3 slugs
For 14 players, there would be 2 mafia. For 15-20 players, there would be 3 mafia.
The animals are not public knowledge. The slugs are told who the other slugs are (this is NOT a mason; they are not necessarily both town).
The condition is there can only be at most 1 mafia in each animal group. Immediately upon death, it is revealed what ANIMAL the person was. 2 phases later, it is revealed what ALIGNMENT the person was. For example, the person who will be lynched day 1 will have their animal shown on their lynch, but their alignment will be revealed at the end of day 2.
The Town wins by eliminating all Mafia
The Mafia wins by elimating all animals that can JUMP. This means the mafia do not have to kill the slugs
Animals:
Spoiler :
Kangaroo

Klipspringer

Rabbit/Hare

SLUG:

The Drafts Rules
Spoiler :
Before the game is to begin, PM me two numbers like this: (X,Y) with each being one of the numbers 1-10.
Do not post your numbers in the thread. PM them to me.
The X number closest to 1 that no one else picks gets to go first in the role draft. The Y number is for tiebreakers.
Example draft:
Player 1: 4,5
Player 2: 1,4
Player 3: 3,5
Player 4: 1,3
Player 5: 1,4
Player 6: 5,4
Player 7: 5,5
The draft order would be:
Player 3
Player 1
Player 6
Player 7
Player 4
Players 2/5 based on random (because their Y numbers are the same).
The reason that order is the way it is (and this is how this one works as well) is that the numbers that are picked only once (X) go first, then the ones that are doubled (X), THEN the ones that are tripled (X).
Once the order is done, the draft order will be posted in the thread and you will then attempt to draft an ability.
YOU MUST NOT COORDINATE WITH EACH OTHER ABOUT YOUR PICKS DURING THIS STAGE (e.g. you can't PM the players in front of you and say 'hey, I'm picking <Z>, so none of you pick that'). In particular, the mafia will not be allowed to coordinate (they will not know each other until after the drafts). You will not be assigned an animal until the game starts.
If you attempt to draft an ability that someone with higher priority has already chosen, you will not have an ability and be vanilla.
Abilities:
Spoiler :
Changes or rewording from other Pick-Your-Poison games is in italics. ~66% ratio of abilities to players was the basis of previous games and worked well (9/14; 13/20).
1) Doctor
Each night you may target a player. If successful, you will prevent any and all kill attempts on that player. You may NOT target yourself.
2) Bodyguard
Each night you may target a player. If successful, any and all kill attempts on that player will be redirected to you.
NOTE: If a Bodyguard protects a Doctor and the Doctor protects the Bodyguard, the Bodyguard will be safe from attacks unless the Doctor is attacked, in which case it will die.
3) Roleblocker
Each night you may target a player. If successful, that target will not be able to use any night abilities.
4) Tracker
Each night you may target a player. If successful, you will see all players that player targeted that night.
5) Jailkeeper
Each night you may target a player. If successful, that target will be "locked up" and not be able to use any night abilities. They will be protected.
NOTE: The roleblocker's roleblock will be given priority over the Jailkeeper's. So that means that if a Roleblocker and a Jailkeeper both target each other then the Roleblocker will not be protected by the Jailkeeper's protection, and the Jailkeeper will be notified that it has been blocked.
6) Double Voter
Your vote counts as two in the lynch. This is not reflected in the public tally
7) Rolecop
Each night you may target a player. If successful, you will see what role they have but not their alignment.
8) Deflector
Transfer the night actions taken on one player to another. E.g. all actions taken on player X will occur to player Y instead. You cannot bus-drive "off" you (you cannot drive all actions taken on you onto someone else).. May change to "busdriver" role.
9) Gladiator
Twice during the game in a day phase, you may post <CHALLENGE: X>. All votes are eliminated, and the only candidates that can be voted for are you and your challenge (one of you will be lynched). Day will be extended to give people chance to revote.
Abilities 10-13 are dependent on size of game (15 players, 10th ability available. 16-17, players, an 11th ability available. 18-19, 12th ability. 20 players, 13 abilities.
10) Vengeful Lynchee
If you are lynched you may, at any time during the night phase of your lynch* (or immediately upon your lynch, if PMing the host beforehand), post "Kill: X" (where X was on the wagon that lynched you). That person will then die and their night action will not occur. This will ignore protection/bulletproof. Logistically, to give people time to read and respond, if this happens with <8 hours remaining in the night phase then night will be extended 24 hours. You may not communicate with anyone after your lynch (you are DEAD). In effect, the “vengeful” lynch is supposed to occur when you die.
*NOTE: other PYP had "revenge lynchee" role able to do it in night OR day phase. I am restricting it to night.
11) Bulletproof
You are bulletproof. You are immune to night kills.
12) Voyeur
Each night you may target a player. You will learn what actions took place on them (e.g. roleblock, tracked, nightkill) but not who did them
13) Absorber
If you are targeted with an action (not including double vote), you will gain a one-time use of that ability to use in the future
20 player version:
Spoiler :
This game is intended for 20 players.
The game has the addition of drafting a JUMPING animal. At the start of every day (besides day 1), all players will JUMP. The distance “gained” is: [Distance jumped by the Town] – [Distance jumped by the Mafia]. The numbers assigned to the animals does not correspond to reality.
Otherwise, the game plays as a regular game per the later sections.
There are two factions: the Town and the Mafia. Each faction has 2 ways to win the game:
Town
(1) Eliminate all members of the Mafia
(2) JUMP a total distance of 450 JUMP UNITS before the mafia wins
Mafia
(1) Eliminate all possibilities for the town to JUMP
(2) Equal or outnumber the town with 2 or 1 townies alive at the beginning of the day without JUMP condition being reached (i.e., mafia win in 2v2 or 1v1, no matter mix of abilities left. In 2v2 at start of day where JUMP condition is reached, mafia lose. In 3v2 at start of day when JUMP condition reached, mafia win.)
There are 15 JUMPING animal slots, and 13 ability slots.
Animals:
Spoiler :
Kangaroo: 3 slots available.

10 JUMP units.
PRO: longest jumper CON: lower slots available, lower ability draft.
Klipspringer: 5 slots available.

7 JUMP units
PRO: more likely to "secure" a spot (more spots available). CON: worse jumper than kangaroo, lower ability draft.
Rabbit/Hare: 2 slots available.

5 JUMP units
PRO: best ability draft spot. CON: less slots available
Kangaroo mouse: 5 slots available.

5 JUMP units
PRO: more likely to "secure" a spot (more spots available). CON: worse ability draft than rabbit
SLUG: Whenever someone tries to select a class that already has full slots (automatically at least 5 slugs)

0 JUMP units
PRO: none CON: none
Abilities:
Changes or rewording from other Pick-Your-Poison games is in italics. ~66% ratio of abilities to players was the basis of previous games and worked well (9/14; 13/20).
Spoiler :
1) Doctor
Each night you may target a player. If successful, you will prevent any and all kill attempts on that player. You may NOT target yourself.
2) Bulletproof
You are bulletproof. You are immune to night kills.
3) Bodyguard
Each night you may target a player. If successful, any and all kill attempts will be redirected to you.
NOTE: If a Bodyguard protects a Doctor and the Doctor protects the Bodyguard, the Bodyguard will be safe from attacks unless the Doctor is attacked, in which case it will die.
4) Roleblocker
Each night you may target a player. If successful, that target will not be able to use any night abilities. In addition, the player's JUMP will not count at the start of the day
5) Tracker
Each night you may target a player. If successful, you will see all players that player targeted that night.
6) Jailkeeper
Each night you may target a player. If successful, that target will be "locked up" and not be able to use any night abilities. They will be protected. In addition, the player's JUMP will not count at the start of the day
NOTE: The roleblocker's roleblock will be given priority over the Jailkeeper's. So that means that if a Roleblocker and a Jailkeeper both target each other then the Roleblocker will not be protected by the Jailkeeper's protection, and the Jailkeeper will be notified that it has been blocked.
If you are lynched you may, at any time during the night phase of your lynch* (or immediately upon your lynch, if PMing the host beforehand), post "Kill: X" (where X was on the wagon that lynched you). That person will then die and their night action will not occur. This will ignore protection/bulletproof. Logistically, to give people time to read and respond, if this happens with <8 hours remaining in the night phase then night will be extended 24 hours. You may not communicate with anyone after your lynch (you are DEAD). In effect, the “vengeful” lynch is supposed to occur when you die.
*NOTE: other PYP had "revenge lynchee" role able to do it in night OR day phase. I am restricting it to night.
7) Gladiator
Twice during the game in a day phase, you may post <CHALLENGE: X>. All votes are eliminated, and the only candidates that can be voted for are you and your challenge (one of you will be lynched). Day will be extended to give people chance to revote.
edit 12/05: the gladiator role is neat, I like it better.
8) Rolecop
Each night you may target a player. If successful, you will see what role they have but not their alignment.
9) Deflector
Transfer the night actions taken on one player to another. E.g. all actions taken on player X will occur to player Y instead. You cannot bus-drive "off" you (you cannot drive all actions taken on you onto someone else).. May change to "busdriver" role.
10) Cop
You are an alignment cop. However, if you are the cop, you forfeit your innate ability to JUMP.
11) Double JUMPER
Your innate jumping distance is doubled
12) JUMP booster
Choose a player at night other than yourself. They now add 10 JUMP units to their JUMP in the following morning. Note if they are roleblocked or jailed or die, they will not be able to JUMP in the day. This ability works on slugs.
13) Vengeful JUMPEE: If you are lynched, you may choose one of the following in the night phase of your lynch*: (1) roleblock someone who voted for you permanently; this also breaks their legs and makes them unable to JUMP or (2) increase the JUMP of someone who did NOT vote for you by their BASE stat (i.e. the double jumper would go from 2x to 3x). You may either PM me to do this unannounced, or you may post in the game thread. You cannot communicate with anyone after your lynch (you are DEAD). If you post in the game thread "ROLEBLOCK: X" or "INCREASE: X", that is the action that will occur.
*NOTE: other PYP had "revenge lynchee" role able to do it in night OR day phase. I am restricting it to night.
The Drafts Rules
Spoiler :
Before the game is to begin, PM me two numbers like this: (X,Y) with each being one of the numbers 1-10.
Do not post your numbers in the thread. PM them to me.
The X number closest to 1 that no one else picks gets to go first in the role draft. The Y number is for tiebreakers.
Example draft:
Player 1: 4,5
Player 2: 1,4
Player 3: 3,5
Player 4: 1,3
Player 5: 1,4
Player 6: 5,4
Player 7: 5,5
The draft order would be:
Player 3
Player 1
Player 6
Player 7
Player 4
Players 2/5 based on random (because their Y numbers are the same).
The reason that order is the way it is (and this is how this one works as well) is that the numbers that are picked only once (X) go first, then the ones that are doubled (X), THEN the ones that are tripled (X).
Once the order is done, the draft order will be posted in the thread and you will then attempt to pick an animal.
YOU MUST NOT COORDINATE WITH EACH OTHER ABOUT YOUR PICKS DURING THIS STAGE (e.g. you can't PM the players in front of you and say 'hey, I'm picking <Z>, so none of you pick that'). In particular, the mafia will not be allowed to coordinate (they will not know each other until after the drafts)..
The first draft is for animals. If you attempt to draft an animal that has had all its slots selected, you will be a slug. After that draft order is finished, a second draft for abilities will occur and posted in the game thread as follows:
Rabbit 1
Rabbit 2
Kangaroo mouse 1
Kangaroo mouse 2
Kangaroo mouse 3
Kangaroo mouse 4
Kangaroo mouse 5
Klipspringer and Kangaroos (same priority, order by the (X, Y) numbers)
All slugs (ordered by the (X, Y) numbers)
AGAIN, YOU MUST NOT COORDINATE WITH EACH OTHER ABOUT YOUR PICKS DURING THIS STAGE. If someone above you in the draft order has picked that ability you will not have an ability.
The mafia will learn who their teammates are after the second draft. The game will then begin.
Overall Rules:
Spoiler :
- NO COORDINATING DRAFT
- Adhere to all forum rules.
- Day phase is 48 hours. Night phase is 24 hours.
- No screenshots or equivalent.
- No quoting/posting/messaging communications received from the host (me). Private communication is unrestricted otherwise.
- BOLD your lynch votes. I will count your last vote in the day phase, so it is not necessary to
strike outor Unvote:. However, that is advisable just for clarity sake. - All lynches are by plurality. No lynch is not an option. A lynch will occur each day phase. If no one votes, a random townie will be lynched.
- The tiebreaker for a lynch is the FIRST person to reach the vote count. E.g. a 5-5 tie is determined by who reached 5 votes first.
- replacement or automatic kill if missing 2 day phases (not posting, not voting)
- When you die, your participation ends in the game. You cannot communicate with living players about this game.