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Minesweeper Mafia

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Minesweeper Mafia
Minesweeper Icon
'
Game information
Host Hirkala
Link
Size 16 Players (Large)
Start Date
Winning Faction
Roster
First to Die
Last Remaining
MVP
Awards -

Minesweeper Mafia was a game designed by Yuli based on the Minesweeper game, and hosted by Hirkala

It began on month day, year' and ended in a Goodie/'Baddie/Indie win in N / D

(month day).

Game Mechanics Edit

RulesEdit

  • The host is the pointer and every player is a square in a game of Minesweeper. Underneath that square is a role and number (or mine) that only they know. Each night, the tiles act against each other. During the day, they ask that one tile be clicked and revealed. Each tile will have a role, but that role will not be revealed upon dying. Instead, a number will be revealed indicating how many mines are adjacent to that roster position.
  • Note: This makes sense in my head, but I wanted to make a note about it so we're clear. If Sweeper1 is targetted for a kill while Tile1 and Tile2 are alive, Tile1 (The corresponding Tile#) dies. If Sweeper1 is targetted for a kill while Tile2 is alive (but Tile1 is dead), Sweeper1 dies. Both Tile#s have to be alive in order for the Sweeper to be safe.
  • Ties: D1, nobody is lynched. After that, a random player is lynched. Regardless of which day, if someone survives a tie, they have an extra vote on them the following day.
  • Q&A from Ideas thread:

1) The sweeper: - "selects adjacent roster positions" - in the square or the normal linear roster 1,2,3,4? Can that selection include dead people? - "he is told if there is a Mine among them" - not the number, right? just TRUE and FALSE. Will the answer include dead people as well?

  • It was linear before the change. Now it's not linear and will be in accordance with the grid. Note in a 3x3, positions 3 and 4 are not considered adjacent.
  • The sweeper is not given the number of mines. Just that there is at least one mine. TRUE or FALSE, right. The answer might include dead people, depending on whether roles are revealed upon death.


2) If the roster is square why the need to randomize it?

I mean, the relation between the linear 1,2,3 of the roster and the square should be clear to everyone ... especially the sweeper. His spy-like role only works IF he is able to figure who is who based on his position in the square roster. Or maybe I understood the randomization wrong.

  • This was brought about by an earlier idea of having numbers as roles. It's since been discarded. Numbers will be assigned based on the randomisation of the mine positions. The number does not change a role at all, but is only for information during the lynch indicating how many mines are nearby.

3) For a square roster ... does the Sweeper's Role description: "adjacent roster position" imply 2D-adjacency now? E.g. 6-7-A-E in your example square?

  • 3D (answered in question 1).

4) Your question regarding night-revealing - it could work. However, I'm not sure revealing won't give rise to crazy-plans/operations: E.g. for small instances (9 players): if the central tile is killed... everyone will see the number of tiles around him = number of baddies in the game (or not). So, the central tile is in a very tight spot. Especially if he is a baddie. Could turn out to be an Ike-role.

  • I had intended on allowing the number of mines to be known, so lynching the central square just for that information would be pointless. Since it connects to every square, though, it narrows down outside squares, I guess. But it's still a gamble.

5) Balance is hard to judge. However, if you have more than 2 action-less roles, people *might* get bored during the night. If you're worried about signups filling, we can always queue it alone. But otherwise, I'd suggest you pick one size ... if you want the square idea: - 16 is a good number, but there would be many with no action. - 9 should work easier.

  • The first game will almost surely be 9. If it sticks, I might try a 16. *Shrug* It's just hard coming up with roles. Perhaps if the sweeper dies, his powers are passed to an actionless tile? Another tile learns the number of any player that's flagged (trapped).

Role DescriptionEdit

Mines-- BTSC--Night Kill--WINCON: Be in majority

MOAM--The Mother of All Mines. Any night, MOAM may sacrifice a Mine (including Remote and Hidden) to kill a target.

Mine--Just your average everyday normal mine. It's explosion is faulty and only small enough to knock someone out (block).

Remote Mine--Every night he may choose one person. If the Sweeper includes that person in his sweep, he will be told that there is a mine among them (regardless of whether there was a mine there or not).

Hidden Mine--Every night he may choose one Mine. If the Sweeper includes that person in his sweep, the sweeper will be told that there is not a mine among them, unless the sweeper has included a different mine in that same sweep.

Minesweepers--WINCON: Eliminate the Mines

Sweeper1--Can find mines. May choose 1-2 adjacent roster positions and he is told if there is a Mine among them. Cannot die while Tile1 and Tile2 are alive.

Sweeper2--Can find mines. May choose 2-3 adjacent roster positions and he is told if there is a Mine among them. Cannot die while Tile2 and Tile3 are alive.

Sweeper3--Can find mines. May choose 3-4 adjacent roster positions and he is told if there is a Mine among them. Cannot die while Tile1 and Tile3 are alive.

Flag--Nobody (not even the Pointer) can touch a space that has been flagged. Traps a player for a night and day, preventing them from acting or being acted upon (or being clicked).

Pile Tile--A tile that stacks itself on another tile, preventing a mine from harming it. (Save). If MOAM sacrifices a Mine to destroy a tile being saved, the Pile Tile is destroyed. Pile Tile survives if it was the Night Kill.

? Tile1--Nobody really knows what the ? does. Die roll action: 1 = Sweep (1-2), 2 = Flag, 3 = Click (kill), 4 = Save

? Tile2--Nobody really knows what the ? does. Die roll action: 1 = Sweep (2-3), 2 = Flag, 3 = Click (kill), 4 = Save

Tile1--Tiles that have no night action, but can be very telling. If Sweeper1 or Sweeper3 are targetted for a kill, Tile1 dies unless the other Tile# protecting that Sweeper is dead.

Tile2--Tiles that have no night action, but can be very telling. If Sweeper1 or Sweeper2 are targetted for a kill, Tile2 dies unless the other Tile# protecting that Sweeper is dead.

Tile3--Tiles that have no night action, but can be very telling. If Sweeper2 or Sweeper3 are targetted for a kill, Tile3 dies unless the other Tile# protecting that Sweeper is dead.

The Smiley--Can invoke the pointer once per night to click (kill) any tile.


Reader Tile--WINCON: Outlive MOAM and all three Sweepers. Gets one RID Click (kill) per night. If he correctly RIDs a Sweeper while both protective tiles are alive, a protective tile dies.

Host's Summary Edit

Game Idea and Expectations Edit

GameEdit

Special commendationsEdit

Host disappointmentsEdit

Alternate endingsEdit

Winning Faction Edit

Day and Night Posts Edit


End of Game Roster Edit

Actions Edit

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