Info - Mafia Game Interactions List | MangaHelpers



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Info Mafia Game Interactions List

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GrySun

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  • This thread lists almost all possible interactions between every role. Very trivial things like Detective not getting results when blocked aren't listed.
  • This is meant for both hosts and players to check how a given interaction is resolved when needed, avoiding any stress and confusion.
  • For example, if you're confused about how Doctor and Paranoid Gun Owner powers interact you would search for it either under the Doctor interactions or the PGO interactions.
  • Everything written here is considered the undoubtedly correct way interactions work. Hosts should make sure to not resolve things differently for the sake of consistency and correctness.
  • If there are interactions that should be here but aren't let a council person know to include it. As more roles are added or older ones changed so too will this list be adjusted.
  • Credits go to every council member for participating in discussions and making a standard the majority could agree on.
MG Interactions
Sane Detective
  • Miller - Guilty
  • Death Miller - Guilty
  • Mafia Boss - Innocent
  • Real Traitor - Innocent; Naive Traitor - Innocent
  • Town Lover - Innocent; Mafia Lover - Guilty
  • Town Threesome Candidate - Innocent
  • All other townie roles Innocent, non-town roles Guilty
Insane Detective
  • Miller - Innocent
  • Death Miller - Innocent
  • Mafia Boss - Guilty
  • Real traitor - Guilty; Naive Traitor - Guilty
  • Town Lover - Guilty; Mafia Lover - Innocent
  • Town Threesome Candidate - Guilty
  • All other townie roles Guilty, non-town roles Innocent
Naive Detective
  • Unless blocked, always gets back Innocent result
Paranoid Detective
  • Unless blocked, always gets back Guilty result
Investigator
  • The role he uncovers is the same one that would normally show upon a player‘s death
  • Sane/Insane/Naive/Paranoid Detective - shows as Detective
  • Sane/Insane/Naive Doctor - shows as Doctor
  • Paranoid Spy - shows as Spy
  • Death Miller - shows as Mafia Member
  • Jesus, if investigated before revival - shows as Townie
  • Jesus, if investigated after revival - shows as Jesus
  • Miller - shows as Miller
  • Pirate/M. Pirate - always show as Pirate/M. Pirate, after stealing a role too
  • Sane/Insane Apprentice before learning a role - shows as Apprentice.
  • Sane/Insane Apprentice after learning RoleX - shows as RoleX
  • Sleeper - shows as Sleeper
  • Unskilled Mafia Member - shows as Unskilled Mafia Member
  • Lovers - shows as Lovers along with primary role
  • Traitor - shows as Traitor along with primary role
  • Naive Traitor - shows as Traitor along with primary role
  • Threesome Candidate - shows as Threesome Candidate along with primary role
Spy
  • If his target was blocked, the Spy gets back no result, because the player effectively did no action due to the block
  • If his target was redirected, Spy gets the name his target was redirected to
  • Always pay attention to the Priority of an action. A block only works if it's higher priority than who it targets. Likewise a kill only works if it's higher priority than roles that would've prevented the kill.
  • Similarly, if player A died before a player B did their action on A then B's action cannot be traced unless B's action works on dead players. If not then it's like no action was PMed.
    Example: Pirate targets player A that is dead before Pirate does his action. If Spy was checking on Pirate that night he would see no action as if Pirate never PMed or was blocked.
  • If his target targeted a person protected by a Bodyguard with a killing action - Spy gets the Bodyguard's name, since the killer is redirected onto him instead
  • Paranoid Gun Owner - Dies if he is the first player targeting him. Gets back no results regardless, since PGO is passive even when killing
  • Poisoner - Only gets result in the night Poisoner poisons, but not in the night the poisoned player dies (unless Poisoner targets someone new that night)
  • Unskilled Mafia - If he fails his 50% kill Spy doesn't see who the Unskilled wanted to target
  • Holder of the Not Voter Disease - Sees who the NVD was passed to, as well as that player's other action if he had one
    Example: Doctor who had NVD protects PlayerX and passes the NVD to PlayerY. Spy gets 2 names if he targets the Doctor that night. Both PlayerX and PlayerY were targets
Paranoid Spy
  • In all cases a normal Spy wouldn‘t get a result, Paranoid would also get no result. In all cases a normal Spy would get a result, Paranoid‘s result is a randomized living player name for roles that target living players, and a randomized dead player name for roles that target dead players
    Example: Targets Bulletproof - no result. Targets a Detective(that sent his action for the night) - gets back a random player name
Mortician
  • Only reveals night actions used on the player, not day actions
  • Depending on if a special game system is used and what kind, it may be necessary for the host to consider the mechanic showing if it's an action and how it shows
  • Always pay attention to the Priority of an action. A block only works if it's higher priority than who it targets. Likewise a kill only works if it's higher priority than roles that would've prevented the kill.
  • Similarly, if player A died before a player B did their action on A then B's action cannot be traced unless B's action works on dead players. If not then it's like no action was PMed.
    Example: Pirate targets player A that is dead before Pirate does his action. If Mortician checks player A, he will not find that Pirate's action in the list of actions that targeted player A.
If his target PlayerX was targeted by role Y (on the left), the text would say:
  • Detectives/Spies/Investigator/Mortician/Spirit Medium/M. Detective- X was investigated on that night
  • Doctors/Bodyguard - X was protected that night
  • Hider/Shapeshifter hiding - X was someone‘s cover that night
  • Prostitute/M. Escort - X was blocked that night
  • Sickly/Not Voter Disease - X was made sick that night
  • Defuser and Mafia Defuser, regardless if they defused their target successfully or not, all that matters is the action being used up - X was targetted by a defusing action
  • Any killing role that nightkills - X was killed that night
  • Pirate/M. Pirate - X had his role stolen that night
  • Apprentice - X was someone‘s teacher that night
  • A person that died in self-inflicted deaths like to a PGO, Mason Recruiting a non-townie, killing a Bomb, Hider, Lover/Mentee sucides etc. - Not listed by Mortician since it was self inflicted death
  • Mason Recruiter/Mentor/recruited Traitor/Sleeper - X was recruited that night
  • M. Poisoner - X was poisoned that night. No action shows for the night he dies to the poison, only for the night he was poisoned
  • Santa - X was given a gift that night(doesn‘t find out what the gift did)
  • Shapeshifter turning a player into an Illusion - X was turned into an Illusion that night
Spirit Medium
  • Always pay attention to the Priority of an action. A block only works if it's higher priority than who it targets. Likewise a kill only works if it's higher priority than roles that would've prevented the kill.
  • Similarly, if player A died before a player B did their action on A then B's action cannot be traced unless B's action works on dead players. If not then it's like no action was PMed.
    Example: Pirate targets player A that is dead before Pirate does his action. If Pirate dies later and Spirit Medium checks the Pirate he will not find that Pirate targeted player A.
  • Player who was blocked the night he sent his action - Finds nothing
  • Player who was redirected the night he sent his action - Finds the true target he was redirected to
  • Paranoid Gun Owner - Finds out nothing because PGO is passive and the kill happens automatically due to another player's targetting, not the PGO's
  • Traitor - Finds out the targets of the Traitor, if he had any
  • Naive Traitor - Finds out the targets of the naive Traitor, if he had any
  • Townie Lover - Finds out the targets of the Townie Lover, if he had any
  • Townie Threesome Candidate - Finds out the targets of the Townie Threesome Candidate, if he had any
  • Holder of the Not Voter Disease - Finds out who the NVD was passed to on the night it was
Sane Doctor
  • Does not prevent suicidal deaths
  • Kamikaze- still explodes on his designated night unless defused
  • Lovers - still dies the night after his Lover died unless targeted by a Threesome
  • Mentee - if his Mentor died that night he still dies alongside him
  • Sane Apprentice - still dies if he learns the 2nd time from a non-townie
  • Insane Apprentice - protection doesn‘t prevent him joining the mafia
  • Mason Recruiter - still dies from recruiting a non-townie
  • Pirate/M. Pirate - still die from targeting a non-townie
  • Hider - If Hider would have died from hiding behind a player that is being killed the same night, the Hider survives. If the Hider‘s target is saved by the Doctor then the Hider is also saved.
  • Poisoned player - Can only prevent the poisoning death by protecting on the night the player gets poisoned. Protecting on the night of dying from poison does nothing.
  • The first player who targeted the Paranoid Gun Owner - does not die to the PGO shot if the shot is Priority 3. If the shot is Priority 2 the Doctor has to win the priority cointoss to save the player, else he dies. Priority 1 deaths can't be saved by the Doctor. Refer to PGO role interactions for info on which priority the death happens on.
  • A player that is killing a Bomb/Mafia Bomb - that player does not die to the explosion
  • Sleeper/Traitor - prevents recruitment by the mafia if they were targeted for a kill that night
  • Player targeted by Strongman‘s first kill - still dies
  • Player being targeted by more than one killer - protects from all killers, unless one was from a Strongman‘s first kill, a Vengeful Townie's kill
Insane Doctor
  • Same interactions as Sane Doctor, but only if the cointoss makes him protect his target.
  • If the cointoss makes him do the killing action, see Serial Killer interactions.
Naive Doctor
  • His actions can‘t protect any player, but still count as actions that can be seen by Spy, blocked by blockers, triggers for targetting roles like PGO and Illusions, etc.
Bodyguard

Night protection
  • Does not protect from other actions like blocking and investigating, only from killing actions
  • Does not prevent suicidal deaths, the Bodyguard doesn‘t die while targeting one such player
  • Kamikaze still explodes on his designated night unless defused, BG doesn't die
  • Lovers - still dies the night after his Lover died unless targeted by a Threesome, BG doesn't die
  • Mentee - if his Mentor died that night he still dies, BG doesn't die
  • Sane Apprentice - still dies if he learns the 2nd time from a non-townie, BG doesn't die
  • Insane Apprentice - protection doesn‘t prevent him joining the mafia
  • Mason Recruiter - still dies from recruiting a non-townie, BG doesn't die
  • Pirate/M. Pirate - still die from targeting a non-townie, BG doesn't die
  • Hider - If Hider would have died from hiding behind a player that is being killed the same night, Hider still dies and BG can't save him
  • A player being killed by Strongman‘s first kill - That player survives while the BG dies
  • A player being killed by the Vengeful Townie - the target and the BG die.
  • A player being targeted by Poisoner - If it‘s the night of being poisoned, Bodyguard is poisoned instead. If it‘s the night of dying to poison, the player dies while Bodyguard lives
  • A player that is killing a Bomb/Mafia Bomb - That player dies, BG lives
  • The first player who targeted the Paranoid Gun Owner - That player dies, BG lives
  • Player being targeted by more than one killer - Bodyguard redirects all the kills onto himself and dies, his target survives
  • If two Bodyguards protect the same person that‘s being killed that night, cointoss decides which Bodyguard protects first and dies while the other doesn‘t
  • Bodyguard - if the target of BG1 was being killed that night and BG2 protected BG1, then BG2 would die while BG1 and his target survive
Day protection
  • Protects only from daykills, which are kills that happen between the start and end of the day phase
  • Vigilante/Cowboy/Assassin - does not protect them if they daykill a Bomb/M. Bomb
  • Does not prevent lynches, as those happen at the end of a day phase
  • VT target - Does not protect against Vengeful Townie kill, since that happens at the end of a day phase
  • Badass Cowboy - Does not protect the Badass Cowboy when he loses a duel, since it counts as a self-caused suicidal death
  • Prosecutor - Does not protect the target of a Prosecutor or the Prosecutor himself if he prosecutes a townie, since the death happens at the end of a day phase
  • Mentee - Does not protect a Mentee from dying alongside his Mentor if his Mentor was daykilled
Hider
  • Hiding behind a killer of one team protects him from kills of a killer from another team
  • Paranoid Gun Owner - dies if he is the first player targeting the PGO, otherwise hides normally behind him
  • Bodyguard - dies if hiding behind the Bodyguard that targets someone being killed that night and dies
  • Cannot hide from the kill of a Vengeful Townie.
  • Does not die when hiding behind a player dying to a suicidal death, or hiding behind a player dying a delayed death such as poison. Only if a successful killing action is done on his target the same night he is hiding behind that player
  • Sleeper/Traitor/Townie targeted by Mentor recruitment - Does not die if hiding behind a player being recruited that night into another team
  • Insane Apprentice - If hiding behind Insane Apprentice on the same night he joins the mafia team while that mafia team tries to kill the Hider, the hiding is unsuccessful and the Hider dies (unless the kill happens on an earlier priority than the Insane Apprentice's action)
  • Hider does an action regardless of whether he hides successfully behind a person not from the killer‘s group or not, which can all be traced by roles such as Spy, Mortician, Spirit Medium
  • Hider - Two hiders hiding behind each other are both fully unkillable at night by any role
  • Illusion - Hiding behind an Illusion will shatter the Illusion immediately, meaning the Hider won't have a cover from nightkills, essentially hiding unsuccessfully
  • Lover - If he is hiding behind a Townie Lover while being targeted for a kill by the Mafia Lover, the hiding is still successful. Same if he hides behind the Mafia Lover while being killed at night by the Townie Lover
Prostitute
  • PGO - dies if he is the first player targeting him
  • Bodyguard - due to block doesn‘t die instead of his target, if his target was being killed
  • Hider - prevents Hider dying if he targeted a person being killed that night
  • Vengeful Townie - cannot block his kill
  • Prostitute/M Escort - coin toss decides if the targeted Prostitute/Escort is blocked or if they still block their target
  • Bomb/M. Bomb - still explode if they are killed that night. Blocking has no effect on passive roles
  • Pirate/M Pirate - the block prevents their death when targeting a non-townie
  • Sane Apprentice - the block prevents death from 2nd time learning from a non-townie
  • Kamikaze Bomb - if it’s the night he explodes, he still explodes but their target survives
  • Mason Recruiter - the block prevents his death from targeting a non-town
  • Threesome Candidate - can block the Threesome‘s final night guess during the last lover‘s suicide, preventing them forming a new lover group
  • Poisoner - can only block the act of poisoning, but once the player is poisoned blocking the Poisoner next night doesn‘t prevent that death
  • Strongman - cannot block his first unblockable kill, all later kills can be blocked
  • Santa - blocks, but Santa doesn‘t lose that present, and can target that same player again
Bulletproof
  • Immune to almost all night kills, including being targeted by Kamikaze Bomb and Mafia Poisoner.
  • Dies to Strongman's first kill
  • Dies to Vengeful Townie's kill
  • Still dies to self-caused suicidal deaths, like being the last Townie Lover committing suicide
Healthy Townie
  • Immune to all NVD effects, which disappear once passed to him and cannot be passed on anymore afterwards.
  • Immune to Sickly's action
Bomb Defuser/Mafia Bomb Defuser
  • Prostitute/Escort - if blocked when doing his action his action doesn't get used up
  • Even if the target is not a Bomb, Kamikaze Bomb or Mafia Bomb - the Defuser‘s action is still used up and can‘t be used again
  • In that case his action still counts as an action and can be seen by Spy, redirected by BK, blocked by blockers, triggers for targetting roles like PGO and Illusions, etc.
  • On the other hand, the defused Kamikaze Bomb stops having an action.
Freeman
  • Can lose his role by being recruited by Masons/Mentor or if stolen by Pirate/M. Pirate, unless a secondary role prevents that
Bomb
  • If multiple killers try to kill him on the same night, the one with the highest priority(cointoss if needed) is the killer that explodes with the Bomb
  • If his killer has protection at night of killing then his killer survives
  • Always explodes onto his nightkiller, daykiller or last person that casted a vote on him unless defused
  • Dying to poison - doesn't kill the Poisoner if Bomb dies to poison
  • Both a lock and a new vote count as the latest vote
    Example: Players A, B and C have their normal votes on the Bomb that is being lynched. C dies to the Bomb if no further votes are made and the Bomb is lynched. If A or B lock their vote, that lock counts as the most recent vote on the Bomb. If after the lock a normal vote by player D is made, D’s vote will be the most recent vote.
Vengeful Townie
  • Since he is already dead when using his role it doesn‘t matter if he hits a Bomb
Death Miller
  • Mason Recruiter/Mentor - Can be recruited normally
  • Does not die to the Prosecutor since his alignment is Town
Innocent Child
  • The reveal doesn‘t happen if he loses his role by the time the reveal is supposed to be
Jesus
  • Please make sure to not invite Jesus to the deadpad if he can and will still revive and resume playing
  • Can be targeted by roles that target dead players even if he isn‘t fully dead yet (dead but will revive)
Miller
  • None
Pirate
  • See Mafia Detective/Janitor for reveals of some stolen roles
  • Any player that has his ability stolen will have his Actions ignored by the host, as he no longer has an action.
  • Mason - stealing the Mason role makes the Pirate automatically join the Mason group
  • Innocent Child - is revealed on the correct day if stolen before the reveal, nothing happens if stolen after reveal
  • Paranoid Gun Owner - dies if he‘s the first player targeting the PGO. If the shot has already been used then PGO is stolen but the shot is already used up
  • Vigilante/Prosecutor/Bomb Defuser/Pirate - if their 1-time ability has already been used then it can‘t be used again after stealing. If it hasn't then he can use the role.
  • Kamikaze Bomb - the Pirate explodes on the same night as it was for the player he stole it from
  • Mason Recruiter - steals the role but doesn't become part of the Recruiter's group he stole the role from
  • Cannot steal secondary roles, those stay with the person he targets
Sane Apprentice
  • The learned role is new, so used up shot of roles like Paranoid Gun Owner, Vigilante, Prosecutor, Pirate and Bomb Defuser can be used as if it was never used before
  • See Mafia Detective/Janitor for reveals of some learned roles
  • Non-townie - The Sane Apprentice dies at the end of the night phase after learning twice from a non-townie
  • Mason - Joins that Mason‘s group
  • Townie Lover - Can learn the primary role of the Townie Lover
  • Townie Threesome Candidate - Can learn the primary role of the Townie Threesome Candidate
  • Traitor - Can learn the role normally
  • Naive Traitor - Primary role can be learned normally
  • Cannot learn secondary roles
Insane Apprentice
  • The learned role is new, so used up shot of roles like Paranoid Gun Owner, Vigilante, Prosecutor, Pirate and Bomb Defuser can be used as if it was never used before
  • The rolechange is immediate, so if Insane Apprentice learns a non-town role a cointoss decides which result roles like Detective would get
  • See Mafia Detective/Janitor for reveals of some learned roles
  • Mentee - The Insane Apprentice joins the Mentor-Mentee duo as another Mentee
  • Mason - Joins that Mason‘s group
  • Santa - Gets the same 5 gifts the Santa started with, even if the Santa already used some of the gifts
  • Shapeshifter - An Insane Apprentice learning from a Shapeshifter doesn't make the latter's Illusions count toward the Insane Apprentice's own victory - if the original SS dies while the new SS is still alive, all the players the original SS turned into Illusions shatter normally (and vice versa)
  • Townie Lover - Can learn the primary role of the Townie Lover
  • Townie Threesome Candidate - Can learn the primary role of the Townie Threesome Candidate
  • Traitor - Primary role can be learned normally
  • Naive Traitor - Primary role can be learned normally
  • Cannot learn secondary roles
Necromancer
  • The Necromancer gets no PMs concerning his Necromancing.
  • The priority of the Necromancer is Priority 3 like the Pirate, the taken role still has its own Priority (eg, Necromancer has Priority 3 but the Prostitute it takes is 1).
  • If the Necromancer uses a Kamikaze Bomb he can explode if the original kamikaze didn't explode AND the time limit night hasn't passed.
  • If the Necromancer uses a Pirate on another player he loses his necromancer ability and replaces it with the stolen one.
  • If a Spy targets a Necromancer, it only displays the name of the alive person he used the taken ability on.
Noble
  • Like all other roles, it can't be used on yourself
  • If the Noble's anonymous vote is the last one on a Bomb that is being lynched - The last person that isn't the anonymous vote explodes.
  • Illusion - The anonymous vote can't shatter Illusions
Restless Spirit
  • Please make sure not to invite the R. Spirit to the Deadpad before he made his vote on the next day phase
  • The post may be as long as the player wants, or just a short votekill without further words
Daytime Vigilante
  • Bomb/M Bomb - dies if he shoots a Bomb
  • Vigilante/Assassin - In the case of multiple daykillers targetting each other, the first one that sent the PM is done first
  • Kamikaze Bomb - Won‘t explode when killed at day, since he only activates on a certain night
Paranoid Gun Owner
  • The player A that target's the PGO first dies immediately before they can do their action on the PGO, meaning A's death depends on A's action's priority. For all other roles targeting A the priority of A's death must be considered(with possibly needed cointosses) for whether the actions still affect A or not
    Example: If it's the first target on PGO, Prostitute dies with Priority 1 and Detective targeting the Prostitute on the same night doesn't get a result because the Prostitute is dead before being investigated and Detectives cannot investigate dead players
  • In case of multiple people targeting him for the first time, PGO will shoot the player with the highest priority, and in priority conflicts he shoots the player that wins the priority coinflip
  • His shot cannot be blocked by Prostitute/Escort since it is not an explicit action
  • Roles that would change the PGO's role like Mentor, Mason Recruiter, Pirate, M. Pirate etc. will die if they are the first ones targetting the PGO, and the PGO's role won't change afterwards, unless they had protection
Badass Cowboy
  • Illusion - if he challenges an Illusion to a duel, the Illusion shatters without needing the Cowboy cointoss
Kamikaze Bomb
  • Can explode alone, without killing another player, but only on the very last night. Any night before he can also explode but has to target another player
  • Can be blocked, redirected, or the kill can fail by targeting a night-protected player
  • The killer of a Kamikaze Bomb only dies if he either killed the Kamikaze on his last night of exploding, or if he killed the Kamikaze on a night the Kamikaze targeted another player to explode. A cointoss decides who kills first
Prosecutor
  • Illusion - will be broken regardless if it‘s a Townie Illusion or not, but only at the end of the day phase
  • Traitor - Kills the real Traitor, but dies on the Naive Traitor
  • Death Miller - Dies on the DM since he is of Town allegiance
  • Sleeper - Prosecutor dies when prosecuting him before he is recruited, only kills him after being recruited
  • Townie Lover - Townie Lover dies
  • Threesome Candidate - Threesome Candidate dies
  • Being daykilled removes the Prosecutor's mark, so his target doesn't get killed or confirmed at the end of the day
  • The prosecution happens alongside the lynch, and even if the Prosecutor dies during the lynching time(due to being lynched or being the last vote on a Bomb/M. Bomb) the prosecution still happens
  • If the Prosecutor's target is daykilled after receiving the Prosecutor's mark and the prosecution never happens, the Prosecutor can use his role again
Mason
  • Mason Recruiter - If a different Mason Recruiter than the one he was in a Mason group with recruits the Mason, the Mason has access to both Mason pads
Mason Recruiter
  • Sends his PM privately and alone to the host, regardless if he's alone or has Masons in his team
  • Townie Lover - Can recruit normally
  • Sleeper/Death Miller/Miller - Can recruit normally
  • Naive Traitor - Can recruit normally
  • Traitor - Can recruit normally. If the Traitor is recruited by the Mafia team AFTER becoming a Mason, he becomes a Mafia Mason.
  • Townie Threesome Candidate - Can recruit normally both before and after joining the Lovers
  • Illusion - Is shattered and doesn‘t get recruited
  • Mason Recruiter - If recruited by another Mason Recruiter he becomes a normal Mason but still has access to both Mason pads
Sleeper
  • Only counts as a non-townie after being recruited by the mafia, otherwise counts as a Townie
  • A non-mafia killer such as Insane Doctor or Serial Killer cannot recruit the Sleeper when killing him
  • Does not get recruited into the mafia if the mafia's kill isn't successful(Sleeper was protected that night or the killer was blocked)
Threesome Candidate
  • Threesome final guess doesn't count as an action, can't be blocked, redirected, tracked or shatter Illusions
  • Illusion - His day-guesses can't shatter Illusions
Mafia Boss
  • Has the final say in case of disagreement about night actions of his team
  • Only shows as Townie for Detective investigations(like a reverse Miller), but for all other actions like Mentor/Mason recruit, Pirate steals etc. he still counts as Mafia
Mafia Detective/Janitor
  • Mafia Janitor can always choose to use his ability or kill normally
  • Only Mafia Detective and Janitor get the PM with the role they investigated/janitored, not the whole team. They need to either wait until night to share the results with their team or let them know publicly in the game thread during the dayphase
  • Sane/Insane/Naive/Paranoid Detective - shows as Detective
  • Sane/Insane/Naive Doctor - shows as Doctor
  • Paranoid Spy - shows as Spy
  • Death Miller - shows as Townie
  • Jesus - shows as Jesus
  • Miller - shows as Townie
  • Pirate/Mafia Pirate - always show as Pirate/M. Pirate, after stealing a role too
  • Sane/Insane Apprentice - shows as Apprentice, unless a non-town role was learned
  • Sleeper - shows as Townie
  • Unskilled Mafia Member - shows as Mafia Member
  • Lovers - shows as Lovers along with primary role
  • Threesome Candidate - shows as Threesome Candidate along with primary role
  • Sickly - shows as Sickly along with primary role
  • Traitor - shows as Traitor along with primary role
  • Naive Traitor - shows as Traitor along with primary role
  • Recruited roles (Mason/Mentee/recruited Traitor/recruited Sleeper) do not show their previous roles, only the current one at the time of the reveal
  • Mafia Boss - shows as Mafia Boss
Mafia Poisoner
  • Can always choose to use his ability or kill normally
  • His poisoning kill happens on Priority 3 of the next night phase, so Priority 3 roles need to win a cointoss to do their action before dying
  • Illusion - both the act of poisoning and the death from poison break an Illusion
  • Bomb - Poisoner does not die to the Bomb explosion if his poison kills the Bomb
  • Kamikaze - Poisoner does not die to the passive explosion if his poison kills the Kamikaze Bomb on his active night
  • Hider - Hiding successfully only prevents being poisoned but not the death from poisoning if already poisoned
  • Sleeper/Traitor - is recruited on the night of the player being targeted for being poisoned
Assassin
  • Unlike the main mafia night actions, it's fully up to the Assassin when and who he kills
  • Sleeper/Traitor - is recruited at day if daykilled and if he had no protection from daykills
  • Bulletproof - can be killed normally at day like any other townie
  • Kamikaze Bomb - can always be killed at day without dying from explosion, since this bomb can only be active at night
  • Bomb/Mafia Bomb - dies in explosion from daykilling a Bomb/M. Bomb
Mafia Mason
  • Can start on the Mason Recruiter's team at the beginning of the game, posing as a normal Mason
  • Can kill normally as a Regular Mafia whether he is part of a Mason team or not
Strongman
  • Can always choose to use his ability or kill normally, but once his Strongman ability is spent, can only kill normally
  • Bomb - dies to killing a Bomb like any other killer
  • Kamikaze - dies to killing Kamikaze Bomb during his active night, like any other killer
  • Bodyguard - Strongman is redirected onto the Bodyguard and kills him instead of his original target
  • Hider/Shapeshifter - if he successfully hides that night then the Strongman cannot kill him
Burden
  • Assassin - is unaffected by Burden's death and can kill on both consecutive days
Mafia Escort
  • See Prostitute interactions
Unskilled Mafia Member
  • Failing his 50% chance is functionally the same as being blocked or never PMing an action
  • Sleeper/Traitor - Does not recruit if his 50% kill fails
Mafia Pirate
  • See Mafia Detective/Janitor for reveals of some stolen roles
  • Any player that has his ability stolen will have his Actions ignored by the host, as he no longer has an action.
  • Mason - Stealing the Mason role makes the M. Pirate automatically join the Mason group
  • Sleeper - can be targeted for a kill by a team member to turn him into a normal Mafia Member than can kill
  • Sleeper - if there is another mafia group and one mafia from that group tries killing the Mafia Pirate Sleeper, he still dies
  • Insane Apprentice - Will work the same as Sane Apprentice, dying when trying to learn a non-townie role
  • Innocent Child - revealed on the correct day if stolen before the reveal, nothing happens if stolen after reveal
  • Jesus - when he dies, he dies as regular Townie and revives like a Jesus would, while still being a mafia
  • Paranoid Gun Owner - dies if he‘s the first player targeting the PGO. If the shot has already been used, PGO is stolen but the shot is already used up
  • Vigilante/Prosecutor/Bomb Defuser/Pirate - if their 1-time ability has already been used then it can‘t be used again after stealing. If it hasn't then he can use the role
  • Kamikaze Bomb - the M. Pirate explodes on the same night as it was for the player he stole it from
  • Mason Recruiter - lets the Mafia Pirate recruit townies into his own new Mason group
  • Cannot steal secondary roles, those stay with the person he targets
Mafia Bomb
  • See Bomb interactions
Mafia Rookie
  • Once he kills twice he can choose his new role at the start of the next night and use it the same night
  • He can decide to wait more night phases until he chooses his role
  • Choosing a role does not count as an action, so it can't be blocked and isn't visible by any roles that can see an action
Serial Killer
  • Another killer - cointoss decides who kills first, that other killer‘s kill won‘t happen if the SK wins the cointoss
  • Likewise, the SK‘s kill won‘t happen if the other killer targets him and the SK loses the cointoss
Mentor
  • Traitor - is killed by the Mentor instead of recruiting
  • Bomb/Kamikaze Bomb - when recruiting, turns them into Mentee without dying.
  • Kamikaze Bomb - if it’s night of exploding for Kamikaze Bomb then a cointoss decides the priority, whether he becomes a Mentee first or whether he explodes first
  • Paranoid Gun Owner - Mentor dies if he‘s the first one targeting the PGO, both when killing and recruiting. The PGO is not turned into Mentee if the Mentor is shot by him, similar to how PGO doesn‘t get killed by the Mentor if he shoots the Mentor on the killing night
  • Bulletproof - can be recruited into a Mentee, but can‘t be killed if the Mentor already has a Mentee
  • Hider - is recruited into a Mentee regardless if he hides successfully or not
  • Mason/Mason Recruiter - Can be recruited by the Mentor
  • Naive Traitor - Can be recruited by the Mentor
  • Sleeper - Can be recruited by the Mentor
  • Town Lover - is killed by the Mentor instead of recruiting
  • Threesome Candidate - is killed by the Mentor instead of recruiting
  • Illusion - is broken by both recruiting and killing actions
  • Bodyguard - cannot redirect the recruiting onto himself
Mentee
  • If he was recruited from a town role, any effects that role had stop once recruited(like upcoming Innocent Child announcement)
  • Doesn‘t lose his secondary role when recruited, if he had one
  • Always dies immediately when the Mentor dies
Santa
  • His interactions depend on the gifts chosen by the host. However his action is always Priority 2 regardless of the nature of the gift
  • There is generally no list of what can or cannot be a gift. It is up to the host to make reasonable and balanced gifts
  • The gifts don‘t need to be all unique and different from each other, although they usually are
Shapeshifter
  • See Hider interactions for all hiding-related interactions
  • His target becomes an Illusion at the end of the Night phase, after all other actions have been done
  • Bomb/Mafia Bomb - do not explode when turned into an Illusion nor when they shatter
  • Kamikaze Bomb - his kill is priority 3, so during his active night he will still explode and die before being turned into an Illusion at the end of the Night
  • Unkillable roles at night(Bulletproof, Doctor protection on someone, a Hider that hid successfully etc.) do not turn into Illusions even if the Shapeshifter successfully hides behind them
  • Prostitute/Escort - block both the Shapeshifter‘s hiding and creation of an Illusion
  • Bodyguard protection - if the Shapeshifter‘s target was protected by a Bodyguard then it is the Bodyguard who becomes an Illusion instead
  • Hider/Shapeshifter hiding behind his target - if a player is hiding behind his target, that player does not die or become an Illusion, regardless if the person he hid behind was turned into an Illusion or not
Lovers
  • Any 2 roles can be paired as Lovers, as long as they are from different teams. So no 2 Townies or 2 Mafias from the same team are allowed
  • It is up to the host to make reasonable Lover pairs
Sickly
  • Can be assigned to any Townie/Mafia/Third Party role
Not Voter Disease
  • The host announces at the start of the day which player currently has the NVD
  • If the person passing on the disease is killed by a role with higher priority than the priority of passing on the disease, the disease dies with the person, otherwise it is passed on before he is killed
  • If the NVD is being passed to a player that is being nightkilled that same night, then the disease disappears with the player, unless the kill happened with higher priority than the priority of passing on the disease in which case it stays on the current holder
  • The disease also disappears if the holder is daykilled or lynched
  • If the holder of the NVD doesn't pass on the disease or is blocked that night, the disease stays on him
  • Illusion - If the NVD is passed onto an Illusion, the Illusion shatters and the disease stays on whoever had it last
Traitor
  • Can be put on any Townie role, but it is up to the host to make a reasonable role for a Traitor and to not count him as a town player in terms of balance (ie. if he is the only Doctor then Town has no Doctor at all, since the Traitor is pro-Mafia and is expected to act as such)
  • In case of multiple mafia teams he only gets the names of the mafia members of one mafia team which he is a Traitor for, and can only be recruited by that team. Being killed by the other team kills him
  • If all members of his mafia die before the Traitor gets recruited, the Traitor dies immediately (if the last member died at Night, Traitor dies at the start of Day)
Naive Traitor
  • He will generally know to be Naive when one of his random names die as a Townie, and play pro-Town afterwards, so in terms of balance is considered pro-Town
Illusion

What happens to some roles that got the Illusion secondary role:
  • Mentor - Cannot recruit a Mentee nor do a kill, however if he has a Mentee already that Mentee can still kill
  • Mentor- his Mentee doesn‘t die or become an Illusion if the Mentor becomes an Illusion. However if the Illusion of the Mentor shatters then the Mentee dies too, provided the Mentee isn't an Illusion
  • Mentee - the Mentor cannot recruit a new Mentee if his Mentee is an Illusion, the Illusion must shatter first
  • Mentee - does not die when his Mentor dies
  • Lovers - The other Lover doesn‘t commit suicide while one Lover is an Illusion, only after it shatters
  • Lovers/Threesome Candidate - still commits suicide when he has to even if he is an Illusion, since Lovers is a secondary role
  • Freeman/Burden - the phase isn't skipped when becoming an Illusion nor when shattering
  • Death Miller - shows as Death Miller when shattering
  • Jesus - does not get to revive if he shatters, and shows as Jesus
  • Bomb/Mafia Bomb - don‘t explode when becoming an Illusion or after shattering
  • Restless Spirit - can't do his vote next day after shattering
  • Janitor - the roles he hid don't get revealed when becoming an Illusion or after he shatters
  • Not Voter Disease - cannot be passed on by an Illusion, and the disease being passed onto an Illusion shatters it
  • Kamikaze - Prevents him exploding on his given night if turned into an Illusion before
  • Innocent Child - Prevents I. Child being confirmed by the host if he was turned into an Illusion before
  • See other roles for more interactions with Illusions
Hot Potato

  • Passing can't be blocked.
  • If the the receiver dies on that night, the Potato remains on the holder.
  • The Potato can be defused if a Bomb Defuser targets the holder.
 
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