Mini Mafia VI: Diplomacy
![[image loading]](http://imgur.com/kaa0k.jpg)
*flamewheel is helping me co-host this game. Any questions can be directed towards him or myself.
+ Show Spoiler [Important Posts] +
Introduction:
Disclaimer: This game follows a non-traditional time cycle which may potentially make the game slow for some people’s taste.
This game has special rules in that it is a combination of Diplomacy and Mafia. In essence, the goal of the game is like in normal mafia: Town must eliminate the mafia, and mafia must outnumber the town. However, there are two exceptions. The mafia win if there are any surviving mafia after Winter 1913. Also, a townie can earn a solo win by owning 12 or more supply centers at the end of any winter phase.
It is highly suggested that you familiarize yourself with the rules of diplomacy before signing up for this game. The full set of rules can be found here .
General Rules:
+ Show Spoiler [Cheating] +
Cheating:
Cheating includes (but is not limited to):
1. Posting after death. You may have one polite goodbye post, but it may not contain any potentially game-changing information.
2. Ruining the game by doing something like hand out your mafia's member list to the town.
3. Logging on to someone else's account / looking over someone's shoulder to get their role.
4. Comparing role PM times to determine roles.
5. Posting screenshots of your inbox.
6. Posting any PM you receive from a host.
7. Getting yourself modkilled to help your team. Your non-majority-decided death may not be used as a bargaining chip.
8. Signing up more than once using smurf accounts.
Cheating is not tolerated here. The punishment will be severe.
Cheating includes (but is not limited to):
1. Posting after death. You may have one polite goodbye post, but it may not contain any potentially game-changing information.
2. Ruining the game by doing something like hand out your mafia's member list to the town.
3. Logging on to someone else's account / looking over someone's shoulder to get their role.
4. Comparing role PM times to determine roles.
5. Posting screenshots of your inbox.
6. Posting any PM you receive from a host.
7. Getting yourself modkilled to help your team. Your non-majority-decided death may not be used as a bargaining chip.
8. Signing up more than once using smurf accounts.
Cheating is not tolerated here. The punishment will be severe.
+ Show Spoiler [Posting] +
Posting:
Mod Font:
This is mod font. It is reserved for moderators. Please do not use it.
Question Font:
This is question font. Use it to ask the moderators questions about the rules.
Activity:
You must post in this thread once every 48 hours while you are alive. If you fail to do so, you will be modkilled.
Spam:
Spam is not tolerated, nor is any off-topic material. Do not discuss Proleague here. Do not talk about Starcraft II here. Play Mafia here.
Editing:
Editing is not allowed for any reason. Editing will result in a warning. After that, you will be modkilled. This is the one part of the site where it is okay to be double posting, even triple-posting. While I ask for everybody to post as concisely as possible, post again if you have to edit anything.
Inappropriate posts:
If you want to post something insulting or inappropriate and know the TL mods would have a problem with it elsewhere, don't post it here. If you do, a host will warn you or modkill you and request that you be banned from future games. The hosts have the final say on what is inappropriate.
Play to win.
You have been warned.
+ Show Spoiler +
![[image loading]](http://www.motifake.com/image/demotivational-poster/1001/hold-down-f11-yet-another-quake-rocked-haiti-today-the-capit-demotivational-poster-1264447062.png)
Not only will you be punished for your inactivity, but your whole nation too! Muahahaha...
+ Show Spoiler [Voting] +
1. Voting is done in this thread. Do not PM me your vote.
2. Please vote in the following format: ##Vote Qatol. Votes not done in the correct fashion will not be counted. I will update vote counts whenever I get the chance.
3. No conditional voting.
4. You may vote for yourself. You may not vote for anyone dead or outside the game.
5. In the event of a tie nobody is lynched.
6. Voting is mandatory. You may (NOT) abstain.
2. Please vote in the following format: ##Vote Qatol. Votes not done in the correct fashion will not be counted. I will update vote counts whenever I get the chance.
3. No conditional voting.
4. You may vote for yourself. You may not vote for anyone dead or outside the game.
5. In the event of a tie nobody is lynched.
6. Voting is mandatory. You may (NOT) abstain.
Signups:
This game is open to anyone with preference to those who have proven themselves to be active. Signups will remain open until all 11 spots have been filled. The game will start after Mini Mafia V is over. I am also looking to have a replacement queue for players, as modkills will heavily affect the game balance.
Game-specific rules:
Modkills:
This game follows the TL Mafia Ban List. If you are modkilled, you will get an appropriate punishment as stated in the banlist. Please refer to it for questions about your punishment.
PMs
PMs are NOT allowed in this game unless explicitly stated.
Time Cycle:
This game is divided into the traditional Diplomacy Spring, Fall, and Winter phases. Each set of Spring, Fall, and Winter phases makes up one year. The game begins in the Spring of 1901. There is no traditional day/night cycle. Mafia-type actions occur during various winter seasons. Lynches occur every third winter (1903, 1906, 1909, 1912), and all other role actions occur on even winters (1902, 1904, 1906, etc.).
Spring Movement: 24 hours
Spring Retreat: 24 hours, or as soon as I get all retreat orders
Fall Movement: 24 hours
Fall Retreat: 24 hours, or as soon as I get all retreat orders
Winter Adjustment: 24 hours
In case I am not able to post around deadline, any votes after the 48 hour mark will not count and the game will be put on halt until the night post is up. Currently the deadline is 8 PM EST, but that is subject to change.
The day/night cycle can be ended before the official deadline if I have consent of all players. Players can send me this consent via PM.
Role Reveal:
There is NO role reveal upon death.
Role Choice:
You are allowed to send in a request for your top choice of role. Once everyone has done so, I will choose assign roles based on a uniqueness system. If [# of people who picked role X] is less than or equal to [# of role Xs available in the game], they are assigned their choices. If [# of people who picked role X] > [# of role Xs available in the game], then role X will be randomly assigned to people in that pool, and the remaining players will be thrown into a second pool. Players in the second pool will get the remainder of the roles in the game at random. There is to be absolutely no discussion on who requested which role. No exceptions.
Nation Choice:
In this game, there are 11 countries:
+ Show Spoiler [Countries] +
E - England (Home SCs: Lon, Edi, Lvp)
F - France (Home SCs: Par, Bre, Mar)
L - Lowlands (Home SCs: Hol, Bel, Ruh)
G - Germany (Home SCs: Ber, Kie, Mun)
N - Norway (Home SCs: Nor, Swe, Den)
R - Russia (Home SCs: Mos, StP, Sev, War)
A - Austria (Home SCs: Vie, Tri, Bud)
B - Balkans (Home SCs: Ser, Bul, Rum, Gre)
T - Turkey (Home SCs: Con, Ank, Smy)
S - Spain (Home SCs: Spa, Por, Tun)
I - Italy (Home SCs: Ven, Rom, Nap)
You are allowed to send preference lists for what nation you would like to play by sending me a list of countries ordered from most preferred to least preferred. Non-listed countries are assumed to be tied for last choice. Once everyone has done so (or stated non-preference), I will determine nation assignments based on a uniqueness system much like Ace's drafting system in PYP. Players with unique first choices will get their first choice. If multiple players pick the same nation as their first pick, then I will randomly assign who gets the nation, and everyone else gets thrown into a second pool and the process is repeated.
+ Show Spoiler [Example] +
Suppose that players have sent in preference lists as the following:
Player 1: ETSRBIANGLF
Player 2: GRAF
Player 3: EFGRAIT
Player 4: GEFAIRTBSN
Player 5: RNGLEF
Player 6: TSIBANR
Going through the list, Player 5 was the only one who specified R (Russia) as his first pick, so he gets assigned Russia. Player 6 was the only one who picked T (Turkey) as his first pick, so he gets assigned Turkey. Players 1 and 3 both picked E (England) as their first pick, so I roll a dice and randomly assign England to Player 1. Player 3 gets thrown into a second pool. Players 2 and 4 also conflicted with picking G (Germany), so I again randomly assign Germany to Player 2, and Player 4 gets thrown into the second pool.
Now its the second round. We now remove the remove first picks from the list and look at second picks. The preferences now look like this:
Player 3: FGRAIT
Player 4: EFAIRTBSN
Player 4 had E (England) as his second choice, which was already picked. So he gets bumped into a third pool. Player 3 picked a unique second pick, so he is assigned F (France). Seeing that Player 4’s third pick has also been assigned, he gets bumped into a fourth pool and is finally assigned A (Austria)
Player 1: England
Player 2: Germany
Player 3: France
Player 4: Austria
Player 5: Russia
Player 6: Turkey
Movement Mechanics:
Units:
Army: This unit can only move on land provinces.
Fleet: This unit can move in sea territories, and coastal provinces (land provinces bordering a body of water). Fleets may also convoy armies across sea territories.
+ Show Spoiler [Summary of Basic Move Orders] +
Move Orders:
As in diplomacy all orders are executed simultaneously, and all units have equal strength. Defender wins in the case of a tie. This means that you need another unit to support an attack action in order for it to succeed. Naturally, a defender may receive support in defense.
Therefore, an attack only succeeds if the number of support moves is greater than the number of support holds. If an attack fails, the attacking unit returns to its initial location unless it is dislodged by attacking forces.
If a unit is being attacked, it must defend itself and cannot support another unit.
If two units with equal amount of support attempt to move into the same province, the result is a “bounce”, and neither movement succeeds.
If an attack succeeds, the defending unit is dislodged and may retreat to any adjacent space provided that the space is a) appropriate for the unit type (armies cannot retreat into water and fleets cannot retreat into landlocked provinces) and b) was not the location of a “bounce” during that movement phase. Units with no valid retreat options are destroyed. A unit may choose to disband instead of retreating if so desired. Units that retreat to the same province are destroyed.
Types Spring/Fall orders:
Hold: The unit will defend the territory if attacked, but will otherwise do nothing. Units that are not given orders automatically default to hold orders. Denoted by the order: “[province] H”; i.e. “Lon H”
Move: The unit will attempt to move into and/or attack an adjacent territory. Denoted by the order “[initial province]-[target province]”; i.e. “Ven-Rom”
Support-Hold: The unit will support non-moving target province. If the unit in target province moves, the support order is invalidated. If the supporting unit is attacked, the support is “cut” and the order is invalidated. Denoted by the order “[supporting province] S [target province] (H [optional])”; i.e. “Ven S Rom” or “Ven S Rom H”.
Support-Move: The unit will support a move from target province into a destination province. If the unit in the targeted province does not move to destination province, the support order is invalidated. If the supporting unit is attacked, the support is “cut” and the order is invalidated. Denoted by the order “[supporting province] S [target province]-[destination province]”; i.e. if Germany orders “Mun-Bur”, an army sitting in Mar can support this attack by ordering “Mar S Mun-Bur”.
Convoy: Only fleets can perform convoys. This order will fleets to carry armies across water. You may string multiple convoys together to move an army over multiple sea territories. If a convoying fleet is dislodged, the convoy fails. If the army at target province does not move to the destination province, the convoy also fails. Denoted by the order “[convoying province] C [target province]-[destination province]”; i.e. if England orders “Edi-Nor”, a fleet sitting in NTH can convoy the army by ordering “NTH C Edi-Nor”.
Types Winter orders:
Build: Builds a unit in target province. You may only build units in your vacant home centers. This order is only available if your current SC total is greater than your current unit total. You must specify what type of unit (Army or Fleet) you wish to build on the target province. Denoted by the order “Build [unit type] [target province]”; i.e. “Build F Lon”.
Disband: Disbands unit in target province. This order is only available if your current SC total is lower than your current unit total. Denoted by the order “Disband [unit type (optional)] [target province]”; i.e. “Disband A Mun” or “Disband Mun”.
As in diplomacy all orders are executed simultaneously, and all units have equal strength. Defender wins in the case of a tie. This means that you need another unit to support an attack action in order for it to succeed. Naturally, a defender may receive support in defense.
Therefore, an attack only succeeds if the number of support moves is greater than the number of support holds. If an attack fails, the attacking unit returns to its initial location unless it is dislodged by attacking forces.
If a unit is being attacked, it must defend itself and cannot support another unit.
If two units with equal amount of support attempt to move into the same province, the result is a “bounce”, and neither movement succeeds.
If an attack succeeds, the defending unit is dislodged and may retreat to any adjacent space provided that the space is a) appropriate for the unit type (armies cannot retreat into water and fleets cannot retreat into landlocked provinces) and b) was not the location of a “bounce” during that movement phase. Units with no valid retreat options are destroyed. A unit may choose to disband instead of retreating if so desired. Units that retreat to the same province are destroyed.
Types Spring/Fall orders:
Hold: The unit will defend the territory if attacked, but will otherwise do nothing. Units that are not given orders automatically default to hold orders. Denoted by the order: “[province] H”; i.e. “Lon H”
Move: The unit will attempt to move into and/or attack an adjacent territory. Denoted by the order “[initial province]-[target province]”; i.e. “Ven-Rom”
Support-Hold: The unit will support non-moving target province. If the unit in target province moves, the support order is invalidated. If the supporting unit is attacked, the support is “cut” and the order is invalidated. Denoted by the order “[supporting province] S [target province] (H [optional])”; i.e. “Ven S Rom” or “Ven S Rom H”.
Support-Move: The unit will support a move from target province into a destination province. If the unit in the targeted province does not move to destination province, the support order is invalidated. If the supporting unit is attacked, the support is “cut” and the order is invalidated. Denoted by the order “[supporting province] S [target province]-[destination province]”; i.e. if Germany orders “Mun-Bur”, an army sitting in Mar can support this attack by ordering “Mar S Mun-Bur”.
Convoy: Only fleets can perform convoys. This order will fleets to carry armies across water. You may string multiple convoys together to move an army over multiple sea territories. If a convoying fleet is dislodged, the convoy fails. If the army at target province does not move to the destination province, the convoy also fails. Denoted by the order “[convoying province] C [target province]-[destination province]”; i.e. if England orders “Edi-Nor”, a fleet sitting in NTH can convoy the army by ordering “NTH C Edi-Nor”.
Types Winter orders:
Build: Builds a unit in target province. You may only build units in your vacant home centers. This order is only available if your current SC total is greater than your current unit total. You must specify what type of unit (Army or Fleet) you wish to build on the target province. Denoted by the order “Build [unit type] [target province]”; i.e. “Build F Lon”.
Disband: Disbands unit in target province. This order is only available if your current SC total is lower than your current unit total. Denoted by the order “Disband [unit type (optional)] [target province]”; i.e. “Disband A Mun” or “Disband Mun”.
At the end of every Spring, Fall, and Winter phase, you must send in orders for each of your units according to the rules of Diplomacy. At the end of every phase I will post an updated map along with the orders for that phase. Invalid orders will be regarded as NMRs unless clarified. Failure to send in orders will result in a modkill and replacement.
Special Voting Rules:
1. Not all votes are equal. Each player receives one vote for each supply center under his control. This count is tabulated every winter and is in effect until the next winter.
2. The player who is leading the vote count at the end of every third winter (Winter 1903, Winter 1906, Winter 1909, etc.) will be lynched. The votes of players who die in the winter of a lynch do not count.
Death:
After 1902, players who have lost all their supply centers die. Players may also die by night kill or lynch, as in regular mafia. Other powers may not give support orders to dead players' units. Any player who occupies 2 home supply centers of a dead nation at the end of any winter phase will receive the identity of that said nation. As a reminder, there is no role reveal on death.
Credits:
Thanks to anyone who has ever hosted a game. This list grows ever longer.
Thanks to everyone who helped balance this game.
If you have not read all the rules, go back and do so. I will not compensate for ignorance!