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<rss version="2.0"><channel><title>Other Resources Latest Topics</title><link>https://www.rebornevo.com/forums/forum/102-other-resources/</link><description>Other Resources Latest Topics</description><language>en</language><item><title>Article #3: Easier Mafia Wins</title><link>https://www.rebornevo.com/forums/topic/36675-article-3-easier-mafia-wins/</link><description><![CDATA[
<p>
	So you've started a game and your role is mafia?  Well congratulations, you <em>probably </em>just won.
</p>

<p>
	Some think that being mafia is the hardest in mafia, but they're wrong. Mafia has the biggest advantage, since they know they everyone aligned to them at the start. Always keep in mind, that playing as mafia is a game of waiting. Wait long enough, and the town will kill itself.
</p>

<p>
	 
</p>

<ol><li>
		You don't want to lynch the people you call scum. You want the town to lynch the people you call town. Towns tend to look at successful wagons for scum. If you're not on them, you'll do better.
	</li>
	<li>
		Do not call the strongest members of the town scum, rather pick on weaker but more neutral figures. If you pick on people that are too easy, you will eventually run out of valid scumreads, and if you only pick on the strongest members of the town, it will likely turn on you. Attack the people that can't defend themselves. Newbies are a good choice.
	</li>
	<li>
		Early on, post a lot, and frequently. Most people will subconsciously treat active players as town. Almost nobody will suspect you for this on its own.
	</li>
	<li>
		Call out lurkers. They are easy to lynch, but don't try to lynch them until later in the game. Their wagon will provide good escape later if you need it. Be sure to make this a long-term campaign. If you notice the flow go against your allies or your scum-calls begin to push the lurkers.
	</li>
	<li>
		Outline rough suspicion of your dumbest partner. Do not push their wagon, just list them as neutral-leaning-scum or something to that effect. Meanwhile, defend your other partner from significant attacks. This will separate your team in the minds of the town.
	</li>
	<li>
		Defend the strongest players of the town. Pick one in particular to defend excessively. If you die, this will tie you to them and allow your team to lynch them quickly. As a note, generally, if you build a meta for defending people you will do well in all your games.
	</li>
	<li>
		For lynch on the first day, push the second or third most popular lynch. Do not try to make your wagon fail, but hope that it does. After that, continue to push reads that are less likely to be lynched. If one of your reads becomes a major lynch though, lynch them. Do not back down.
	</li>
	<li>
		If you notice someone acting scummy, and no one else has yet picked up on it, take the opportunity. If you lynch an unexpected person the next day reverts to earlier lynch prospects much of the time. Essentially the town loses a day.
	</li>
	<li>
		Kill the stronger members of the town at night. Nobody analyses night kills anymore, and if they do just bury them under a mountain of WIFOM logic. It actually works.
	</li>
	<li>
		Taper off your posting as you go. Do not suddenly disappear, just gradually reduce your rate of posting. Try to keep large but infrequent posts at first, but later shorter posts will do. You want to appear like you are losing interest in the game. You also want to have an excuse for dodging the nightkills. Living too long being too town will be problematic.
	</li>
	<li>
		Do not fear people who are getting things right. Even if they are right about everything, there will be those that refuse to believe well reasoned and logical cases. Don't mistake being caught for being lynched. Stay calm, and it is critical that you do not suddenly change your reads. Don't underestimate the ability of a town to eat itself, or to change off of a correct wagon at the last second. Often you can survive a day or two after you should if you play calmly.
	</li>
	<li>
		Claim vanilla. Do not try to gambit. Conservative is the best way to play scum. If you claim earlier than you need to, you will likely be believed in today's meta. Of course, extreme circumstances call for extreme measures, and in some cases claiming a power role may allow you to live longer than you deserve. But keep in mind 11) you are not always in as bad a position as you think.
	</li>
	<li>
		Attack players that do not know how to defend themselves properly. Start with a case that is factual, but weak. When the player overreacts and digs themselves deeper and deeper, you will have a good wagon to sit on. If it sees lynch, you have lynched someone that everyone agrees deserved it, and if it doesn't you have a plausible distraction from the main lynches.
	</li>
	<li>
		Don't underestimate the power of subtle praise. "That's a great point" and "I didn't notice that" or even "I'm sheeping X, who is obv-town" helps building false confidence in townies. This will make the townie think you are town, and if they turn out to be wrong they get the blame and their confidence is shaken. It is generally good to leave the responsibility for the town's lynches on the town.
	</li>
	<li>
		The town tends to believe that it ought to win. They are wrong, but you can take advantage of this. If someone has been on many of the major wagons, you have just found a free lynch target. Similarly, if there is someone that seems to be causing the town not to succeed, they are a good target. Generally, the mafia should be encouraging the idea that the town is being conned by their leaders.
	</li>
</ol><p>
	 
</p>

<p>
	These tips will not always work, but they ought to improve your game as mafia.
</p>
]]></description><guid isPermaLink="false">36675</guid><pubDate>Tue, 19 Jun 2018 19:15:22 +0000</pubDate></item><item><title>Article #2: Lying as Town</title><link>https://www.rebornevo.com/forums/topic/36618-article-2-lying-as-town/</link><description><![CDATA[
<p>
	Many people believe that town should always tell the truth, or otherwise not tell anything. While this is often a good rule of thumb, there are certainly occasions one might want to lie even as town.
</p>

<p>
	Here's a few examples:
</p>

<p>
	 
</p>

<ol><li>
		To hide their real role. This could be very valuable, for example, to hide the fact you're the doctor or cop, two of the most powerful roles.
	</li>
	<li>
		To try and extract information from scum. What better way to catch mafia in a multifaction game than pretending to be scum yourself? Of course, care should be taken when attempting this, to ensure you can prove you're town if the other person sells you out.
	</li>
	<li>
		To misdirect scum. If someone is talking to you and you suspect they're scum, giving them false information could lead to them playing poorly if they believe it.
	</li>
</ol><p>
	 
</p>

<p>
	Of course, care should be taken with this. If you're caught in the lie, you could end up being lynched based on it, or waste precious discussion time as you try and defend yourself. So you should always think carefully about if it's worthwhile. Consider the likelihood you're caught lying and the potential losses to the town if you are. Also think about if you can discuss with someone your intentions, as they might just be able to defend you if you're accused of lying.
</p>

<p>
	 
</p>

<p>
	What you should avoid is to lie because you can. Always consider if the rewards of not being truthful outweigh the costs. Lying should be a tool for town to use when necessary, not a first course of action.
</p>
]]></description><guid isPermaLink="false">36618</guid><pubDate>Sun, 17 Jun 2018 20:58:57 +0000</pubDate></item><item><title>Article #1: 10 Psychological Tactics Employed in Mafia</title><link>https://www.rebornevo.com/forums/topic/36201-article-1-10-psychological-tactics-employed-in-mafia/</link><description><![CDATA[
<p>
	The game of mafia was reportedly begun by a psychology department to help accentuate various methods of identifying visual and non-verbal cues often subconsciously conveyed through body language. So in online or forum mafia, one looks for cues of language, grammar, and visual posting tells both for villagers and mafia. Some of these can be purposefully engaged, while others are often again subconsciously conveyed by players of either team.
</p>

<p>
	 
</p>

<p>
	Now, some purposeful psychology tactics may walk a fine line toward communication absuses, so when using them in gaming it is advised to tread softly with sensitivity to any genuine harm.
</p>

<p>
	<br /><strong>1. Projection</strong>
</p>

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		<p>
			A very popular psychological tactic in mafia is to project player strengths or weaknesses from one target to another. As a defensive stratagem it usually involves denying one’s own impulses or qualities (both positive and negative) while attributing them to others.
		</p>

		<p>
			 
		</p>

		<p>
			The mafia may use projection as a way to deflect from their own shortcomings, putting an emphasis or blame on another player and highlighting (or making up) a negative aspect of another player’s behaviour. Or even projecting their own strength onto another player as a way of deflecting their own ability ‘in favour’ of some other player being a much more gifted mafia player.
		</p>

		<p>
			 
		</p>

		<p>
			Villagers may make use of this too, for the sake of the town team. It’s common, for example, in games where there may be a town cop/seer for other town players to adopt a pretence of the role and viewing claims, to ‘protect’ the real cop through distraction. It works for other power roles as well, and sometimes even claiming to be vanilla town right off can be a distraction to opposing players.
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br /><strong>2. Gaslighting VS Positive Reality Support.</strong>
</p>

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		<p>
			Gaslighting is a manipulation technique used to deny a person’s reality in order to make them doubt their own mind, intuition, and perception of events. The term comes from a play/movie where a husband dismisses as merely imagined his wife’s notice of the gas lights being dimmed, while he indeed inadvertently dimmed the lights by using gas lights elsewhere to search for jewels of a woman he has murdered. Gaslighting is often contrasted to the positive support of player ‘realities’, but that support can also be feigned and twisted to mafia advantage. In fact the two are often commingled so that it becomes confusing to separate harm from an appearance of support – a passive-aggressive chipping away of player confidences, tricking them into being unsure of anything.
		</p>

		<p>
			 
		</p>

		<p>
			Gaslighting too may take various forms.
		</p>

		<p>
			 
		</p>

		<p>
			<strong>a) Withholding / withdrawal / appeal to emotion.</strong>
		</p>

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					This technique feigns a lack of understanding, with such posts as, “I’m not going to stay and listen to this garbage”, “You’re trying to confuse me”; “Are you trying to get me to rage-quit?”. It allows a player to throw a bit of a fit and stomp off.
				</p>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<strong>b) Denial and/or Forgetfullness.</strong>
		</p>

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					Akin to withdrawal, rather than holding back needed information, this technique denies or ‘forgets’ that factual events even happened. “What are you talking about?”; “You’re making that up”; “That was all just in your head”.
				</p>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<strong>c) Countering.</strong>
		</p>

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					We often see a countering of role claims, but this countering is where a player calls into question another player’s remembrance and presentation of past events. Again, an altering of what is ‘real’. “Pfft! You thought that last time and were sooo wrong!”; “You obviously neverbelieved in me”; “Always with the negative waves – you see everything in the most negative way”.
				</p>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<strong>d) Trivialising, Condescending, and Patronising.</strong>
		</p>

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					This involves making light of a player’s contributions or insights, to intimidate them into losing confidence. “LOL, you’re just not very good at this, are you?”. Often this is conveyed as mere banter or joking, but always negative, and usually involving ad hominem attacks on a player, rather than directly on a player’s arguments or insights.
				</p>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<strong>e) Blocking and Diverting.</strong>
		</p>

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					This technique seeks to control the narrative, usually by changing the subject back to the victim’s own thoughts. We’ll discuss changing the subject again next, but here the purpose is to block or divert from a true subject with the purpose of driving the target bonkers. “Quit having a meltdown”; “Where did that crazy idea come from?”; “That’s just more of the same garbage you’ve been spewing”.
				</p>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			Again, we’ve focused mostly on the negative aspects of gaslighting used by the mafia or wolf team, but these techniques can also be effectively engaged by villagers to the benefit of town, sometimes deflecting wolfish purpose or aimed at town’s own, often as some weird meta-bonding ritual from game to game. Town players aren’t intent to drive other villagers crazy, of course, but neither ought they to blurt out town power roles or always everything they know.
		</p>

		<p>
			 
		</p>

		<p>
			They may conveniently ‘forget’ facts or certain game mechanics hoping to trip-up a wolf. Just as mafia may stage fights within their ranks or bus a teammate, town too may fake a wagon on one they consider town to see who bites, faking a skewed view of reality.
		</p>

		<p>
			 
		</p>

		<p>
			They may actually trivialise a fellow townie’s contributions in order to strong-arm a more unified town front. Or, they may purposefully divert a conversation they consider to be derailing town logic or efficiency.
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>3. Changing the Subject.</strong>
</p>

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			“That may be fine, but what I want to know is…” We just touched on one purpose of diversion, but there are many. Generally, mafia may want to change the subject anytime they see town congealing their focus or honing in on one of them. It can be a delicate dance though, as maybe any psychological tactic, for abruptly dropping one topic for another can be pretty obvious.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>4. Frustrating conversations.</strong>
</p>

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		<p>
			<strong>a) Spread-sheeting</strong>
		</p>

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					Perhaps a better way of changing the subject is to attempt to do so with what would appear to be information helpful to town. Actually, I’ve seen this run the spectrum from absolute success to epic fail. Some overwhelm the conversation with facts, statistics, charts, or graphs. A degree of this can be needed for either team, though some sites have sought to minimise this as a gaming tactic, through automated factual reference – vote counts, player post isolation, game summaries, post count graphs, charting of player flips, claims, or game mechanic reveals, etc. But even automated services can be manipulated to frustrate conversational consistency or momentum. Overwhelming an opponent with procedural nuance and red-tape can put them off a coherence in thinking. Something like vote count analysis (VCA), for example, can be variously manipulated to highlight whatever a player may want to accentuate to their own ends, but with an air of purely factual presentation.
				</p>
			</div>
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		<p>
			<br /><strong>b) Condensing Time</strong>
		</p>

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					Forcing time constraints is another way a natural flow of conversation can be frustrated. Demanding an immediate response can either trap a mafioso or frustrate a villager into making a decision of which they’re not entirely comfortable or ready to make. On the other hand, my personal experience has been that end of day (EOD) Chinese-fire-drills (cfd) have more often than not led to Town success.
				</p>
			</div>
		</div>

		<p>
			<br /><strong>c) Fluff</strong>
		</p>

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					AKA nonsensical or flavour conversations. This often frustrates logic players to no end. I noticed that it is used often here. But as a mafia tactic it again is pretty obvious. So obvious in fact that I never use it as a town tactic. I’ve actually found a ton of scum this way, especially when I can get a known logic player to play along, or break them into a mafia slip. Even for the more fluffy players, mafia often trip themselves up in the more relaxed atmosphere fluff can sometimes provide. It seem less common these days though for GMs to incorporate game flavour as an actual advantage for those familiar with the particulars, so one making it a conversational nuance needs to do so with care.
				</p>
			</div>
		</div>

		<p>
			<br /><strong>d) Noise</strong> 
		</p>

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					Fluff is just one type of game noise that can both frustrate town and confuse the mafia. Games with little conversation or very limited noise can be difficult for either team, making it both hard for mafia to hide in the shadows and for town to learn much of anything. A better strategy for both teams is psychological noise. Town often uses noise to hide crumbs of special information they may have acquired through power roles they don’t want exposed to the mafia team. Additionally, the more players talk or post the more the villagers have to work with in sorting the participants. But mafia often employ ‘useless’ conversation to frustrate town, disguising it as best they may as scum-hunting. Inflating matters like in-depth discussion of what info may be gained by lynching who, trying to nail down game mechanics with only limited information, or claiming that assumptions made by a townie are actual knowledge which only a mafia would know, create empty noise that plays into town paranoia and misconceptions.
				</p>
			</div>
		</div>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br /><strong>5. Nitpicking &amp; Moving the goal posts.</strong>
</p>

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			Town sometimes get stuck nitpicking, but nitpicking and moving the goal posts is almost exclusive to the mafia team. Mafia don’t ever want villagers to truly succeed, so they’ll increase their ‘expectations’ to ensure town failure. Once this has happened they can then justify their disappointment in a town player(s). It’s the mafia way of conveying that a perceived town player might never be townie enough to other townies.
		</p>

		<p>
			 
		</p>
	</div>
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<p>
	 
</p>

<p>
	<strong>6. Love-bombing and devaluation</strong>
</p>

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			Some players term love-bombing as mafia pocketing of a town member. One way or other this is likely the most common psychological tactic. It isn’t always an over-the-top love-bomb, but subtlety matching or mirroring an opponent’s reads or concerns as tactical empathy to gain a player’s trust and blend into town. It can sometimes be more overt in games to which I’m accustomed, where the game incorporates a player-elected town mayor with an extra .5 voting strength as a tie-breaking mechanism. The investment in pocketing is usually cashed in at some point, sometimes often, but then the tables can turn, resulting in mafia devaluing the reads and concerns of the pocketed player, often labelling them as being sheepish or followy.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>7. Tag-Teaming</strong>
</p>

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			The mafia usually comprise a team, and this can be used to full advantage. Too often the mafia fail to coordinate as they should in their private communications. Working as a team can have great psychological impact. The public forms of triangulation and band-wagoning are discussed below, but the mafia can do great harm to town through private coordination. This doesn’t mean to publicly jump to the defence of a mafia team member in trouble, but rather privately coordinate a strategy of distraction or deflection.
		</p>
	</div>
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<p>
	 
</p>

<p>
	<strong>8. Halftones of suspicions</strong>
</p>

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			Most villagers start the game with a level of paranoia – some among them mean them harm. Mafia often seek to subtlety accentuate this to psychological advantage, either by casting suspicion on the greater number of players or oddly enough on no one at all. Rather than fully commit to, “This player is definitely mafia”, they may claim, “I have reason to hold this player as somewhat suspect, or even 3rd party, but I may be mistaken”, or, “This player has both townish and wolfish qualities”. It’s easier to later then deflect blame if publicly contributing to a townie lynch.
		</p>

		<p>
			 
		</p>

		<p>
			Now, villagers often catch themselves doing this as well, 'cause no one likes to be wrong in eliminating a teammate, but townies actively involved in scum-hunting will usually be more decisive in their construction of arguments toward eliminating a player. Wolves usually like to slink around the edges of visible confrontation.
		</p>
	</div>
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<p>
	 
</p>

<p>
	<strong>9. Bussing</strong>
</p>

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			The antithesis to halftone suspicion is full-on bussing of a teammate for town cred. The more a mafia ‘proves’ their commitment to town the less likely they’ll be suspected of being mafia. Some mafia pick ‘fake fights’ with a fellow team member early on, so that if either wind up revealed, the other may gain some advantage in having seemed against them. LOL, I’ve even seen mafia players wipe out their entire team trying to ride that wave to final victory.
		</p>
	</div>
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<p>
	<br /><strong>10. Triangulation or Band-wagoning</strong>
</p>

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		<p>
			We spoke of pocketing a player earlier, and of controlling the narrative. Adding a third town player into the mix that agrees with a mafia player against another town player is another tactic often worth the investment necessary to pull it off. I’ve seen this used by successful mafia game after game, esp. with the logical fallacy of “poisoning the well”, bringing irrelevant adverse information to bear against a player with the intention to discredit them.
		</p>

		<p>
			 
		</p>

		<p>
			Use of a third person or even a community bandwagon to either validate a mafia-initiated element or blame shame a townie can often change the psychological dynamic of the entire game toward favouring the mafia, or really, either team.
		</p>

		<p>
			 
		</p>

		<p>
			Additionally, if done correctly, a mafia can actually get townies to actively do their work for them, especially if a pocketed townie is naturally aggressive. This can distance the mafia from the actual harm or chaos generated. Things like asking a pocketed player to help iso (isolate) the posts of another townie, or research something brought up by someone else, or really anything the mafia knows will cause distraction or generate misinformation, can get town players actively working for the mafia.
		</p>

		<p>
			 
		</p>

		<p>
			Town almost always coalesce to triangulation or a mob mentality as well, but hoping for a positive outcome for the village. This, of course, can be more difficult though, unless a game involves communicative roles like masons, siblings, neighbours, etc. But if the village can develop a town core of three or more, it can be quite effective toward rooting out scum.
		</p>

		<p>
			 
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</div>

<p>
	 
</p>

<p style="text-align:right;">
	<span style="font-size:10px;"><em>- pyx</em></span>
</p>
]]></description><guid isPermaLink="false">36201</guid><pubDate>Sun, 03 Jun 2018 19:31:33 +0000</pubDate></item><item><title>Reborn Mafia Records</title><link>https://www.rebornevo.com/forums/topic/32619-reborn-mafia-records/</link><description><![CDATA[
<p>
	I finally decided on making a record of the Mafia games we've had since the start for documentation purposes and for my own convenience in certain matters.
</p>

<p>
	 
</p>

<p>
	Below contains the files with records containing who played what game, who had what role, who won and who lost, and other details:
</p>

<p>
	 
</p>

<p>
	<a class="ipsAttachLink" href="https://www.rebornevo.com/applications/core/interface/file/attachment.php?id=35247" data-fileid="35247" rel="">REBORN MAFIA RECORDS.xlsx</a>
</p>

<p>
	 
</p>

<p>
	Notify me for any corrections. The document will be updated semi-regularly.
</p>
]]></description><guid isPermaLink="false">32619</guid><pubDate>Mon, 22 Jan 2018 11:18:54 +0000</pubDate></item><item><title>Mafia Tells based on Site Meta</title><link>https://www.rebornevo.com/forums/topic/32230-mafia-tells-based-on-site-meta/</link><description><![CDATA[
<p>
	Tells are useful points to take note off when considering a player's alignment. Common behaviors often pop up as mafia, and they tend to be present even when the meta of a site changes constantly. 
</p>

<p>
	 
</p>

<p>
	They may change accordingly or may not apply in all situations, so it is advisable to use your own judgement, as well, in ascertaining your read on someone.
</p>

<p>
	 
</p>

<p>
	<b><u>Finding Mafia</u></b>
</p>

<p>
	<b>#1 Mafia tend to be on bandwagons.</b>
</p>

<p>
	- While mafia may be able to start lynches on their own, mafia members tend to avoid doing so as it is a risky action which gains attention towards them or may cause a lynch on them. On the other hand, mafia tend to avoid being on the ending point of the bandwagon as it endangers their position. Thus, mafia often stay in the middle areas of a bandwagon to mask their innocence. It isn't unfounded for an entire group of mafia to be in the middle of the same bandwagon, especially when the bandwagon isn't likely to change at any point. In other cases when there are two or more andwagons, mafia tend to split themselves onto different bandwagons to reduce a group suspicion.
</p>

<p>
	 
</p>

<p>
	<strong>#2 Mafia tend to be more neutral than not.</strong>
</p>

<p>
	- While there may be mafia who are more assertive than most or tend to value deception to earn their keep, mafia may tend to not be too proactive, so as to avoid slipping or avoid accidentally getting themselves lynched. They try to mask this neutrality under posts which seem to be contributory, but on the other hand, are quite empty and only decorated with sugar. Instances of this often involve agreeing on the suspicion of someone, but not casting a vote or being unsure of what they really want to have done.
</p>

<p>
	 
</p>

<p>
	<strong>#3 Mafia may jump between wagons.</strong>
</p>

<p>
	- Mafia may think that staying on a particular vote can endanger their position and thus, they change their votes in an attempt to find a place to be safe in. While town may also do this, town players often do this under being misguided and unsure of their decisions. Mafia know virtually more than town, so they tend to have suspicious reasoning on their votes and they aren't quite justified unlike town counterparts.
</p>

<p>
	 
</p>

<p>
	<strong>#4 Mafia avoid questions.</strong>
</p>

<p>
	- When backed into a corner, mafia may attempt to avoid answering questions that they can hardly answer to escape from suspicion on them. Others try to answer questions, but often, their reasoning either is invalid or they may be half-answers, answers that seem to be very much lacking. Mafia may also attempt to use reasoning that isn't as strong as pertaining to their motivations in doing something and may use accusations that revolve on assumptions such as trying to justify their innocence through circumstances relating to night actions.
</p>

<p>
	 
</p>

<p>
	<strong>#5 Mafia tend to avoid bussing, unless necessary (specific site meta).</strong>
</p>

<p>
	- Mafia in Reborn Mafia Club tend to avoid bussing for unknown reasons. It hasn't been observed for a mafia to actually openly accuse any other member from their own team. This may stem from the idea that they do not wish to lose one of their own or that such an action is counter-intuitive or that they fear the risks of a failure in bussing. Mafia tend to only bus, as well, when the lynch is inevitable, and commonly can be seen in the latter parts on the bandwagon of a mafia member.
</p>

<p>
	<br />
	Tells often differ as the site's meta changes. Mafia players may be unpredictable and may choose their behavior to adjust to the tells in society. Thus, it is most appropriate to catch mafia in the act using not only tells as reasoning, but with the actions they have been doing as scum.
</p>
]]></description><guid isPermaLink="false">32230</guid><pubDate>Sat, 13 Jan 2018 11:21:02 +0000</pubDate></item><item><title>Reborn Mafia Club Hosting Guide</title><link>https://www.rebornevo.com/forums/topic/31860-reborn-mafia-club-hosting-guide/</link><description><![CDATA[
<p>
	</p>
<div style="text-align:center;"><p><strong><span style="text-decoration:underline;">Reborn Mafia Club Hosting Guide</span></strong></p></div>
<p>
</p>

<p>
	<br />
	With the best interests of the Reborn Mafia Club, I, with the help of the other experienced Mafia hosts, have created a Hosting Guide in the pursuit of helping potential interested hosts to design their own Mafia game and be able to host it in the future time. This also is a guide that provides important information for experienced hosts in case they experience issues as it answers certain issues that may occur as a game progresses.
</p>

<p>
	<br />
	This guide contains the step-by-step process of hosting a Mafia game, from designing the game to starting the game to running the game  to addressing different issues that may come up while the game is going on to concluding the game.
</p>

<p>
	<br />
	Table of Contents<br />
	I. Designing a Mafia game<br />
	II. Preparing for your game<br />
	III. Starting the game<br />
	IV. Effectively running the game<br />
	V. Ending the game<br />
	VI. Issues
</p>
]]></description><guid isPermaLink="false">31860</guid><pubDate>Fri, 29 Dec 2017 11:07:56 +0000</pubDate></item><item><title>Reborn Mafia Club Role Directory</title><link>https://www.rebornevo.com/forums/topic/31859-reborn-mafia-club-role-directory/</link><description><![CDATA[
<p>
	This topic contains a list of roles that are commonly found in Reborn Mafia Club. It also contains some other uncommon and unused roles, but are easy to incorporate within the game. The list will be updated from time to time.
</p>

<p>
	<br />
	Interested hosts may use this list to make their own setups. They may also place their own variations and tweaks as they seem fit. The list is arranged by alignment, role type, and alphabetically.
</p>

<p>
	<br />
	Experienced hosts may also refer to other sites to make use of complex roles while they may craft original roles from exisiting ones. 
</p>

<p>
	<br /><strong><span style="text-decoration:underline;">Town Aligned Roles</span></strong><br />
	The standard win condition for Town Aligned Roles is, "You win when all threats to the Town are eliminated."
</p>

<p>
	<br /><strong>Informative Roles:</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>Cop</strong> - The Cop investigates another player every night and discerns their alignment. The results may either be Town/Not Town or may indicate specific alignments.
		</p>

		<p>
			<br />
			Other games may feature Cops with differing sanities. Players are not informed of their sanity. This includes <strong>Insane Cop</strong> which shows the opposite result of what is expected, <strong>Naive Cop</strong> which shows all players as Town, and <strong>Paranoid Cop</strong> which shows all players as Mafia.<br /><br /><strong>Dreamer</strong> - The Dreamer only works if it is unvisited at night. If unvisited, the Dreamer will see a dream of EITHER three people with at least one non town member OR one innocent player.<br /><br /><strong>Gossiper</strong> - The Gossiper receives one random piece of information every night. This may vary from who visited who, what action was performed by who, what role who has, or other notions.<br /><br /><strong>Gravedigger</strong> - The Gravedigger exists in games with limited information revealed upon a player's death. The Gravedigger may visit a player every night and know their role and alignment.<br /><br /><strong>Justice</strong> - The Justice investigates two players every night and determines if the two belong to the same alignmeny. Justice may not investigate himself or conduct investigations on the same people again.<br /><br /><strong>Penguin</strong> - The Penguin visits a player every night and said player learns a random piece of information. This may vary from who visited who, what action was performed by who, what role who has, or other notions. If there are multiple Penguins in the setup, said Penguins will stop all night actions from happening if they visit each other.<br /><br /><strong>Rolecop</strong> - The Rolecop visits a player every night and learns about the role they may have. In some cases, to prevent from being overpowered, they do not receive results if they are visited during the night.<br /><br /><strong>Snoop</strong> - The Snoop visits a player every night and learns about the suit they have. They may be informed of the number of items they have and whether these items are real or not.<br /><br /><strong>Tracker</strong> - The Tracker visits a player every night and learn about whom the player visited. If said player was roleblocked by Drunk or Hooker, Tracker may still see the person they could have visited that night.<br /><br /><strong>Watcher</strong> - The Watcher visit a player every night and learns about whom visited the player. If said player/s who may have visited that player, Watcher may still see those players visiting.
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br /><strong>Protective Roles</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>Blacksmith</strong> - The Blacksmith visits a player every night and hands out a bulletproof vest which protects from one kill attempt. It depends on the host on whether the vest is applicable on the same night it is received.
		</p>

		<p>
			<br /><strong>Bodyguard</strong> - The Bodyguard may protect another player every night. If the player they are protecting is attempted a kill on, the Bodyguard takes the kill.<br /><br /><strong>Doctor</strong> - The Doctor protects a player from harm every night. It is in the discretion of the host on whether it protects from all forms of death or one kill only, and whether he may self heal or not. It commonly removes bleeding and poison status. <br /><br />
			Other games may feature Doctors with differing sanities. Players are not informed of their sanity. This includes <strong>Insane Doctor</strong> which has a 50% chance of killing the target, <strong>Paranoid Doctor</strong> which not only heals but also roleblocks the target, <strong>Naive Doctor</strong> which does not heal anyone, <strong>Weak Doctor</strong> which dies if healing a non town player, and <strong>CPR Doctor</strong> which kills its target if it is untargetted.
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br /><strong>Killing Roles</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>Bomb</strong> - When the Bomb is killed, the player who attempted the kill also dies.
		</p>

		<p>
			<br /><strong>Bleeder</strong> - The Bleeder, when visited, inflicts the bleed status to players. Players who are bleeding will die at the end of the next night phase if they are unhealed. Bleeding players will not die instantly when shot by a gun, but will die instead at the end of the phase.<br /><br /><strong>Deputy</strong> - The Deputy has a one time use Gun at the start of the game. When they shoot this gun, their role and identity is not revealed.<br /><br /><strong>Granny</strong> - The Granny kills any players who visit it at night. The Granny may or may not be killed by other killing roles.<br /><br /><strong>Gunsmith</strong> - The Gunsmith visits a player every night and hands out a gun. This gun may be used during the day by PMing the host and kills someone, revealing the shooter.<br /><br /><strong>Sheriff</strong> - The Sheriff has a one time use Gun at the start of the game. When they shoot this gun, their role and identity is revealed to all.<br /><br /><strong>Vengeful</strong> - Commonly used in conjunction with another role, but can also solely be Vengeful. A Vengeful kills a person of his choosing when he is killed.<br /><br /><strong>Vigilante</strong> - The Vigilante may kill a player every night. It is up to the host on whether the kill goes through if mafia kills the vigilante. Hosts may often limit the number of uses of this ability, especially in low number player games.
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br /><strong>Support Roles</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>Agent</strong> - The Agent may send anonymous messages to any role by PMing the Game Moderator. This may be done during the Day, Night, or both, and may be done once per phase or infinite times, depending on the host.
		</p>

		<p>
			<br /><strong>Back-up</strong> - The Back-up may visit a deceased town player once in the game and take up their role and ability.<br /><br /><strong>Bulletproofed</strong> - The Bulletproofed has one Bulletproof Vest at the start of the game. This vest protects from one kill attempt. Players are notifed if their vest has been used up.<br /><br /><strong>Bus Driver</strong> - The Bus Driver switches two players every night. All actions directed to Player A will be directed to Player B, and vice versa.<br /><br /><strong>Celebrity</strong> - The Celebrity's role is revealed right at the start.<br /><br /><strong>Commuter</strong> - The Commuter may leave the town every night, rendering all actions committed to said player useless. This ability is usually limited to a number of uses.<br /><br /><strong>Drunk</strong> - The Drunk visits one person every night and prevents them from doing any action. The host may or may not inform of the roleblock. Mafia kills are not blocked nor are passive roles such as Bulletproof.<br /><br /><strong>Governor</strong> - The Governor may at one point in the game override the lynch target and EITHER change it to another person OR have a no lynch.<br /><br /><strong>Hider</strong> - The Hider visits one person every night and hides behind them. All actions directed toward them will be directed towards the player they are hiding in.<br /><br /><strong>Jailer</strong> - The Jailer visits a person every night and jails them. All actions directed to said player are stopped while the player cannot perform any actions.<br /><br /><strong>Judge A</strong> - The Judge's vote is counted as two.<br /><br /><strong>Judge B</strong> - The Judge may decide who gets lynched if EITHER a majority is not reached OR there is a tie in votes between two people.<br /><br /><strong>King</strong> - The King selects a person each day phase and this person is jailed the next night, incapable of performing any actions or being targetted by other actions.<br /><br /><strong>Loudmouth</strong> - The Loudmouth screams loudly whenever someone visits said player. Players who visit the Loudmouth will be revealed publicly at the next day phase.<br /><br /><strong>Neighbourizer</strong> - The Neighbourizer visits a player every night and gains a private chat with said player the next day. It depends on the host on how many times this ability is used and how long the chat lasts.<br /><br /><strong>Oracle</strong> - The Oracle visits a player every night. This visit means nothing until the player dies; when the player dies, the role of the player they last visited is publicly revealed.<br /><br /><strong>Vanilla Townie</strong> - The Vanilla Townie has no abilities, but the player's voice and vote has a great deal of power.
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br /><strong>Negative Utility Roles:</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>Disruptor</strong> - The Disruptor prevents all night actions in the next night from happening. This may be activated (depending on the host) by EITHER the player's decision OR if said player with the role is killed.
		</p>

		<p>
			<br /><strong>Leader</strong> - When the Leader dies, voting in the next day becomes anonymous and is conducted only by PMing the host.<br /><br /><strong>Lightkeeper</strong> - When the Lightkeeper dies, the next day will be shrouded in darkness and there will be no discussion; only anonymous voting.<br /><br /><strong>Lovers</strong> - Lovers may be combined with other roles. These are two players who are linked with a bond. If one of the lovers die, the other lover commits suicide in grief.<br /><br /><strong>Miller</strong> - The Miller is not informed of his role typically. He is only informed that he is a Vanilla Townie. He will always appear Mafia in investigations and flip as Mafia Townie upon death.<br /><br /><strong>Sleepwalker</strong> - The Sleepwalker is not informed of his role typically. He is only informed that he is a Vanilla Townie. He randomly visits a player every night (by RNG). RIP Lykos and Alphagar<br /><br /><strong>Suspect</strong> - The Suspect is not informed of his role typically. He is only informed that he is a Vanilla Townie. He will always appear Mafia in investigations and flip as Vanilla Townie upon death.<br /><br /><strong>Virgin</strong> - If the Virgin is lynched, Mafia cannot kill the next night.
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<br /><strong><span style="text-decoration:underline;">Mafia Aligned Roles</span></strong><br />
	The standard win condition for Mafia Aligned Roles is, "You win when Mafia outnumbers or equals the number of living players."
</p>

<p>
	<br /><strong>Informative Roles:</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>Actress</strong> - The Actress visits a player every night and learns their role. When the Actress dies, they will appear as the role that they last learned of.
		</p>

		<p>
			<br /><strong>Stalker</strong> - The Stalker visits one person every night and are informed of the player's role.
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br /><strong>Protective Roles</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>Doctor</strong> - The Doctor visits one person every night and renders them safe from any harm. Mafia Doctors may heal their own.
		</p>
	</div>
</div>

<p>
	<br /><strong>Killing Roles</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>Arsonist</strong> - The Arsonist may visit a person every night and douse them with gasoline. Once in the game, the Arsonist may burn all doused players, killing them.
		</p>

		<p>
			<br /><strong>Bomber</strong> - The Bomber may visit a person each night and give them a bomb. Players may or may not be informed. If a person with a bomb visits one holding another, both players die.<br /><br /><strong>Godfather</strong> - The Godfather appears innocent on all Cop reports and potentially other means of investigations. The Godfather typically performs the factional kill; however, it depends on the host.<br /><br /><strong>Illusionist</strong> - The Illusionist has one gun at the start of the game. This gun may be used once and when it is shot, the Illusionist selects the person who will appear as the shooter.<br /><br /><strong>Janitor</strong> - The Janitor may perform the kill x number of times in the game. A person killed by the Janitor will not have their role revealed upon death and will be the sole receiver of such information.<br /><br /><strong>Slasher</strong> - The Slasher inflicts a player with bleeding status every day or night, depending on the host. Players who are bleeding die at the end of the next phase. If they are shot by a gun; they die not instantly, but at the end of the day phase.<br /><br /><strong>Sniper</strong> - The Sniper doesn't attend the Mafia chat. Instead, they fend for themselves, but have a one shot Gun which when used doesn't reveal their identity.<br /><br /><strong>Strongman</strong> - The Strongman always succeeds in carrying out the factional kill of the Mafia. It bypasses protection, blocking, or other forms hindering success. It is usually One-Shot.
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br /><strong>Support Roles</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>Bandit</strong> - The Bandit visits a player every night and steals a random item they may have. Players are informed if an item of theirs is stolen.
		</p>

		<p>
			<br /><strong>Diabolist</strong> - The Diabolist visits a person every night and curses them, but they are not informed. They are forbidden from voting a specific person in the next day and die if they do so.<br /><br /><strong>Don</strong> - The Governor may at one point in the game override the lynch target and EITHER change it to another person OR have a no lynch. The Don may not override a mafia lynch.<br /><br /><strong>Fabricator</strong> - The Fabricator visits a player every night and gives a fake gun or a fake vest. Fake guns backfire on the user and fake vests do not protect. It may be split to two different roles.<br /><br /><strong>Framer</strong> - The Framer visits a player every night. On the night a player is framed, they appear Guilty in all methods of investigation.<br /><br /><strong>Hooker</strong> - The Hooker visits a player every night and renders them unable from committing their actions. In some variations, Hooker removes Bulletproof Vests because you cannot love while wearing clothes ;).<br /><br /><strong>Prosecutor</strong> - The Prosecutor's vote counts as two.<br /><br /><strong>Silencer</strong> - The Silencer may silence a player every night. The Silencer player may not speak and vote the next day; although, in some variations, the silenced may vote via PMing the host.<br /><br /><strong>Spy</strong> - The Spy may send anonymous messages to any role by PMing the Game Moderator. This may be done during the Day, Night, or both, and may be done once per phase or infinite times, depending on the host.<br /><br /><strong>Vanillaizer</strong> - The Vanillaizer may visit a person and remove their abilities, making them Vanilla. Vanillaizers typically have either one or two uses of their own ability.<br /><br /><strong>Voodoo Lady</strong> - The Voodoo Lady visits a player every night and forbids them from saying a 4+ letter word. They are not informed of this word. If they utter this word, they wither and die.<br /><br /><strong>Witch</strong> - The Witch visits a player every night and curses them. They are imposed a specific post restriction for the next day and must follow them or die.<br /><br /><strong>Vanilla Mafia</strong> - The Vanilla Mafia has no abilities, but the player's voice and vote has a great deal of power.<br /><br /><strong>Yakuza</strong> - The Yakuza has a limited number of uses to recruit a player into the Mafia. Sometimes, this is nerfed by the Yakuza dying if they successfully recruit a player.
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br /><strong><span style="text-decoration:underline;">Third Party Roles</span></strong><br />
	Third Party Roles have their own win conditions and have differing abilities.
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<strong>Alien</strong> - The Alien visits a player every night. The Alien's win condition is to reach a point in the game where they have visited all living players.
		</p>

		<p>
			<br /><strong>Amnesiac</strong> - The Amnesiac visits one dead player in the game and takes up their role and win condition.<br /><br /><strong>Cultist</strong> - The Cultist recruits one player each night and they become part of the cult. Cult members lose their ability and win condition, but become part of a private chat. If the Cult Leader dies, all Cult members also die. The Cult wins when they equal or outnumber all other players alive.<br /><br /><strong>Fool</strong> - The Fool's win condition is to get lynched during Day Phase. Other variations to this role is giving it a visiting ability which does nothing or making it nightkill immune.<br /><br /><strong>Gambler</strong> - The Gambler bets EVEN or ODD at the start of the game. He is protected from getting nightkilled or targetted in some cases during these nights. The Gambler's win condition is to survive until the game ends. It may also come in Town or Mafia variants.<br /><br /><strong>Lyncher</strong> - The Lyncher is given a random town player name in the beginning of the game. The Lyncher wins if their target is lynched.<br /><br /><strong>Serial Killer</strong> - The Serial Killer may kill a player every night. They win if they are the last player or one of the last two alive.<br /><br /><strong>Survivor</strong> - The Survivor visits a player every night and hides behind them. They will not be affected by actions directed to them, but will be affected by actions directed to the player they are hiding from. The Survivor's win condition is to survive until the game ends. In some variations, Survivor doesn't have this ability.<br /><br /><strong>Werewolf</strong> - The Werewolf may visit a player every night and guesses their role. If they guess right, the Werewolf devours that player and becomes immune to day kills and lynches. However, if they guess wrong, the Werewolf will be revealed to all. The Werewolf wins if they are one of the only two remaining players. 
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br />
	Comment below if you wish to have some corrections/improvements/amendments or if you want to recommend a role to be included in the list.<br />
	 
</p>
]]></description><guid isPermaLink="false">31859</guid><pubDate>Fri, 29 Dec 2017 11:02:12 +0000</pubDate></item><item><title>Mafia Terminology</title><link>https://www.rebornevo.com/forums/topic/31817-mafia-terminology/</link><description><![CDATA[
<p>
	Below is a list of common Mafia terms which may be good to be aware of or useful in reasoning or posting:
</p>

<p>
	 
</p>

<ul><li>
		Bandwagon
	</li>
</ul><p>
	Refers to the situation wherein there are several votes on a player. It is common to observe later votes to be unjustified and lacking in substance, and are best to be analyzed.
</p>

<p>
	 
</p>

<ul><li>
		Buddying
	</li>
</ul><p>
	An action typically denoting to positively reacting to a player to be less seen as a threat. This is usually done by mafia to gain the trust of town, directing it to townread people.
</p>

<p>
	 
</p>

<ul><li>
		Bussing
	</li>
</ul><p>
	To throw your mafia partner out of the bus by way of voting on them or accusing them immediately. This is done by mafia to either not be directed suspicion upon or to gain the trust of town.
</p>

<p>
	 
</p>

<ul><li>
		Closed Setup
	</li>
</ul><p>
	A setup which hides information on the roles at hand and what they can do. This involves not indicating the roles on the opening post of the game. Utilized to either provide better game balance or to make a game more interesting and/or speculative.
</p>

<p>
	 
</p>

<ul><li>
		Day Phase
	</li>
</ul><p>
	The phase wherein players discuss in the thread the recent events and argue on certain matters such as whom to lynch or what to do with a certain action. Town greatly benefits from this phase to direct current and subsequent actions in finding mafia.
</p>

<p>
	 
</p>

<ul><li>
		Claim
	</li>
</ul><p>
	An action which involves revealing your own role and actions done previously. Commonly done to either benefit the populace or to avoid getting lynched.
</p>

<p>
	 
</p>

<ul><li>
		Contributing without actually Contributing (CWAC)
	</li>
</ul><p>
	Players who do CWAC are ones who post (typically a lot), but without actually contributing something new to the discussion. This may involve posting one-liners, irrelevant information, or simply repeating what other players have already said.
</p>

<p>
	 
</p>

<ul><li>
		Counterclaim
	</li>
</ul><p>
	An action which involves claiming an already claimed role. As town, this is done to argue with a mafia fakeclaim of your own role. As mafia, this is done to confuse the town on whom to trust or encourage a lynch on the real owner of the role.
</p>

<p>
	 
</p>

<ul><li>
		Fakeclaim
	</li>
</ul><p>
	An action which involves claiming a role you don't have. Commonly done by mafia to confuse the town or to avoid getting lynched or suspected by other players.
</p>

<p>
	 
</p>

<ul><li>
		Finger of Suspicion (FoS)
	</li>
</ul><p>
	Pointing or suspecting a player of being mafia, but insufficient to warrant a vote from you.
</p>

<p>
	 
</p>

<ul><li>
		Hammer
	</li>
</ul><p>
	Not typical in Reborn Mafia, this involves a final vote which either ends the day early or seals the lynch on a player.
</p>

<p>
	 
</p>

<ul><li>
		Isolation (ISO)
	</li>
</ul><p>
	An action which involves going over all the posts of a specific player and giving your analysis individually.
</p>

<p>
	 
</p>

<ul><li>
		Lurking
	</li>
</ul><p>
	An action which involves a player who often checks the thread, but not actually posting anything.
</p>

<p>
	 
</p>

<ul><li>
		Lynch
	</li>
</ul><p>
	To eliminate a player during Day Phase. The player who gets lynched is typically the one who receives the most votes or the majority of the votes. Making good use of the lynch is the greatest weapon of town.
</p>

<p>
	 
</p>

<ul><li>
		LyLo (Lynch or you Lose)
	</li>
</ul><p>
	A situation wherein town must lynch a mafia member successfully to prevent them from winning. This may be announced depending on the discretion of the host. It implies that town has made a lot of mistakes to get to this point.
</p>

<p>
	 
</p>

<ul><li>
		Mafia
	</li>
</ul><p>
	Also known as Scum, they are the Informed Minority who know of each other's identities from the start and have a private chat between them. Their goal is to eliminate Town players one by one, until they equal or outnumber them.
</p>

<p>
	 
</p>

<ul><li>
		Massclaim
	</li>
</ul><p>
	A situation wherein all players are asked to claim their roles. Commonly perceived as bad, but in some setups may be useful for town to do so.
</p>

<p>
	 
</p>

<ul><li>
		Meta
	</li>
</ul><p>
	A type of reasoning used which involves an observation of a person's behavior in a certain alignment. For example, Player X may be accused of being mafia because they are more forceful and aggressive and this behavior is seen in them as mafia in a previous game. Alternatively, Player Y may be perceived as town because they are as contributory as they were as town in previous games. Debatable on whether this is useful or not.
</p>

<p>
	 
</p>

<ul><li>
		Mislynch
	</li>
</ul><p>
	This involves lynching the wrong person i.e a town person. Town is given the leeway to be able to do a limited number of mislynches before they lose.
</p>

<p>
	 
</p>

<ul><li>
		MyLo (Mislynch or you Lose)
	</li>
</ul><p>
	A situation similar to LYLO except that voting for a No Lynch can still give opportunity for town to have another day. This may be announced depending on the discretion of the host. It implies that town has made a lot of mistakes to get to this point.
</p>

<p>
	 
</p>

<ul><li>
		Night Action (NA)
	</li>
</ul><p>
	Actions that come along with the role of a player. These are actions that may be done to benefit a player's faction during the night. There are other actions that may also be done during the Day and are called as Day Actions (DA).
</p>

<p>
	 
</p>

<ul><li>
		Neutral / Null
	</li>
</ul><p>
	A read that indicates that you are unsure of a player's alignment and cannot judge them as either town or mafia yet due to inadequate amounts of information.
</p>

<p>
	 
</p>

<ul><li>
		Night Phase
	</li>
</ul><p>
	The phase wherein players are not allowed to post in the thread. Players may also perform specific night actions to benefit their team while mafia discusses on a player to eliminate for their factional kill
</p>

<p>
	 
</p>

<ul><li>
		No Lynch
	</li>
</ul><p>
	A situation wherein players may choose to not lynch anyone to avoid killing someone during the day. Commonly done where there is a lack of information to support a lynch.
</p>

<p>
	 
</p>

<ul><li>
		OMGUS (Oh My God, You Suck)
	</li>
</ul><p>
	Refers to the situation wherein you vote for another player mainly because they voted for you.
</p>

<p>
	 
</p>

<ul><li>
		Open Setup
	</li>
</ul><p>
	A setup wherein roles and what they can do are revealed in the opening post. Sometimes, certain pieces of information are kept hidden by the host to provide balance or entertainment and this kind of situation may denote the setup to be Semi-Open.
</p>

<p>
	 
</p>

<ul><li>
		Opening Post (OP)
	</li>
</ul><p>
	This refers to the first post of the thread. It commonly includes an overview of the mafia game, roles and factions, rules, and other pieces of information depending on the host's discretion.
</p>

<p>
	 
</p>

<ul><li>
		Power Role
	</li>
</ul><p>
	A Power Role is a role very beneficial to your own faction and detrimental to the other faction. Examples of which are Cop and Doctor. It is advisable to not have an excess of such roles and have them in sufficient amounts. It is important to have a deterrent to specific roles by placing a role that counteracts it in the other faction.
</p>

<p>
	 
</p>

<ul><li>
		Read
	</li>
</ul><p>
	Refers to a player's personal judgement on other players' alignments.
</p>

<p>
	 
</p>

<ul><li>
		Role
	</li>
</ul><p>
	Refers to the identity and role you have in the game. This denotes to a special quality or perk you have which you can use to influence or benefit your own faction.
</p>

<p>
	 
</p>

<ul><li>
		Scumlean
	</li>
</ul><p>
	A type of read wherein you judge someone as mafia or scum slightly and not sufficient to warrant a vote in most cases.
</p>

<p>
	 
</p>

<ul><li>
		Scumread 
	</li>
</ul><p>
	A type of read wherein you judge someone as mafia or scum and are quite sure of it, and are ready to place a vote on them.
</p>

<p>
	 
</p>

<ul><li>
		Sheeping
	</li>
</ul><p>
	An action which involves a player only following other players' votes or actions without any care for the result. It may be a sign for a player to be mafia.
</p>

<p>
	 
</p>

<ul><li>
		Town
	</li>
</ul><p>
	They are the Uninformed Majority, who do not know of the other members of their faction. They use the discussion to find other players of their kind and the vote to eliminate the threats to their faction such as the mafia. Their goal is to eliminate all threats to town
</p>

<p>
	 
</p>

<ul><li>
		Townlean
	</li>
</ul><p>
	A type of read where you think a player is town, but are hardly sure yet on whether to trust them or not.
</p>

<p>
	 
</p>

<ul><li>
		Townread
	</li>
</ul><p>
	A type of read wherein you judge a person to be aligned with town and can trust their ideas. This is useful to have in order to eliminate possible candidates for mafia.
</p>

<p>
	 
</p>

<ul><li>
		Tunneling
	</li>
</ul><p>
	An action which involves a player solely focusing on one person alone and disregarding most other players.
</p>

<p>
	 
</p>

<ul><li>
		Third Party
	</li>
</ul><p>
	Third Parties, also known as Independents, have other win conditions which may or may not be aligned with town or mafia. They have specific goals and are often not belonging to a team, except for cultist roles.
</p>

<p>
	 
</p>

<ul><li>
		Vanilla
	</li>
</ul><p>
	Refers to roles which do not have an additional power aside from discussion and voting. This comes in both town and mafia versions. Are typically utilized to keep the balance of a game.
</p>

<p>
	 
</p>

<ul><li>
		Wine In Front Of Me (WIFOM)
	</li>
</ul><p>
	A situation where something can be interpreted in two different ways because of “you know I know” arguments. The logic goes as follows: “If they are town, they would do X. But what if they are mafia who want us to think they’re town? What if they are town and think we may consider they are mafia because of that and do Y instead? What if they are mafia and think of all the previous argument and do Y to look town?” and so on.
</p>
]]></description><guid isPermaLink="false">31817</guid><pubDate>Thu, 28 Dec 2017 04:33:18 +0000</pubDate></item><item><title>Playing your first Mafia game</title><link>https://www.rebornevo.com/forums/topic/31814-playing-your-first-mafia-game/</link><description><![CDATA[
<p>
	The first Mafia game is often considered as a hurdle that new players need to overcome as it tends to mold a player's experience to Mafia. The first game is typically unnerving for players, especially when they tend to be lost as they traverse the game or simply struggle to understand the flow the game is taking.
</p>

<p>
	 
</p>

<p>
	I played my first Mafia game around late May 2017. It was a Mafia game in another forums based on One Piece. It was quite a nervewracking experience for me due to the intense atmosphere even in Day 1 where I already had a potential chance of getting lynched due to not understanding how to play. Fortunately, I was able to survive... until Night Two that is.
</p>

<p>
	 
</p>

<p>
	This guide aims to provide tips on how you can survive your first Mafia game. Other players may also pitch in to provide their own insights and experiences.
</p>

<p>
	 
</p>

<p>
	<strong>1. Read to understand.</strong>
</p>

<p>
	- One of the major hurdles of being a new player is not understanding what everyone else is doing or how the game is played. This is easily remedied by taking the time to read up on how to game is played and potentially, reading up on other games to see how people acted and how people played. If you do not have the time to read other games, you may simply read up on what the players are doing in the game you're in, carefully taking in what they said.
</p>

<p>
	- It is also advised to read carefully the information posted in the opening post of every Mafia game, especially the setup of the game and the rules indicated.
</p>

<p>
	 
</p>

<p>
	<b>2. Be inquisitive.</b>
</p>

<p>
	- A good thing to do as a new player or even as a veteran player is to ask questions when you don't understand something. If you're unsure of something in the game, ask questions either to the other players in the thread or to the game master. This may include roles you've never seen before, specific game mechanics, or unknown terms. Taking the time to ask questions helps you better participate in the game.
</p>

<p>
	 
</p>

<p>
	<strong>3. Observe other players.</strong>
</p>

<p>
	- Try to observe other players as the game progresses. You may not be familiar with their behavior in previous games as certain alignments, but you can still observe their behavior. You may check if they have been consistent with their stances and movements, and use these to check for contradictions in their posts. Inconsistency can be signs to a player's being mafia, though that may not often be the case.
</p>

<p>
	 
</p>

<p>
	<strong>4. Take care of your role information.</strong>
</p>

<p>
	- It is often not advisable to claim or reveal your role when it is unnecessary to do so. However, there are instances where revealing your role can support your faction. As town, when you are about to be lynched, it is best to claim and reveal what you know. As mafia, it is best to make up a claim or fake claim another role to confuse the town and hinder them from making good decisions.
</p>

<p>
	- Other instances may include revealing to aid the town. Revealing as cop when you find a mafia member may be instrumental, though early claims are not as advisable. Revealing as tracker when you discover the person who visits someone who died may also provide some insights. However, mafia can do these things as well by making fake evidence, so be wary.
</p>

<p>
	 
</p>

<p>
	<strong>5. Vote wisely.</strong>
</p>

<p>
	- Players sometimes think that their one vote doesn't matter, but it actually does matter. Use your vote effectively and vote for a player you think may be mafia as town or even as mafia to blend in with town. Explain your reasoning for the vote, so that others mya understand your motivation.
</p>

<p>
	- Observe voting patterns as well. Some players may be indecisive and keep changing their votes. Others may simply focus on one person solely and neglect everything else. Others simply follow on bandwagons and not provide a different contribution. Observe these kinds of situations and other pressing situtuations as they may lead to finding a mafia person or simply a lazy town player in other cases.
</p>

<p>
	 
</p>

<p>
	I hope that was insightful and if you haven't played Mafia before, join the Reborn Mafia Club and experience a whole new world ~
</p>
]]></description><guid isPermaLink="false">31814</guid><pubDate>Thu, 28 Dec 2017 03:21:44 +0000</pubDate></item></channel></rss>
