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Parliament Mafia

Posted: Sun Jan 13, 2013 3:49 pm
by triceratopzeuhl
PARLIAMENT MAFIA

Standing orders & structure roughly based on the Alberta (provincial) Legislature, with rules not accounted for pulled from Beauchesne's Parliamentary Rules and Forms :yay:



The teams:

The Government Front Bench (TEAM 1)
team consists of the Premier and Deputy Premier, who get BTSC, as well as two cabinet members, who do not

The Opposition Front Bench (TEAM 2)
team consists of the Leader of the Opposition and Alternate Leader of the Opposition, who have BTSC, and two shadow cabinet members, who do not

The Back Bench (TEAM 1 and 2)
consists of nondescript backbenchers, from both sides of the house - because we all know they have no clue what is going on anyway


The Furniture (baddie, kills nightly)
The Mace, the Sergent at Arms, the Page, and the Clerk. All have BTSC


The Speaker (indy)
As a representative of her majesty the Queen, has power bestowed upon him/her that the parliamentarians can't possibly understand (role secrets)

The Lieutenant Governor (indy)

As a representative of her majesty the Queen, has power bestowed upon him/her that the parliamentarians can't possibly understand (role secrets)

The Chief Whip (indy)
"I'm the Chief Whip. Merely a functionary. I keep the troops in line. I put a bit of stick about. I make 'em jump." (role secrets)

~

Every night period, players will vote on a bill. Every day period, there is a lynch.

TEAM 1 is completely separate of TEAM 2; only one can win, though both are for the sake of argument civvy. The Back Bench can win with either team.
Indies are completely separate from each other, and can only win solo (hence the name).

The last surviving team wins. Possible cases:
1) At least 1 member of Team 1 (government) + any number of backbenchers survive
2) At least 1 member of Team 2 (opposition) + any number of backbenchers survive
3) At least 1 member of the furniture survives
4) Any indy is the last player standing


No prior knowledge of parliamentary procedure will be necessary <3

Re: Parliament Mafia

Posted: Sun Jan 13, 2013 4:35 pm
by Tangrowth
Very interesting concept!

Re: Parliament Mafia

Posted: Sat Jan 19, 2013 8:00 pm
by birdwithteeth11
Yeah, I really like the concept behind this one.

And I can finally have my dream of watching elected officials fight to the death! :feb: Needless to say I will be playing this one.

Re: Parliament Mafia

Posted: Fri Feb 01, 2013 5:55 pm
by boo
I enjoy your treatment of the back bench. Very accurate.

The indies make less sense from an actual parliamentary perspective (the speaker is the same party as the premier, the LG is a useless symbolic figurehead appointed by the premier, and the whip is basically in the same boat as the speaker), but for a game perspective it makes sense since they all CAN (with the exception of the whip) technically side against the premier.

Out of curiosity, did you consider going with the federal level instead? Including roles to make fun of regional differences would be a ton of fun for the (I imagine) very few people who would understand them. Or including a federal role (or a judicial one, it is Alberta, you guys - I'm assuming you're Albertan since you specified that it's based off Alberta parliament even though they all function in essentially the same way - like passing stuff the SC knocks down) would also be hilarious. Plus you'd have the Senate (perhaps a way for resses to be pulled off in an interesting way?).

Some sort of crossing the floor mechanic would be really interesting too.

Re: Parliament Mafia

Posted: Sun Sep 15, 2013 2:02 pm
by triceratopzeuhl
Pssst...


could I get somebody to move this to the "incomplete games" subforum?

Re: Parliament Mafia

Posted: Sun Sep 15, 2013 2:03 pm
by Tangrowth
triceratopzeuhl wrote:Pssst...


could I get somebody to move this to the "incomplete games" subforum?
Done.

And glad to see you around!

Re: Parliament Mafia

Posted: Sun Sep 15, 2013 3:43 pm
by S~V~S
I might enjoy Parliament-Funkadelic Mafia :)

Re: Parliament Mafia

Posted: Sun Sep 15, 2013 4:44 pm
by triceratopzeuhl
That would be good too

Re: Parliament Mafia

Posted: Fri Sep 26, 2014 10:01 am
by zeek
I thought of a similar idea today but with a different approach.

Townies: Cabinet ministers
Mafia #1: PM, Chancellor, Foreign and Home Secretaries
Mafia #2: Fleet street / media OR civil servants
Indy: The Public (secret lynching powers)

Re: Parliament Mafia

Posted: Sat Dec 13, 2014 2:42 pm
by triceratopzeuhl
How many players do we usually aim for in a full mafia game? I'm trying to balance team numbers right now

Re: Parliament Mafia

Posted: Sat Dec 13, 2014 2:45 pm
by Epignosis
triceratopzeuhl wrote:How many players do we usually aim for in a full mafia game? I'm trying to balance team numbers right now
20+

Check this guide for balancing teams and powers:

http://www.mafiathesyndicate.com/viewto ... ?f=8&t=404

Re: Parliament Mafia

Posted: Sat Dec 13, 2014 2:46 pm
by Tangrowth
triceratopzeuhl wrote:How many players do we usually aim for in a full mafia game? I'm trying to balance team numbers right now
It is entirely up to your judgment; a full game can be anything 20 players or more.

Typically, I would say the norm is 30, but it is completely at the discretion of the host.

Linki w/ Epig: Yes, that is a good guideline. :srsnod:

Re: Parliament Mafia

Posted: Sat Dec 13, 2014 2:57 pm
by thellama73
S~V~S wrote:I might enjoy Parliament-Funkadelic Mafia :)
You beat me to it. I thought this was about funk music.

Re: Parliament Mafia

Posted: Sat Dec 13, 2014 4:43 pm
by DFaraday
When I saw Parliament, the first thing I thought was: LORD PALMERSTON! PITT THE ELDER!

Then I realized this isn't about England's greatest Prime Ministers, but I will probably still play anyway.

Re: Parliament Mafia

Posted: Sat Dec 13, 2014 4:50 pm
by triceratopzeuhl
Epignosis wrote:
triceratopzeuhl wrote:How many players do we usually aim for in a full mafia game? I'm trying to balance team numbers right now
20+

Check this guide for balancing teams and powers:

http://www.mafiathesyndicate.com/viewto ... ?f=8&t=404
Thanks. What kind of impact would 3 indy players have on the mathematical models for it? That should decrease baddies' win chances, correct?

Re: Parliament Mafia

Posted: Sat Dec 13, 2014 4:55 pm
by Epignosis
triceratopzeuhl wrote:
Epignosis wrote:
triceratopzeuhl wrote:How many players do we usually aim for in a full mafia game? I'm trying to balance team numbers right now
20+

Check this guide for balancing teams and powers:

http://www.mafiathesyndicate.com/viewto ... ?f=8&t=404
Thanks. What kind of impact would 3 indy players have on the mathematical models for it? That should decrease baddies' win chances, correct?
That depends on the function and win conditions of the independents. A serial killer will always decrease a Mafia's win chances. If an independent doesn't have a kill, it's less likely to decrease a Mafia's chance of winning.

Re: Parliament Mafia

Posted: Sat Dec 13, 2014 5:11 pm
by triceratopzeuhl
Indy powers will all be secret and I don't want to spoil them here.

I'll be getting a co-host to discuss with

Re: Parliament Mafia

Posted: Sat Dec 13, 2014 5:55 pm
by triceratopzeuhl
boo wrote:I enjoy your treatment of the back bench. Very accurate.

The indies make less sense from an actual parliamentary perspective (the speaker is the same party as the premier, the LG is a useless symbolic figurehead appointed by the premier, and the whip is basically in the same boat as the speaker), but for a game perspective it makes sense since they all CAN (with the exception of the whip) technically side against the premier.

Out of curiosity, did you consider going with the federal level instead? Including roles to make fun of regional differences would be a ton of fun for the (I imagine) very few people who would understand them. Or including a federal role (or a judicial one, it is Alberta, you guys - I'm assuming you're Albertan since you specified that it's based off Alberta parliament even though they all function in essentially the same way - like passing stuff the SC knocks down) would also be hilarious. Plus you'd have the Senate (perhaps a way for resses to be pulled off in an interesting way?).

Some sort of crossing the floor mechanic would be really interesting too.
I think I want to keep it simpler than that for this game, as it will be my first hosting, but those are all ideas that I've toyed with (especially the SCC). Maybe later I will host "Parliament Mafia 2: still not a funk band".


Also I realize that Whips don't actually work like that, but I'm using the House of Cards model for Chief Whip :p