The Bomber
The Mad Scientist
The Reanimator
The Oracle
The Madmen are a formidable 3-player group scum faction (or 2-player if the player count is less than 13), and they are designed to cause chaos and destruction while staying in the shadows. They have several unique mechanics that set them apart from other scum factions, including the absence of a factional chat and their ability to disable Day Cards when in play. Let’s break down their abilities, strategic advantages, and limitations:
The Madmen win when they have obliterated all other factions, meaning they must kill or eliminate every opposing player, or reach a scenario where no one can prevent their victory. Unlike other factions, the Madmen win all ties, giving them a significant edge when it comes down to the final players.
No Factional Chat: Unlike most scum factions, the Madmen do not have a group chat, meaning they must coordinate without direct communication. This adds complexity to their strategy, as they have to act independently but work toward a shared goal.
Full Feedback: The Madmen receive full feedback on their actions, including whether their actions succeeded or failed, who the final target was in the case of redirections, and why the action may have failed. This information can be used to adjust strategies in real-time.
Limited Cards: The Madmen can only carry one card at a time (regardless of weight), and they are restricted from randomly receiving or keeping killing, poisoning, reflexive killing, or capturing cards. This forces them to rely heavily on their unique abilities for elimination.
1. The Bomber (Day and Night Action)
Mechanic: The Bomber must guess and match a card that a player from an opposing faction holds. If they guess correctly, the target blows up.
Strategic Use: The Bomber’s success relies on their ability to deduce which cards players have based on claims, softs, or breadcrumbs. They must be observant of the players' actions and discussions and strike at the right moment.
Limitations: The Bomber can only attempt to guess once per cycle, so timing is crucial. Additionally, this action is not a visit, which makes it harder for players to track or block.
2. The Mad Scientist (Night Action)
Mechanic: The Mad Scientist infects a player with a bio-agent that turns them into a Monster two nights later, randomly killing non-Madmen players. The target is warned of their impending transformation and can only avoid becoming a Monster if they receive two protection actions in one night.
Strategic Use: This ability is a long-term play that forces other factions to waste protection resources on a player who might become a threat to them. The infection process sows fear and chaos as players scramble to avoid turning into Monsters.
Limitations: The Mad Scientist’s action can only be performed if they were not targeted during the previous day. This adds a layer of strategy, as the Mad Scientist must avoid drawing attention. Additionally, the action is a visit and can be blocked or tracked.
3. The Reanimator (One-Time Night Action)
Mechanic: The Reanimator can bring a dead player back to life as a treestump with a bulletproof vest. The treestump cannot vote or be yeeted but can still be killed by other means. While alive, the treestump will redirect all investigation and support actions to themselves and reflexively kill anyone who targets them.
Strategic Use: The Reanimator’s ability can create a powerful defensive tool for the Madmen, as the treestump acts as a decoy, redirecting crucial actions away from the remaining Madmen. The reflexive kill adds an additional layer of protection.
Limitations: This action can only be used once per game, so the Reanimator must choose the right moment to deploy it. The reanimation action can also be blocked or detected, adding an element of risk.
4. The Oracle (Night Action)
Mechanic: The Oracle selects a card type and two targets (Target 1 and Target 2). If Target 1 uses a card of the selected type, they die. If Target 1 uses that card type to target or visit Target 2, both players die.
Strategic Use: The Oracle’s ability allows for highly strategic eliminations, particularly when they have insight into other players’ likely card types. The ability to kill both targets if they interact adds a layer of unpredictability and can cause a chain reaction of deaths.
Limitations: The kills are detectable if successful, which could lead to the Oracle being exposed. If the action fails, the Oracle’s visit goes undetected, allowing them to remain in hiding.
Loss of Individual Actions if Only One Madman Remains:
If only one Madman is left, they lose their unique individual action and card and instead receive a standard factional poisoning action. This action is blockable but untraceable. This shift significantly weakens the last remaining Madman, making survival even more difficult.
Disabled Day Cards:
When the Madmen faction is in play, all Day Cards are disabled for the entire game. This gives the Madmen a strategic advantage, as it prevents other players from using certain card types that could expose or hinder them.
Card Restrictions:
The Madmen are restricted in their card use, unable to carry more than one card and unable to use or receive killing, poisoning, reflexive killing, or capturing cards. This forces the Madmen to rely on their factional abilities for eliminations.
Divide and Conquer:
Since the Madmen do not have a factional chat, each member must operate independently while working toward the shared goal. Using their abilities strategically to target different players and factions will help avoid drawing attention to themselves as a coordinated faction.
Use the Bomber’s Action Wisely:
The Bomber’s ability to blow up players based on their cards is powerful but requires careful observation and deduction. Timing this action correctly based on card claims or observed behavior can lead to devastating results for the opposition.
Leverage the Mad Scientist’s Chaos:
Infecting players with the bio-agent can force other factions to waste protective resources. The Mad Scientist should target players who are likely to draw protection, weakening the opposing factions while creating a future threat in the form of a Monster.
Play the Long Game with the Reanimator:
The Reanimator’s ability should be saved for a critical moment in the game, preferably when the Madmen are under significant pressure. Reanimating a powerful player as a treestump creates a buffer for the remaining Madmen, distracting the opposition while causing chaos.
Maximize Oracle’s Dual Kill Potential:
The Oracle’s ability to kill two players at once can be a game-changer. Using this ability to target key players with valuable abilities can cripple opposing factions. The Oracle should use their knowledge of card types and targets to create deadly scenarios where multiple players are eliminated.
The Madmen are a highly specialized and dangerous scum faction that operate without a factional chat, relying on unique abilities to sow chaos and destruction. Their distinct mechanics, including disabled day cards, full feedback, and devastating abilities like the Bomber and Mad Scientist, make them a faction that requires careful planning and deception. To win, the Madmen must eliminate all other factions while avoiding exposure and maximizing their unique abilities.
Let me know if you'd like to explore strategies or focus on any specific abilities for the Madmen, or if you're ready to discuss another scum faction!
In the captivating world of Mired, a unique rule comes into effect when a character named Mired is still alive. During gameplay, this rule ensures that the player entrusted with the factional kill ability cannot be hindered by any action-blocking mechanisms. As a result, the factional kill ability is guaranteed to activate, allowing the designated player to carry out their lethal action without any interference or obstacles.
As long as the character known as Isis remains alive, this ability allows her team to eliminate a target without any information being revealed upon their death. Instead, the secrets and details surrounding the target's demise are exclusively unveiled to Isis’ team, adding an element of secrecy and strategic advantage to the game.
As long as Inex is still breathing, the factional kill remains undetectable. This implies that any attempts to track, observe, or trace the factional kill will be futile.
As long as Ash is alive, the Scarlet Sirens factional kill will remain Optional, meaning they can at any night choose not to kill a player at night.
As long as Bombey is alive, the factional kill will completely decimate its target. This implies that any protective measures, attempts to switch or redirect the target, or any actions aimed at hiding them will be rendered ineffective against the factional kill.
The Scarlet Sirens are a deadly and versatile group scum faction in Deck Mafia whose win condition is to reach parity with the Subver or the Farmers and eliminate all other hostile factions. What sets them apart from other scum factions is the way their factional kill is enhanced by the unique abilities of each member. These abilities allow the Sirens to manipulate their kills in various ways, making them incredibly dangerous if not dealt with swiftly.
Primary Objective: The Scarlet Sirens win when they achieve parity with Subver or the Farmers and eliminate all other hostile factions.
Secondary Objective: They must use their enhanced factional kill to remove threats while staying hidden.
The Scarlet Sirens possess a standard factional kill that can be enhanced by the abilities of its individual members. Each member's presence adds a unique effect to the kill, increasing the faction’s power and adaptability as the game progresses. Here’s how each member affects the factional kill:
1. Ash – Optional Kill:
Ability: As long as Ash is alive, the Scarlet Sirens’ factional kill is optional, meaning they can choose not to kill a player on any given night.
Strategic Use: This ability gives the Sirens control over the pacing of their kills, allowing them to hold back and avoid suspicion when necessary. By not killing every night, they can create confusion about the presence of a scum faction, manipulate other players’ perceptions, or wait for a more opportune time to strike.
2. Inex – Undetectable Kill:
Ability: As long as Inex is alive, the Scarlet Sirens’ factional kill is undetectable, meaning it cannot be tracked, observed, or traced in any way.
Strategic Use: This ability allows the Sirens to operate under the radar, making their actions difficult to trace back to them. Investigative roles such as trackers or watchers will be unable to see who performed the kill, providing cover for the Sirens as they eliminate key targets without leaving a trail.
3. Bombey – Decimation Kill:
Ability: With Bombey alive, the Scarlet Sirens’ factional kill becomes a decimation kill, which bypasses all protective measures. This means that bodyguards, protective actions, switches, redirects, and hiding abilities are all ineffective against the kill.
Strategic Use: This ability ensures that the Sirens can eliminate even the most well-guarded players. Bombey’s decimation kill is particularly useful for removing high-priority targets, such as investigators or protectors, who may be under constant defense from other players. Nothing can stop this kill from hitting its mark.
4. Isis – Cleansing Kill:
Ability: While Isis is alive, the Scarlet Sirens’ factional kill becomes a cleansing kill, meaning that no information about the target’s death is revealed to the public. Only the Sirens receive the full details about the target’s role, alignment, and actions.
Strategic Use: This ability adds an element of secrecy to the Sirens’ kills, preventing the rest of the players from gaining vital information about the deceased. This lack of information can lead to confusion and false assumptions, making it harder for the Subver and Farmers to organize against the Sirens.
5. Mired – Unblockable Kill:
Ability: When Mired is alive, the Scarlet Sirens’ factional kill becomes unblockable, meaning that roleblocks or other action-blocking mechanisms cannot prevent the kill from going through.
Strategic Use: With Mired’s ability, the Sirens can bypass players who rely on roleblocking to stop scum factions. This ensures that their factional kill always activates, making them a consistent threat in the game. This is especially effective against players who try to neutralize them through role-blocking tactics.
Player Count Adjustments:
21+ Players: If the game starts with 21 or more players, the Scarlet Sirens will have all five members (Ash, Inex, Bombey, Isis, and Mired), and every factional enhancement will be activated.
17-19 Players: In this range, the faction will have 4 members, but Cleansing (Isis’s ability) will not be included in this setup.
13-15 Players: In games with 13-15 players, the faction will have 3 members, and Optional Kill (Ash’s ability) and Cleansing (Isis’s ability) will not be included.
9-11 Players: In smaller games, the faction will have only 2 members, and Decimation (Bombey’s ability), Optional Kill (Ash’s ability), and Cleansing (Isis’s ability) will not be included.
Control the Flow with Ash’s Optional Kill:
When Ash is alive, the ability to skip kills allows the Sirens to create confusion. Not killing every night can give the impression that no scum faction is active or mislead the innocent factions into thinking another group is responsible. This helps the Sirens blend in and maintain control over the pace of the game.
Undetectable Kills with Inex:
Inex makes the Sirens nearly impossible to trace. This means the Sirens can eliminate high-profile targets like investigators or vocal players without fear of exposure. The lack of evidence makes it harder for players to connect the dots, keeping the Sirens hidden in plain sight.
Bypass Protections with Bombey’s Decimation Kill:
When Bombey is active, even the best-protected players are vulnerable. This is crucial for taking out key roles, such as bodyguards, doctors, or anyone being heavily defended. Decimation cuts through layers of defense, ensuring that no one is truly safe from the Sirens.
Eliminate Information with Isis’s Cleansing Kill:
Keeping information hidden with Isis’s cleansing ability adds a layer of mystery to each kill. The rest of the players will be left in the dark about what roles or abilities were lost, preventing them from strategizing based on the fallen. The Sirens can exploit this lack of transparency to stay ahead of the opposition.
Guaranteed Kills with Mired’s Unblockable Ability:
Mired ensures that the factional kill cannot be blocked. In the face of roleblock-heavy games, this is a major advantage, as it means the Sirens can carry out their kills with impunity. Even if players try to block their kill actions, they will fail, making the Sirens a relentless force.
The Scarlet Sirens are a scum faction that combines flexibility with raw power. The unique abilities of each member allow them to adjust their strategy on the fly, choosing when to kill, staying hidden, bypassing defenses, and even keeping the details of their kills secret. With careful play, the Sirens can systematically dismantle the opposition while staying protected from detection and retaliation.
Let me know if you'd like to explore specific strategies for the Scarlet Sirens or if you're ready to move on to another scum faction!
The Shamans are a cunning and resourceful group scum faction in Deck Mafia, with a unique focus on reanimating dead players to serve their strategic goals. Their win condition, like many scum factions, is to reach parity with Subver and eliminate all other hostile factions. What makes the Shamans distinct is their ability to reanimate dead players and redirect actions to these reanimated bodies, making them tricky to defeat as they manipulate the dead to shield themselves and bolster their own power.
The Shamans win by reaching parity with the Subver faction and eliminating all other hostile factions.
This means they must work toward ensuring that they control at least half of the living players and eliminate third parties, independent factions, and other scum factions.
1. Factional Reanimation:
Mechanic: At night, the Shamans can choose to reanimate a dead player who was not originally a Shaman. The reanimated player can be used as a decoy or for their cards and abilities. However, reanimating a new player causes any previously reanimated bodies to fully decay.
Strategic Use: This ability allows the Shamans to bring a dead player back to life, essentially giving them access to extra resources and abilities. The reanimated player can be used to soak up card actions (such as investigations or protective measures), act as a distraction, or perform actions that help the Shamans. This gives the Shamans the ability to recycle fallen players for strategic purposes.
Limitation: Only one reanimated player can be in play at a time, and each new reanimation will fully decay the previous one.
2. Factional Redirection (Non-Consecutive Nights):
Mechanic: On non-consecutive nights, the Shamans may activate a passive redirection ability. This ability redirects all card theft, card investigations, and card ditches that would target the Shamans onto the reanimated body instead. The Shamans can also pre-assign which cards should be used by the reanimated player for when this redirection occurs.
Strategic Use: The redirection ability is a powerful defensive mechanism that allows the Shamans to use the reanimated body as a decoy. By redirecting all card-based actions (such as investigations or thefts) to the reanimated body, the Shamans can protect their own identities and resources while using the reanimated player as a shield. This ability is highly effective for avoiding detection and keeping the focus away from the core members of the faction.
Limitation: This ability can only be activated on non-consecutive nights, meaning the Shamans must plan carefully when to use it for maximum impact.
3. Factional Night Kill:
Mechanic: The Shamans have a standard factional night kill. Unlike other scum factions, their kill is immune to role-blocking cards.
Strategic Use: This makes the Shamans’ night kill especially dangerous, as attempts to block the kill through standard card actions will be ineffective. The Shamans can consistently eliminate targets without worrying about role-blocks, allowing them to focus on taking out high-priority players.
Limitation: While the night kill is unblockable by cards, it is still subject to other mechanics that could protect the target, such as hiding or redirection.
1. Using Reanimated Players’ Cards:
Mechanic: The Shamans can use any cards that the reanimated player had not previously used as if they owned them. This means the Shamans essentially gain access to the reanimated player’s deck, and they can use these cards without being restricted by the 7-Deck Size Rule.
Strategic Use: This mechanic makes the Shamans highly versatile, as they can bypass the usual card limitations and gain extra resources through reanimating players. If the reanimated player had powerful cards, the Shamans can exploit these to their advantage, making them a highly flexible and resourceful faction.
Limitation: The reanimated player’s unused cards are the only ones that can be accessed, meaning if the player had already used their most valuable cards, the Shamans cannot benefit from them.
Maximize Reanimation:
Reanimating a dead player is a key component of the Shamans’ strategy. By choosing the right player to reanimate, the Shamans can gain access to extra cards, create distractions, or use the player’s abilities to further their own goals. The reanimated player can be used as a disposable asset, absorbing attacks or investigations, while the Shamans stay hidden and safe.
Deflect Actions with Redirection:
The redirection ability is crucial for protecting the core Shaman members from detection or card-based attacks. By using this ability strategically on non-consecutive nights, the Shamans can manipulate investigations and thefts to target the reanimated body instead of their own members. This keeps the Shamans safe while drawing attention to the wrong player.
Unblockable Night Kills:
The unblockable night kill ensures that the Shamans can consistently eliminate key players. This ability is particularly useful for taking out players who rely on role-blocking cards to protect themselves or others. The Shamans should prioritize high-value targets, such as investigators or players who might expose their plans.
Exploit Extra Cards:
The ability to use cards from reanimated players allows the Shamans to operate beyond the normal limits of the game. They can effectively increase their resources by reanimating players with valuable decks, using these cards to outmaneuver other factions. The key is to reanimate players with the most strategic potential and use their cards before the reanimated body decays.
Timing the Reanimation:
Since the reanimation decays the previous reanimated body, the Shamans should carefully time when to use this ability. It may be best to wait until a highly useful player has died, ensuring the reanimated body can contribute meaningfully before being replaced.
The Shamans are a scum faction built around manipulation, resourcefulness, and reanimation. Their ability to bring back dead players and use them as decoys or resource generators gives them a unique edge in the game. Combined with their unblockable night kill and redirection abilities, the Shamans are a faction that excels at misdirection and using the dead to further their goals. With careful timing and strategic use of reanimated bodies, the Shamans can be a powerful force in Deck Mafia.
The Plunderers are a scum faction in Deck Mafia focused on stealing and manipulating cards to gain power. Their win condition is to reach parity with Subver while eliminating all hostile factions, similar to other scum factions. However, their unique playstyle revolves around stealing cards, rerolling them into new cards, and using this thievery to weaken their opponents while bolstering their own resources.
The Plunderers win when they achieve parity with the Subver faction and eliminate all hostiles. They must outplay the other factions using their abilities to steal cards and maintain control over the flow of the game.
1. Factional Steal (Day Action):
Mechanic: Each individual Plunderer can steal a random card from another player during the day. This action is processed at the end of the day and does not notify the target. If the target tries to use the stolen card, they will be informed that the action failed.
Strategic Use: This ability allows the Plunderers to weaken their enemies by taking valuable cards and preventing their use. The stolen cards give the Plunderers extra resources while frustrating their opponents. Since the theft is not announced, the Plunderers can remain hidden while systematically depleting the other factions' decks.
Limitations:
GvD players (those who start with Gods vs. Demons cards) can still perform the factional steal, but any stolen cards will be automatically discarded at the start of the night phase. GvD players will be informed of which card was stolen before it is ditched.
If a Non-GvD player starts with multiple cards, they have a delay on when they can start stealing (e.g., if they start with 3 cards, they cannot steal until Day 3).
2. Factional Re-roll (Night Action, Once per Game):
Mechanic: Each Plunderer can convert a stolen card into a random card of the same rarity. This is a once-per-game action and can be multitasked with other actions.
Strategic Use: This ability adds flexibility to the stolen cards, allowing the Plunderers to gamble and turn less useful stolen cards into more valuable ones. It’s a risk-reward mechanic, as they might receive cards that fit better with their strategy. The reroll can be a game-changer if the Plunderers manage to steal high-value cards that, when rerolled, could provide even more powerful options.
Limitations:
GvD players do not have access to the reroll ability.
Non-GvD players can reroll six-star cards, but the rerolled card will be of random rarity instead of a guaranteed six-star card. This change prevents Plunderers from accumulating too many useless high-rarity cards, but it also introduces an element of unpredictability.
3. Factional Night Kill (Night Action):
Mechanic: The Plunderers have a standard night factional kill that cannot be role-blocked by most cards.
Strategic Use: This ensures the Plunderers have a reliable way to eliminate threats. Their ability to kill without being blocked by most cards allows them to bypass defensive players or cards that rely on role-blocks. It’s essential for taking out key targets, like investigators or protective roles.
Limitations: While the Plunderers’ kill is generally unblockable, there may still be rare card effects that can interfere with it, though such cards are less common.
1. Card Starting Options:
Non-GvD Players:
One 1-weight card or a whole GvD card: Non-GvD players can start with one low-weight card or opt for a GvD card.
Start with multiple cards: Alternatively, they can start with up to three 1-weight cards. However, starting with two cards means they cannot steal on Day 1, and starting with three cards means they cannot steal until Day 3. This gives the Plunderers flexibility in how they want to play, but it delays their stealing abilities if they choose to start with more cards.
GvD Players: GvD players can only hold a whole GvD card and can steal during the day but will automatically discard stolen cards at the start of the night. This means GvD Plunderers must rely on their initial GvD card rather than the stolen ones.
Control Resources through Stealing:
The Plunderers' ability to steal cards from other players gives them control over the flow of resources in the game. By targeting players who may have valuable or powerful cards, the Plunderers can disrupt their opponents’ strategies. Since the theft is hidden until the player tries to use the card, the Plunderers can operate in secret while weakening their enemies.
Use the Reroll Mechanic Wisely:
Each Plunderer only gets one reroll per game, so it’s important to save this ability for when it will have the most impact. Stealing a high-rarity card and rerolling it into something even more useful can give the Plunderers a significant advantage. Alternatively, if they steal a card that doesn’t fit their strategy, the reroll can give them something more beneficial.
Delayed Stealing Strategy for Non-GvD Players:
For Non-GvD players who choose to start with two or three 1-weight cards, the delay in stealing means they must rely on their initial cards until they can begin stealing. This strategy can give them a stronger early game, but they must be careful about when they start stealing to avoid drawing suspicion.
Night Kill Priority:
The Plunderers' unblockable night kill allows them to consistently eliminate key players. They should prioritize eliminating investigators, protective roles, or anyone who may pose a threat to their faction. Since their kill can bypass most role-blocks, they have a reliable way to remove threats while maintaining their stealth.
Be Cautious with GvD Players:
GvD Plunderers have limited options for using stolen cards, as these are discarded at the start of the night. GvD players must focus on using their initial GvD card effectively while contributing to the factional kill and supporting the rest of the Plunderers. Their role is more about disruption than accumulating resources.
Exploit the Six-Star Card Reroll:
The ability for Non-GvD Plunderers to reroll six-star cards into random rarities can be a double-edged sword. They may lose a high-rarity card, but they can also gain cards that fit better with their strategy. Timing and card choice are crucial for maximizing this ability.
The Plunderers are a scum faction that thrives on stealing cards, rerolling for better options, and using their unblockable night kill to eliminate opposition. Their focus on card manipulation makes them a unique and flexible faction, able to disrupt the game by denying other players access to their resources. With careful planning and strategic stealing, the Plunderers can outmaneuver their enemies and secure victory.
The Shapeshifters are a group scum faction in Deck Mafia that specialize in deception and manipulation through their poison abilities and ability to appear innocent when killed. Their playstyle revolves around creating confusion with their factional poisons, which includes both real and fake poisons, and using the uncertainty to manipulate the game. Additionally, their deaths are revealed in a delayed fashion, adding to their deceptive nature.
The Shapeshifters win by reaching parity with Subver (the innocent faction) and eliminating all hostiles. This means they must use their poison abilities and stealth to achieve dominance while avoiding detection and elimination.
1. Factional Night Poison:
Mechanic: Every night, the Shapeshifters can choose up to three players to poison. However, only one of these is a real poison, while the other two are fake poisons. The targets of the poisons are announced at the start of the day, but no one will know which poison is real and which ones are fake.
Strategic Use: This ability is key to the Shapeshifters' strategy, as it allows them to create confusion and fear among the players. The targets of the poisons are forced to either seek protection or waste resources trying to prevent the real poison from taking effect. Meanwhile, the Shapeshifters can manipulate this uncertainty to their advantage, making it harder for the other factions to know who is truly in danger.
Limitations:
The real poison is chosen by the Shapeshifters, but they can only select their own faction members for the fake poisons (not the real one).
The poison is immune to detection actions, meaning players cannot use investigative abilities to figure out which poison is real.
2. Factional Appearance as Innocent (Upon Death):
Mechanic: When a Shapeshifter is killed by any means, they will appear Innocent to all other players, unless another action or card specifically overrides this appearance.
Strategic Use: This ability allows the Shapeshifters to blend in and avoid suspicion after their deaths. Since they appear Innocent even when killed, it can mislead the Subver and other factions into thinking they are eliminating members of their own faction or third-party players. This can cause confusion, delay the discovery of the true Shapeshifters, and create a false sense of security among the innocent factions.
Limitations: This false innocence can be overridden if a specific action or card reveals the true alignment of the Shapeshifter.
3. Even-Night Shapeshifter Death Reveal:
Mechanic: On even-numbered nights, the total number of dead Shapeshifters will be revealed to the entire game. If no Shapeshifters have died, no information is revealed.
Strategic Use: This delayed death reveal gives the Shapeshifters a unique advantage, as their faction can stay hidden for longer. By withholding the number of dead Shapeshifters until even-numbered nights, the faction can avoid giving away crucial information about their strength and numbers, making it harder for other factions to plan their attacks or strategies.
Limitations: This death reveal only occurs on even-numbered nights, and it only shows how many Shapeshifters have died, not who they were or when they died.
4. Factional Hammer (Starting Day 2):
Mechanic: Starting on Day 2, the hammer will be enabled for the Shapeshifters. The hammer is the ability to end the day phase early once a majority of players agree on an elimination target.
Strategic Use: The hammer gives the Shapeshifters more control over the pace of the game. They can use the hammer to speed up eliminations when the game is moving in their favor or to end discussions before too much information is revealed. It also allows them to push for quick eliminations of their enemies or manipulate the timing of eliminations to avoid suspicion.
Maximize Confusion with Poisons:
The poison ability is the Shapeshifters' main tool for creating chaos and confusion among the players. By poisoning three players and only making one poison real, they force the innocent factions to scramble for protection or healing. The more players waste their resources on protecting targets who are not truly poisoned, the more control the Shapeshifters can exert over the game. The announcement of the poisoned players at the start of each day keeps everyone guessing.
Use Fake Poisons on Fellow Shapeshifters:
The ability to poison fellow Shapeshifters with fake poisons can be used to protect faction members from suspicion. By making it seem like a Shapeshifter is poisoned, the other factions may assume they are not part of the scum faction. This can make it easier for the Shapeshifters to survive while keeping the pressure on other players.
Manipulate with the Hammer:
The hammer enables the Shapeshifters to control the timing of eliminations, which can be crucial in close situations. If discussions are starting to turn against them, they can use the hammer to force an early vote. Conversely, if they want to end the day quickly after a favorable lynch or vote, the hammer allows them to do so. Timing is key with this ability, as it can make or break their strategy in late-game scenarios.
Exploit False Innocence:
The fact that Shapeshifters appear Innocent upon death can be a powerful psychological tool. Other players may assume they have eliminated threats, only to later realize that the Shapeshifters were hiding in plain sight. This false innocence can be used to manipulate the narrative and throw the innocent factions off track, buying time for the remaining Shapeshifters to achieve their goals.
Plan Around the Even-Night Death Reveal:
The even-night reveal of how many Shapeshifters have died gives the faction an opportunity to assess the situation and plan their next moves. If no Shapeshifters have died, the other factions may start to worry about the faction's strength. However, if multiple Shapeshifters have died, the remaining members need to be extra cautious and play more defensively.
Pair Poisons with Night Kills:
The Shapeshifters can use their poisons in combination with their factional kills to create maximum confusion. By poisoning players who might be seen as threats or investigators, they can distract attention from their real kill targets. The more players are focused on protecting or curing poison, the more space the Shapeshifters have to execute their own strategies.
Deception and Confusion: The Shapeshifters excel at creating confusion and manipulating perceptions. Their poison ability, false innocence, and delayed death reveals make it difficult for other factions to track their movements or know their true strength.
Hidden Deaths: By delaying the revelation of their deaths, the Shapeshifters can operate more freely without immediately giving away their losses.
Control Over Day Phases: The hammer allows them to control the flow of the game, forcing quicker decisions and preventing lengthy discussions that might expose them.
Reliance on Poison for Manipulation: Much of their strategy revolves around their poison abilities. If the other factions figure out how to counter their poisons effectively, the Shapeshifters may struggle to maintain control.
Delayed Information: While the delayed reveal of their deaths can be an advantage, it also means that when the information finally comes out, it could lead to a sudden realization of their strength, prompting a swift response from other factions.
Fragility in Small Numbers: If the Shapeshifters lose too many members early on, their ability to manipulate the game weakens significantly. They need to play carefully to avoid being exposed and eliminated in the early game.
The Shapeshifters are a faction built around deception, manipulation, and delayed information. Their poison mechanics allow them to create confusion and force other factions to waste resources, while their appearance as Innocent when killed makes it harder to track their progress. The delayed reveal of their deaths and their ability to control the flow of the game with the hammer make them a formidable faction when played carefully. With a focus on manipulating perceptions and keeping their true strength hidden, the Shapeshifters can be a tricky opponent for any faction in Deck Mafia.
The Parasites are a group scum faction in Deck Mafia whose unique mechanic revolves around invading other players and taking control of their actions. Their win condition is to achieve parity with the Subver faction or reach a point where nothing can stop them from achieving it. The Parasites' strategy is a blend of manipulation and survival, using their invasive abilities to control other players while remaining hidden.
Primary Objective: The Parasites win when they achieve parity with the Subver faction or reach a point where nothing can stop them from doing so. This means they must eliminate other hostile factions while maintaining enough control to reach parity with the innocent faction.
1. Factional Invade (Optional, Night Action):
Mechanic: Each night, one member of the Parasite faction may target a player to invade them. If successful, the invaded player will carry out the Parasite's private card actions until the invasion ends. Only one invasion can be active at any given time.
Strategic Use: This ability allows the Parasites to control another player, making them act on behalf of the faction. The invaded player becomes a puppet, executing the Parasite's actions without knowing they are being controlled. This gives the Parasites the ability to use the player's cards and actions to their advantage while hiding their true nature.
Death Connection:
If the invader dies, the invaded player also dies.
If the invaded player dies, the invader does not die.
Limitations:
Only one invasion can happen at a time, meaning the Parasites must choose their target carefully.
The invasion is traceable and blockable, so it can be discovered or interrupted by certain actions.
2. Factional Kill (Compulsive, Night Action):
Mechanic: The Parasites have a compulsive factional kill that must be carried out every night. The kill is untraceable, meaning it cannot be detected by investigative abilities.
Strategic Use: This gives the Parasites a reliable method of eliminating enemies. Since the kill is untraceable, it allows the Parasites to eliminate key targets without fear of being discovered. However, because it is compulsive, the faction must balance this with their invasion strategy, as an invaded player cannot carry out the kill.
Limitations: Only non-invading Parasite members can perform the kill, so if too many members are engaged in invasions, the faction may need to manage its resources carefully.
3. Factional Abandon (Optional, Night Action):
Mechanic: A Parasite member that is currently invading a player may choose to abandon the invasion at night. Once abandoned, the player becomes immune to future invasions by the Parasite faction.
Strategic Use: This ability allows the Parasites to free themselves from an invasion if they no longer find it useful or if the target has become too risky to control. By abandoning a player, the Parasites ensure that they cannot invade that player again, but they gain flexibility to switch to a more strategic target.
Limitations: Once a player is abandoned, they are permanently immune to future invasions from the Parasites, meaning the faction must think carefully before abandoning a target.
Maximize the Impact of Invasions:
The invade ability is the Parasites' most powerful tool, allowing them to take control of another player and use their actions for the benefit of the faction. The key to using this ability effectively is choosing the right target—someone with valuable cards or abilities that can help further the Parasites' goals. Since only one invasion can be active at a time, the faction must carefully consider when and whom to invade.
Balance Between Invasion and Kill:
The Parasites must strike a balance between using their invasion ability and carrying out their compulsory night kill. Since the invaded player cannot perform the kill, the faction must ensure that enough members are available to carry out the necessary actions. If too many members are engaged in invasions, they may struggle to meet their kill requirement.
Use the Factional Abandon Wisely:
The ability to abandon an invaded player gives the Parasites flexibility, allowing them to change targets when necessary. However, once a player is abandoned, they are immune to future invasions, so the faction must be careful about when they choose to abandon a target. It may be beneficial to abandon a player if they are becoming suspicious or if the faction needs to invade someone with more strategic value.
Take Advantage of Untraceable Kills:
The untraceable factional kill is a significant advantage for the Parasites, as it allows them to eliminate targets without fear of being tracked or discovered. This makes the kill particularly useful for removing high-priority targets like investigators or protectors, who might otherwise pose a threat to the faction. Since the kill is compulsory, the Parasites must ensure that it is used effectively each night.
Control the Game Through Deception:
The Parasites excel at deception, using their invasion ability to control other players and keep their true intentions hidden. By making other players unknowingly carry out their actions, the Parasites can create confusion and mislead the innocent factions into focusing on the wrong targets. This deception is key to their strategy, as it allows them to stay under the radar while steadily eliminating threats.
Protect the Invader:
Since the death of the invader also results in the death of the invaded player, it is important for the Parasites to protect the member who is invading another player. Losing both the invader and the invaded player at once can be a significant setback for the faction. The Parasites should be cautious about exposing their invaders to danger and may need to consider using protective actions to keep them alive.
Invasion and Control: The ability to invade another player and control their actions is a powerful tool that allows the Parasites to manipulate the game in their favor. By controlling key players, the Parasites can weaken the opposition and ensure that their own goals are met.
Untraceable Kills: The untraceable factional kill allows the Parasites to eliminate targets without being discovered, giving them a significant edge in removing threats without drawing attention to themselves.
Flexible Strategy: The Parasites can switch between invasion and killing strategies, allowing them to adapt to the flow of the game and target players based on their strategic value.
Traceable Invasions: The invasion ability is traceable and blockable, meaning that if the Parasites are not careful, their actions could be discovered by investigative roles or stopped by blockers. This makes it risky to invade players without first ensuring that there are no threats to the invader.
Compulsory Kill: The compulsory night kill forces the Parasites to act every night, which can be a double-edged sword. While the kill is untraceable, it still requires careful management to avoid leaving the faction vulnerable, especially if too many members are engaged in invasions.
Vulnerability of the Invader: The death connection between the invader and the invaded player means that the Parasites must be cautious about keeping their invaders safe. If an invader is discovered and eliminated, the faction could lose both the invader and the controlled player in one move, setting them back significantly.
The Parasites are a faction that thrives on deception, manipulation, and control. Their ability to invade and control other players gives them a unique edge in the game, while their untraceable kills ensure that they can eliminate key threats without fear of being exposed. However, their reliance on balancing invasions with their compulsory kills means that the faction must be played with care, especially when it comes to protecting their invaders. With the right strategy, the Parasites can steadily grow in power and take over the game from within.