Mason

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Revision as of 11:35, 11 May 2011 by 121.208.96.93 (Talk) (Notes)

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Mason
Affiliation Town
Summary A member of the secret society that gather at night to discuss the future of the town. Goal is to kill all mafia.
Goal Lynch every criminal and evildoer
Details
Has Night Ability? No
Abilities Talk at night with other Masons
Categories  ?
Investigation Results
Sheriff Not Suspicious
Investigator "member of secret society" Mason

Overview

The Mason is a unique role that becomes exponentially more powerful the more players are Masons and the longer the game goes on. The role knows the identity of other masons and is able to communicate with them at night.

Strategies

  • Simply having Masons in the game allows for the Town to use a variety of otherwise extremely difficult to perform strategies revolving around their two or more automatically confirmed innocents (See Also: Town Strategies)
  • A Mason's power is exponentially proportionate to the number of Masons and the length of the game. Having two or more confirmed innocents towards the end of the game helps to narrow down the Mafia immensely.
  • Claiming at the start of the game can be particularly useful as it saves Sheriffs and Investigators one or more night checks. The mafia essentially has no way to deal with this as claiming Masons for themselves will only provoke the investigation of them. Even if the Mafia chooses to attack the Masons immediately because of this, the worst possible outcome is some free nights for the power roles to pick up momentum for the town.
  • Always leave the names of fellow Mason's using the last will feature if the Masons have yet to claim. This may prove to save the Masons life or waste a Mafia kill that could have been dedicated to a power role. Use the last will command by typing -last will message into the chat box.

Notes

  • Along with the Spy the Mason is one of only two roles with no active night abilities.
  • The Masons earn bonus points at the end of the game.