What, so a line or circle of townies would all die?Bicephalous Bob wrote:-Townies visiting an armed player will both arm themselves for that night and die.
[OLD] Open Setup Ideas and Discussion
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I used an RNG to chart out a possible night phase:
Townie 1 visits Townie 6; is visited by 7. Arming him will kill 7 & 5.
Townie 2 visits Townie 4. Arming her will not kill anyone.
Townie 3 visits Townie 4. Arming him will not kill anyone.
Townie 4 visits Scumbag 1; is visited by 2, 3, 8, 10. Arming her will kill 2, 3, 8, 10 & 14.
Townie 5 visits Townie 7. Arming him will not kill anyone.
Townie 6 visits Townie 11; is visited by 1. Arming her will kill 1, 7 & 5.
Townie 7 visits Townie 1; is visited by 5. Arming him will kill 5.
Townie 8 visits Townie 4; is visited by 14. Arming her will kill 14.
Townie 9 visits Scumbag 3. Arming him will not kill anyone.
Townie 10 visits Townie 4. Arming her will not kill anyone.
Townie 11 visits Townie 13; is visited by 6. Arming him will kill 6, 1, 7 & 5.
Townie 12 visits Townie 13. Arming her will not kill anyone.
Townie 13 visits Scumbag 2; is visited by 11, 12. Arming him will kill 11, 12, 6, 1, 7 & 5.
Townie 14 visits Townie 8. Arming her will not kill anyone.
Average deaths from this configuration: 1.57.
If the scum can't target each other, you can at least use it to try to confirm people. Of course, announcing your targets beforehand makes it easier for scum to maximize their kills. (Or get a large number of kills while leaving room for WIFOM.) With no power roles, I don't think this is clearing people fast enough to make up for the advantage it gives scum, and town doesn't have anything else going for it.As I move my vote
Towards your wagon, town is taking note
It fills my head up and gets louder andLOUDER- RedCoyote
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That was the intention, yes. Until/unless one finds the other. Then they only have one shot per night.
They effectively are two SKs with the opportunity to forego a shot in exchange for finding the other SK. If one finds the other, they become a traditional mafia team of two goons with only one NK to use each night.
Maybe one BP?- Bicephalous Bob
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↑ Bicephalous Bob wrote:Part of the point of the setup is that players targeting scum can't be killed, which should be an advatage to stronger townies, but I agree that's probably not enough to balance the setup. Giving town two lynches on even days might do the trick.
The problem then becomes this.
Town's best bet is to target the scummiest player.
Therefore Scum's best bet is to target the Scummiest townie, as they are likely to hit several townies.Saved by my own stupidity \o/
Sometimes a Psychopath with a notebook wins.- Bicephalous Bob
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BBMolla pointed out a big problem. Maybe if there were 1-Shot Bulletproofs.
Also, the Mafia Goons are prone targets to each other and a crosskill can make everything even worse. What if they were also 1-Shot Bulletproof?
Alternatively, replace the Bulletproofs with an A–Cop and a B–Cop; the A–Cop can only find A Goon and the B–Cop can only find B–Goon.
The idea is great, though.R.I.P. Stephen Hawking- BBmolla
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3 scum
6 town
Nightless
Votes are designated to 3 groups as a single lynch for each day
Players are grouped together in groups of 2 town 1 mafia
Players can only vote for people in their group
Each day a single group is picked to vote
Town wins when both town voters agree
Mafia win when they survive 3 days
No Lynch is possibleI was anything worse than you! Anything worse than you was I!
You was doided teh aposit_tisopa het dedoid saw em.- Wall-E
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↑ LicketyQuickety wrote:3 scum
6 town
Nightless
Votes are designated to 3 groups as a single lynch for each day
Players are grouped together in groups of 2 town 1 mafia
Players can only vote for people in their group
Each day a single group is picked to vote
Town wins when both town voters agree
Mafia win when they survive 3 days
No Lynch is possible
We called this Cellblock Mafia when we played it. It's really good.[url=http://s45creations.wordpress.com]I own a design studio[/url] :)- LicketyQuickety
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I was anything worse than you! Anything worse than you was I!
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↑ LicketyQuickety wrote:3 scum
6 town
Nightless
Votes are designated to 3 groups as a single lynch for each day
Players are grouped together in groups of 2 town 1 mafia
Players can only vote for people in their group
Each day a single group is picked to vote
Town wins when both town voters agree
Mafia win when they survive 3 days
No Lynch is possible
Sounds fun! It also reminds me of Triplicate Mafia.- Papi Bear
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↑ Wall-E wrote:↑ LicketyQuickety wrote:3 scum
6 town
Nightless
Votes are designated to 3 groups as a single lynch for each day
Players are grouped together in groups of 2 town 1 mafia
Players can only vote for people in their group
Each day a single group is picked to vote
Town wins when both town voters agree
Mafia win when they survive 3 days
No Lynch is possible
We called this Cellblock Mafia when we played it. It's really good.
↑ RedCoyote wrote:↑ LicketyQuickety wrote:3 scum
6 town
Nightless
Votes are designated to 3 groups as a single lynch for each day
Players are grouped together in groups of 2 town 1 mafia
Players can only vote for people in their group
Each day a single group is picked to vote
Town wins when both town voters agree
Mafia win when they survive 3 days
No Lynch is possible
Sounds fun! It also reminds me of Triplicate Mafia.
Thanks guys, It lacks bells and whistles but I think it could be a good play. I'd like to run this one at some point. In a game like this there probably wont be any RVS LOL.
I would still really like to hear what people have to say about this hypothetical game. Does it seem like it is too difficult to kill off Mafia A and B? Are masons necessary? These are the questions I have giving it a second look. Also I appologize if using Mech in this situation is not proper etiquette. I am not very observant (understatement) and was trying to find the AREA tags but didn't look hard enough.I was anything worse than you! Anything worse than you was I!
You was doided teh aposit_tisopa het dedoid saw em.- LicketyQuickety
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I have another idea revolving around the grouped concept.
Can add or take away VTs as seen fit as well as adding or taking away PR. I don't know whether Town PR should be matched up with an appropriate Mafia role per group or whether they should be randomized.I was anything worse than you! Anything worse than you was I!
You was doided teh aposit_tisopa het dedoid saw em.- Annadog40
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I don't know if there's any desire to make a cult-playable game, but here's my take. I tend to think in micro-game size but numbers can of course be adjusted
Initial configuration
2 Cultists
2 Goons
5 VTs
The cult has a Private Thread open at night, and a nightly factional recruit.
Scum have a Private Thread open nights and a factional kill.
All night actions are compulsive, no-lynch is not an option.
Win conditions:
Scum wins when everyone else is dead or nothing can prevent the same. If recruited, they gain access to the cult PT but their wincon isnot changed, and they flip as "recruited goon".
Town wins if both scum are dead and/or recruited and at least one townie is alive and not recruited.
Cult wins if all living players have been recruited."SAULRES you are THE man! Fav mod eva, no contest!" - Bert; "Saulres is a fantastic mod, if he is running a game everyone needs to join it." - FuDuzn
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