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Posted: Sun Feb 22, 2009 8:27 am
by Lord Gurgi
Ack! Hans! Run!
2 Mafia
1 Hans (Can call the coast guard once to stop the mafia kill, whatever it is)
5 Townies
Posted: Sun Feb 22, 2009 10:58 am
by mykonian
Lord Gurgi wrote:Ack! Hans! Run!
2 Mafia
1 Hans (Can call the coast guard once to stop the mafia kill, whatever it is)
5 Townies
=
2 mafia, 7 town minus nightkill N1
Posted: Sun Feb 22, 2009 11:23 am
by Lord Gurgi
mykonian wrote:Lord Gurgi wrote:Ack! Hans! Run!
2 Mafia
1 Hans (Can call the coast guard once to stop the mafia kill, whatever it is)
5 Townies
=
2 mafia, 7 town minus nightkill N1
Why use it N1?
Posted: Sun Feb 22, 2009 11:47 am
by Mr. Flay
It's fairly optimal strategy, since Hans is the only power role the Mafia have to worry about killing.
Posted: Sun Feb 22, 2009 11:49 am
by Lord Gurgi
Mr. Flay wrote:It's fairly optimal strategy, since Hans is the only power role the Mafia have to worry about killing.
Stopping the night one kill seems to be against the town's interest, since people complain enough as is with one day with no information.
Posted: Sun Feb 22, 2009 5:11 pm
by shaft.ed
Mr. Flay wrote:It's fairly optimal strategy, since Hans is the only power role the Mafia have to worry about killing.
Posted: Sun Feb 22, 2009 5:41 pm
by Guardian
I disagree. If hans doesn't think he is dying he saves the kill, at least night 1. Getting the right lynch is more important than preventing a non-hans n1 kill.
I think hans is a really interesting role.
Posted: Sun Feb 22, 2009 5:49 pm
by Lord Gurgi
Guardian wrote:I think hans is a really interesting role.
<3
Posted: Sun Feb 22, 2009 5:52 pm
by Zorblag
To be consistent with what Troll said in
this thread Troll will nominate a simple F11 game. Troll thinks it be fun and it would be nice to play it with all experienced players.
Troll also finds the
Ach! Hans! Run!
interesting (while simple) enough to second to run at least once.
-Zorblag R`Lyeh
Posted: Mon Feb 23, 2009 12:07 am
by Shanba
Dun like Ack! Hans! Run!
Not sure what the point of the setup is. Also, I don't like roles that require no skill, and Hans is the epitome of such a role. I reckon this comes from differences in our view of the doctor, though.
Bugs Bunny is neat, and I quite like it, but I'd point out that town need two successful protections in order to get an extra day, which is unlikely.
Also, I don't see why no one seconded my nom for friends and enemies. That's such an awesome setup.
Posted: Mon Feb 23, 2009 2:46 am
by mykonian
Guardian wrote:I disagree. If hans doesn't think he is dying he saves the kill, at least night 1. Getting the right lynch is more important than preventing a non-hans n1 kill.
I think hans is a really interesting role.
It is an interesting role in this case, as it shouldn't be lynched till the power was used (2-6 is mafia favored, isn't it?). And in case Hans is sure he doesn't get killed the use can be that the fakeclaim is still available.
But if Hans would be killed night one, he kind of lost the game, didn't he? And if he uses it later, how much does he win?
It is not a bad setup, but "hans" doesn't make it more interesting then a 2-7 setup.
Posted: Mon Feb 23, 2009 6:07 am
by farside22
I'm taking the comment for Carbon and nixing that idea now. Looks like carbon will be out. Next I saw this with 2 nom's.
Xylthixlm wrote:2:10 Bugs Bunny
("What's up, doc?")
2 mafia
1 doctor
9 townies
Also fonz's game got a couple of nods and I think looked good:
JK9
Jailkeeper
Tracker
Five townies
Two scum
Any objections?
Posted: Mon Feb 23, 2009 6:23 am
by shaft.ed
Still like JK9,
I wouldn't play Bugs Bunny, but it doesn't seem inherently broken.
Posted: Mon Feb 23, 2009 11:56 am
by Artem
I'm proposing a modified version of
Dethy:
1 Mafia Roleblocker
1 Sane Cop
1 Insane Cop
1 Naive Cop
1 Paranoid Cop
The original Dethy formulation has a goon, but favors town. I'm hoping that the role-blocker will tip the scales a little towards the mafia side.
farside22 promised to let me mod it if it gets approved
Posted: Mon Feb 23, 2009 12:06 pm
by farside22
Artem wrote:I'm proposing a modified version of
Dethy:
1 Mafia Roleblocker
1 Sane Cop
1 Insane Cop
1 Naive Cop
1 Paranoid Cop
The original Dethy formulation has a goon, but favors town. I'm hoping that the role-blocker will tip the scales a little towards the mafia side.
farside22 promised to let me mod it if it gets approved
Can I assume the cops have no clue if what their sanity is? Also I think 2 vanilla's would be good and 1 more scum but that's me.
Posted: Mon Feb 23, 2009 12:07 pm
by Artem
Cops don't know their sanity. The game starts with Night 0, where the cops are given one set of investigation results and the mafia may choose to block somebody.
EDIT:
Normally, the day starts with cops revealing their investigation results and trying to clear each other and/or determine their sanities. In the traditional setup, the mafia generally has to fake claim an investigation result in a way that throws a wrench into the town's logic. However, even with optimal fake-claims, the mafia has to survive three days. (The optimal town play is to go with no-lynch until more investigation results are available)
With the modified setup, the mafia now has more freedom.
1) The mafia can block a cop and fake-claim an investigation.
2) The mafia can choose to not block and fake-claim a block.
Posted: Mon Feb 23, 2009 12:08 pm
by farside22
Artem wrote:Cops don't know their sanity. The game starts with Night 0, where the cops are given one set of investigation results and the mafia may choose to block somebody.
mafia gets to block and kill? night 0?
Posted: Mon Feb 23, 2009 12:13 pm
by Artem
Posted: Mon Feb 23, 2009 12:42 pm
by charter
I dont know. Whoever claims to be blocked will be confirmed town. Mafia can't claim to be blocked day one because they will auto lose. I believe this is essentially what happens during the normal dethy, someone will start out as confirmed town. Depending on how the investigations go, I believe you could even get TWO confirmed innocents day one. (One the conventional way, and then whoever got blocked)
I haven't figured it out, but that seems like it would make it near impossible for mafia to win.
Posted: Mon Feb 23, 2009 12:51 pm
by shaft.ed
After some feedback and thought I'd like to repropose:
3 of 5
2 scum
7 town
with three of the following roles:
-Cop
-Doc
-Vanilla Townie & Mafia RB
-Vanilla Townie alone
-Miller
I think the extra wiggle room will provide for more flexibility and creativtiy in scum play and can help balance the normally more town favored 2 v 7 w/possible Doc/Cop set up.
Posted: Mon Feb 23, 2009 12:57 pm
by Artem
charter wrote:Whoever claims to be blocked will be confirmed town.
Mafia can't claim to be blocked day one because they will auto lose.
Don't think mafia will auto-lose. If mafia chooses to not block and then claims to have been blocked, others will think they are confirmed townie (due to the bolded argument above). Perfect WIFOM.
Also, the mafia may choose to not block and still fake-claim an investigation. The game then reduces to the standard Dethy.
Posted: Mon Feb 23, 2009 1:05 pm
by shaft.ed
Artem wrote:charter wrote:Whoever claims to be blocked will be confirmed town.
Mafia can't claim to be blocked day one because they will auto lose.
Don't think mafia will auto-lose. If mafia chooses to not block and then claims to have been blocked, others will think they are confirmed townie (due to the bolded argument above). Perfect WIFOM.
Also, the mafia may choose to not block and still fake-claim an investigation. The game then reduces to the standard Dethy.
what about a mafia power that enables them to control the readout of one players investigation. I know that's not normal but how would that effect the set up?
Posted: Mon Feb 23, 2009 1:11 pm
by Alduskkel
Alduskkel wrote:Alduskkel wrote:How about this?
2 Mafia Goons
1 Even Night Cop
1 Odd Night Doctor
5 Vanilla Townies
Day Start
This setup needs a name.
Also, is it balanced?
Posted: Mon Feb 23, 2009 1:37 pm
by shaft.ed
Alduskkel wrote:Alduskkel wrote:Alduskkel wrote:How about this?
2 Mafia Goons
1 Even Night Cop
1 Odd Night Doctor
5 Vanilla Townies
Day Start
This setup needs a name.
Also, is it balanced?
Alternating C9
Posted: Mon Feb 23, 2009 2:32 pm
by charter
Artem wrote:charter wrote:Whoever claims to be blocked will be confirmed town.
Mafia can't claim to be blocked day one because they will auto lose.
Don't think mafia will auto-lose. If mafia chooses to not block and then claims to have been blocked, others will think they are confirmed townie (due to the bolded argument above). Perfect WIFOM.
Also, the mafia may choose to not block and still fake-claim an investigation. The game then reduces to the standard Dethy.
Ah, didn't see this in your original post when I read it. I am guessing then that this would reasonably give mafia a slight advantage.
shaft.ed wrote:what about a mafia power that enables them to control the readout of one players investigation. I know that's not normal but how would that effect the set up?
I think at this point it's not even dethy anymore, you couldn't rely on investigations at all, so it would essentially turn into mountainous.