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Posted: Tue Apr 17, 2012 11:07 am
by BBmolla
Don't Follow The Cop
1 Mafia Goon
1 Mafia Rolecop

1 Cop
1 Doc
5 VTs


-Scum have a One-Shot Secret Daykill. This daykill takes place of their next night kill.
-Scum can only use the Daykill on a day where the ratio of town to scum is greater than 67%
-Rolecop can kill and rolecop if the Goon is dead.


Do Not Follow The Cop
1 Mafia Goon
1 Mafia Rolecop

1 Cop
1 Doc
5 VTs


-Scum have a One-Shot Strongman Nightkill that can be used by either Mafia member
-Rolecop can kill and rolecop if the Goon is dead.


Fixed?

Posted: Tue Apr 17, 2012 11:25 am
by Cogito Ergo Sum
BBmolla wrote:-Scum have a One-Shot Strongman Nightkill that can be used by either Mafia member

The word you're looking for is "factional".

Posted: Tue Apr 17, 2012 1:24 pm
by Kcdaspot
Seems better... is this typical of FTCON in the a doc protect on cop makes the investigation faulty?

Posted: Tue Apr 17, 2012 1:25 pm
by Kcdaspot
Meaning does these 2 variations on follow the cop or not follow the same mechanic as before.

Posted: Tue Apr 17, 2012 7:38 pm
by BBmolla
Kcdaspot wrote:Meaning does these 2 variations on follow the cop or not follow the same mechanic as before.

Wut

no

Posted: Wed Apr 18, 2012 4:01 am
by Kcdaspot
Wait so why call it that?

Posted: Wed Apr 18, 2012 6:56 am
by BBmolla
Kcdaspot wrote:Wait so why call it that?

Because the intent was to make setup with doc and cop where following the cop is not optimal. I didn't even know about the other setup, but because my name was exactly the same, I probably saw it before without realizing.

Posted: Tue Apr 24, 2012 4:50 am
by Quilford
It's clumsy, BB.

Posted: Fri Apr 27, 2012 5:09 am
by Kcdaspot
How about a variation of jungle republic?

7 townies
3 mafia
2 werewolves

The werewolves have a NK.
The mafia don't have a NK but instead a RB.
Town has a vig.

The mafia becomes a psudo-investigative faction.

Posted: Fri Apr 27, 2012 5:10 am
by Kcdaspot
might need more townies to balance...

Posted: Mon Apr 30, 2012 6:31 pm
by Kcdaspot
*pokes thread.*

Posted: Tue May 01, 2012 11:59 am
by Amrun
I really like the idea actually. Good scumhunters become suspect, because what if they are mafia with a result? Interesting.

It def. needs more town.

Posted: Tue May 01, 2012 2:16 pm
by Kcdaspot
10 townies
3 maf
2 werewolves

How about that?

Posted: Tue May 01, 2012 2:18 pm
by Kcdaspot
Meh. I'm having a hard time diciding between 13p and 15p for this...

Also calling this Jungle Anarchy

Posted: Sun May 13, 2012 12:00 am
by Thomith
I like that idea, i was recently in a game where JR just turned into 2vs5 mountainous with a clear with me and my buddy under suspicion, this could help balance things out in that situation.

Posted: Wed May 16, 2012 2:43 am
by vijay2vasandani
^ lol. Get me.

Sorry was just reading this. Would definitely play the Jungle Anarchy setup.

Also, thomith has good music taste. First MWCBM and now Broken Strings.

Posted: Sat May 19, 2012 9:35 am
by Luckyjt
I have an idea for a game and would like thoughts on it.

The Gamble (12-14 Person Town VS Mafia Version)
8-10 Vanilla Town
1 Town Role Cop
1-2 Mafia Goon
1 Mafia Role Cop

At the start of the game a special role will be handed out at random to any of the players
-Role is called The Gambler
-A lynch can not be made unless the gambler is voting on the wagon and vote cap is reached or if the vote cap is reached and the gambler is the one being lynched. If the day ends and the cap is not reached, the person with the highest vote count will be lynched even if the Gambler is not on the wagon.
-Each night every player sends in a night vote. Person with the highest votes is killed. A draw in highest votes result in no kill. Gambler does not have to be on the night wagon.
-Mafia have a faction kill and a mafia QT for night communication.
-If Gambler is killed the role of The Gambler will be randomly handed out again to another player.
-Investigations done on the player who is the Gambler will come up as The Gambler and not other role name.


This game could also be done with a werewolf faction added and the player number increased slightly.

Thoughts? Too similar to another type of game? I am still pretty new and havnt gotten to play that many different types of games out there.

Posted: Sat May 19, 2012 5:01 pm
by Kcdaspot
That is just like... way too much shit.

Gambler just always claims and town follows him. role cop checks him and my god this game got fragile quick.

Posted: Sun May 20, 2012 5:27 am
by Luckyjt
Kcdaspot wrote:That is just like... way too much shit.

Gambler just always claims and town follows him. role cop checks him and my god this game got fragile quick.

Because the Gambler is like any other PR, then by claiming you will most likely die at night and the role of Gambler will be shuffled once more. And both town and mafia can get the role of gambler so the wagon can be controlled by any side not just town. And I agree its a bit too much, but it can always be shorten to be more basic, but I like a little complicated games.

Posted: Sun May 20, 2012 2:20 pm
by Kcdaspot
From what you just said its like swing town then.

if the gambler decides that the towns wagon on someone is his kind of wagon then happy things everywhere. If the gambler doesn't cooperate HE gets lynched.

I can't see this setup being good. It needs work.

Posted: Sun May 20, 2012 2:22 pm
by Kcdaspot
Hell, town is gonna try and force a claim anyway. Its the only way THEY CAN LYNCH.

Posted: Sun May 20, 2012 3:20 pm
by quadz08
I don't think it's fundamentally flawed. I actually like the gambler role as a concept, but it probably needs some refinement.

And the night-lynch is an odd extra concept that you seem to have just thrown in with no thoughts on its effect on gameplay. Keep in mind that a night lynch (which I assume means votes are anonymous) means that scum will vote in a block, which gives them basically an extra nightkill as you get close to MYLO/LYLO territory. Again, not an inherently flawed concept, but it needs work, and maybe they don't belong in the same game right as they're being introduced.

Posted: Sun May 20, 2012 3:37 pm
by Luckyjt
Maybe a town night vote kill? The reason I want that in there is to counter a gambler having most of the lynch control. But I agree it may be a little much to add.

Posted: Sun May 20, 2012 7:14 pm
by Kcdaspot
quadz08 wrote:I don't think it's fundamentally flawed. I actually like the gambler role as a concept, but it probably needs some refinement.

And the night-lynch is an odd extra concept that you seem to have just thrown in with no thoughts on its effect on gameplay. Keep in mind that a night lynch (which I assume means votes are anonymous) means that scum will vote in a block, which gives them basically an extra nightkill as you get close to MYLO/LYLO territory. Again, not an inherently flawed concept, but it needs work, and maybe they don't belong in the same game right as they're being introduced.

Well what positives are there for the gambler? I'd like your answer.

Posted: Mon May 21, 2012 2:03 am
by Phillammon
Taking Sides Multiball
2 Mafia A Goons
2 Mafia B Goons

1 A Hood Cop
1 B Hood Cop
1 Doctor
6 VTs


-Nightstart,
-Both Mafia Groups have a Nightkill, and a Neighbourize. Mafia A wins if Mafia B is wiped out, and vice versa. There are two neighbourhoods, 'hood A and 'hood B. The mafia of each team start off in here, as it is effectively the scum QT. All actions must be PMd in.
-All "Town" aligned roles choose, at the start, a side. They win with this mafia team.
-A Mafia group is wiped out if all of the members of its QT who are aligned with said team are dead.
-Hood Cops determine whether their target is allied with that group, and if they are a member of the neighbourhood.


Sorry if this is a bit garbled, but I *think* the theory is there.