Potential for town death just means you have to regulate it. It's still a really pro-town mechanic.
Posted: Sun Jun 10, 2012 7:22 am
by Junpei
1) if it's 2v11, town is better off just playing mountainous and using bp claims to help clear people
2) if it's 3v10, I still think it's safer to play mountainous.
Posted: Sun Jun 10, 2012 7:24 am
by Phillammon
I wouldn't put in bulletproof as they'd turn into named townies, essentially. 3v10, there's encouragement to block the scum kill by vigging, potentially, too...
Posted: Sun Jun 10, 2012 7:27 am
by Cogito Ergo Sum
"safer"
It's completely trivial to avoid anyone dying from 2 vigs targetting the same person. E.g. just assign 6 players to be vigs and let them pick different targets. One of the vigs'll be prevented by the roleblock, but that's fine - you still got another 5 town-directed kills out of the bargain.
Posted: Sun Jun 10, 2012 11:39 am
by callforjudgement
Even with the RB, isn't it broken by circle-targeting?
Posted: Sun Jun 10, 2012 11:44 am
by BBmolla
Make it opposite, if two+ vigs target someone the person dies but if one vig targets them, that vig dies. Should rid of breaking strategy.
===================================================
Vengeful 5p:
3 Vanillas
1 Goon
1 Godfather
Additional Information:
*Nightless
*The mafia can't kill at all.
*Mafia do not have daytalk.
*If the godfather is lynched at any point, the town immediately wins. (This is the only special quality of the godfather.)
*If, on Day 1 only, one of the townies is lynched, this townie immediately gets to make a vigilante kill. (See Vengeful Townie) The town does not automatically win by having the godfather killed in this way.
*Mafia wins when there are at least as many mafia as townies, and the town doesn't have a vengeance kill to use.
===================================================
Quiet, Knave 6p
1 Town Silencer
3 Vanillas
2 Goons
Additional information:
*Nightless (no NK)
*Mafia do not have daytalk.
*Town Silencer: Once in the game, you may PM the mod with the name of the person who you wish to silence. Until a lynch has occured, that player must not talk and can only communicate through the chat box via text.
===================================================
Vent Standard 7p:
1 Cop
1 Doctor
3 Vanillas
2 Goons
Additional information:
*Nightstart
*The first person nightkilled first may talk during D1. He IS dead and does not count towards the majority. He cannot vote, obviously. After D1, he must remain silent.
===================================================
Doubles Mafia 7p:
1 Tracker
1 Roleblocker
3 Vanillas
2 Goons
Additional information:
*Daystart
*On Night 1 only, both PR's can use their action on two different players.
*If the Roleblocker targets the Tracker, both tracks are blocked.
*If the Tracker targets the Roleblocker, it sees the Roleblocker going two places (if used twice)
*Scum can no kill if they wish.
===================================================
Assassin In The Palace 5-8p:
1 Assassin
1 King
3-6 Guards
Additional information:
*Nightless
*Assassin Role PM: You have a one-shot assassination attempt, which you can make at any point in the game (even after being lynched). You win if you assassinate the king, regardless of whether you are lynched.
*King Role PM: You have no abilities, but your survival is crucial to the kingdom. It is your job to avoid the assassination attempt. The Guards all know your identity, but you do not know theirs.
*Guard Role PM: It is your duty to protect the King who is [Player Name] from being assassinated. You and every other guard know the identity of the King. You win if the King survives the assassination attempt.
===================================================
Less Pressure 8p
2 Innocent Children
3 Vanillas
3 Goons
*Nightless
*White Flag - Town only need to lynch any two Mafia Goons to win.
*Mafia have daytalk
*When the first Mafia Goon is lynched, they get a return kill at a town player.
*Innocent Children are announced at the start of the game.
===================================================
Posted: Sun Jun 10, 2012 2:41 pm
by callforjudgement
AitP is famously broken; vent standard looks screwed-up to me (in particular, 7p nightstart 2:5 puts the town at mylo to
start with
, so they're obviously going to no-lynch to get another cop result, and they're probably going to do it as follow-the-cop because you didn't stop them; and even then, it's probably going to end up scumsided and mostly based on N0 luck).
Posted: Sun Jun 10, 2012 6:46 pm
by andrew94
HOw is aitp famously broken?
Posted: Sun Jun 10, 2012 6:49 pm
by BBmolla
Standard 7p is cop ccs d1 = boring.
Change it to C9.
And add Carbon-14 imo.
Posted: Sun Jun 10, 2012 6:50 pm
by Timeater
Vent Standard is just a modified version of the epic mafia standard, which works well enough. Cops will pretty much always claim, NL occures, lots of things can happen in the meantime before 5man mylo. Only made the special if-nightkilled you can still talk rule because, well, it sucks.
@andrew I think he means by just not saying anything and randomly lynching, giving the assassin no info. Thats lame and wouldn't work.
Posted: Sun Jun 10, 2012 6:52 pm
by BBmolla
Just because EM uses it a ton doesn't mean it's a good setup. It's still shit, I've been attempting to get it out of newbie lobby by whining about it.
Posted: Sun Jun 10, 2012 6:54 pm
by BBmolla
AitP is broken by nobody talking and just sheeping first vote. Prevents assasin from knowing anything.
Town's best strategy is for someone (a different person each day to stop the assassin making multiple attempts) to vote a random non-king player in their first post and everyone to sheep them, no discussion. The assassin's only method of winning is to correctly guess the king
and
beat everyone else to first post. Not sheeping or trying to discuss gets you instantly lynched, of course.
This is not a particularly fun strategy to play with.
Posted: Sun Jun 10, 2012 6:56 pm
by Timeater
Its not just used "a ton"
Its the basic setup EM is run on and the most up-voted setup since the EM's inception. For forum mafia, I think it'd suck.
@pedit; adding carbon-14
Posted: Sun Jun 10, 2012 6:57 pm
by Timeater
It may be optimal play but I dont think a bunch of negative nellys are actually going to play the game that way when you're playing mafia for FUN, not soullessly and robotically to WIN.
Its the basic setup EM is run on and the most up-voted setup since the EM's inception. For forum mafia, I think it'd suck.
@pedit; adding carbon-14
Appeal to popularity.
It sucks for chat mafia too bro, it encourages follow the cop and discourages self thought.
Edit: In addition, it's the equivalent of 1 townie, 1 cop, 1 mafia, daystart.
It blows.
Posted: Sun Jun 10, 2012 7:20 pm
by Timeater
My point is it works at a base level. And eh, I've played lots of interesting games with that setup. I just like how the dichotomy is so in-your-face. I like probing both cops and finding the liar. Anyway,
fiiiiiiiiiiiiiiiiiiiiiiiiine
. If you hate it so much i'll get rid of it.
Posted: Tue Jun 12, 2012 8:30 pm
by Hoopla
A simplified (and hopefully more balanced) version of The Experiment.
9x Townies, 3x Goons, 1x SK.
The SK is given seven points to spend from any of the four coloured banks. Any time he buys a power for the town, he gets that amount of coloured tokens to spend in his perks giftshop. Black coloured tokens are like wild cards and can be substituted for any colour. Some of the SK's powers that are bought give mafia a power too.
SK's giftshop:
(
1
) 1-Shot Kill
(
1
) 1-Shot Kill
(
1
) 1-Shot Kill
(
1
) Even Night Cop Immunity,
Roleblocker
(
1
,
1
) Odd Night Cop Immunity,
Godfather
(
1
,
1
) 1-Shot Ninja/Strongman Kill
(
1
,
1
) 1-Shot Commute
(
1
,
1
) 1-Shot Commute
(
2
,
1
) 1-Shot Day-Kill
(
2
,
1
) 1-Shot Bulletproof,
Godfather
(
2
,
1
) 1-Shot Bulletproof,
Roleblocker
Blue Bank:
(1) 1-Shot Cop
(2) 1-Shot Vig
(2) Even Night Cop
(3) Cop
Pink Bank:
(1) Roleblocker
(1) Doctor
(2) Jailkeeper
(2) 1-Shot Vig
Green Bank:
(1) Tracker
(2) Watcher
(3) Cop
Black Bank:
(1) Innocent Child
(2) 2x Masons
(3) FBI Agent
Posted: Tue Jun 12, 2012 8:52 pm
by vijay2vasandani
Do the mafia have a factional kill? If so, why not just get 7 RBs, 7 shots and let the town self-implode from there?
Posted: Tue Jun 12, 2012 9:10 pm
by Hoopla
Mafia have a factional kill. Each article can only be purchased once by the SK.
Posted: Tue Jun 12, 2012 11:33 pm
by callforjudgement
I assume that cop immunity doesn't work against an FBI agent? Also, is the ninja/strongman kill both ninja and strongman, or SK's choice when making the kill, or SK's choice when purchasing it?
Posted: Tue Jun 12, 2012 11:34 pm
by Hoopla
Cop Immunity doesn't work against the FBI Agent. The Ninja/Strongman is a combination.
Posted: Wed Jun 13, 2012 4:43 am
by Guy_Named_Riggs
Here's an idea I've had for a while. i tweaked it a little but I want to hear some opinions on it
Jbmueld Mifaa (Jumbled Mafia) - 11 players
3 scum
Goon
Goon
Framer
8 town
1 nexus
1 macho-cop
1 doctor
5 vanilla townies
Mod notes
Vanilla townies not told if they are the nexus
Determined by random.org