3 Ballers (each can target one other player for a rendezvous)
11 Guards (tracker, finds out who a player targeted during the previous period of day.)
2 Princesses (each get 1 roleblock, and can target one player for a rendezvous per day)
Deep South.
Everyone knows who the Princesses are. If a Princess and the same Baller target each other two days in a row (successfully rendezvous), the Ballers and that Princess win. The Ballers can daytalk.
At the beginning of each day flavor will indicate if a rendezvous successfully occurred, and how many rendezvous occurred.
Moves can be submitted up 24 hours after the hammer. The death scene (about 24 hours after the hammer) will mark the end of day, indicate if a rendezvous happened (and how many) and reveal the role of the lynched player. The mod will send PMs indicating results from rendezvous and tracking attempts after he locks the game thread and before he posts the death scene.
The Princesses can't be lynched, obviously. The game is basically a race to see which Princess can break the setup (if they can) before the Ballers get lynched. The Princesses do not get a vote.
If a Guard tracks a Princess he will find out who she targeted, but will not know which player she targeted with which ability.
Posted: Sat Mar 28, 2009 8:52 am
by Empking
Normal 4P
2 Mafia
2 Double Voters
Posted: Sat Mar 28, 2009 9:18 am
by shaft.ed
Empking wrote:
Normal 4P
2 Mafia
2 Double Voters
lulz
Posted: Sun Mar 29, 2009 2:05 am
by SuperCop
Empking wrote:
Normal 4P
2 Mafia
2 Double Voters
Hah. I like that.
Posted: Sun Mar 29, 2009 8:24 am
by Thok
Empking wrote:
Normal 4P
2 Mafia
2 Double Voters
Weird set up. I think it's broken by having a random player X vote a random player Y and waiting for a vote count before any other votes (as in quick lynch anybody who doesn't agree to follow this plan.)
1/6 of the time you just lose (townie votes townie)
1/2 of the time a mafia is forced to vote, and no quick lynch is possible. Then you have one confirmed scum, and you vote that scum one player at a time, waiting for a vote count to determine whether players have one or two votes.
1/3 of the time townie vote mafia, and you get a confirmed townie and a confirmed mafia (townie has 2 votes, mafia wasn't quick lynched) and have the other two players vote the confirmed mafia one at a time.
So that's a town win 5/6 of the time (or roughly 83% of the time) with a degenerate strategy.
There are some variations to the above with scum quicklynching themselves and choosing not to nightkill, but to make this playable you need to do something about vote counts.
Posted: Sun Mar 29, 2009 8:28 am
by Empking
Vote counts only count people voting.
Posted: Sun Mar 29, 2009 6:20 pm
by Adel
Empking wrote:Vote counts only count people voting.
this.
Vote Count 23 would prove that Adel and Empking are not both town.
I think it might be fun.
Did anyone try it on marathon day?
Posted: Sun Mar 29, 2009 6:39 pm
by shaft.ed
Adel wrote:
Empking wrote:Vote counts only count people voting.
this.
Vote Count 23 would prove that Adel and Empking are not both town.
I think it might be fun.
Did anyone try it on marathon day?
But mafia would have to be retarded to vote together.
Posted: Sun Mar 29, 2009 6:59 pm
by Adel
shaft.ed wrote:
Adel wrote:
Empking wrote:Vote counts only count people voting.
this.
Vote Count 23 would prove that Adel and Empking are not both town.
I think it might be fun.
Did anyone try it on marathon day?
But mafia would have to be retarded to vote together.
and thus WIFOM is made.
~~ anyhow it is broken by vote flickering.
Posted: Mon Mar 30, 2009 4:14 am
by shaft.ed
With four alive it will take four votes to lynch
I missed the modified lynch threshold
I agree that the game will essentially become "are mafia logged on at the same time as a townie is misvoting?"
What if you add two regular townies?:
2 Goons
2 Double Voters
2 Townies
Same voting mechanics. Now the scum can't autoquicklynch and the town can't vote flicker to determine absolute alignment. The scum has got to try reading the double voters. Town also has a pretty large incentive to keep the double voters hidden as long as possible.
Posted: Mon Mar 30, 2009 4:32 am
by Empking
Or you could just y'know not have a weird number of votes needed to lynch.
Posted: Mon Mar 30, 2009 4:42 am
by shaft.ed
Empking wrote:Or you could just y'know not have a weird number of votes needed to lynch.
that doesn't fix anything, in fact it makes it far easier for scum.
Posted: Mon Mar 30, 2009 4:45 am
by Empking
shaft.ed wrote:
Empking wrote:Or you could just y'know not have a weird number of votes needed to lynch.
that doesn't fix anything, in fact it makes it far easier for scum.
But the game you're doing is balanced towards town, so balancing it closer to scum is a good thing.
Posted: Mon Mar 30, 2009 4:59 am
by shaft.ed
Empking wrote:
shaft.ed wrote:
Empking wrote:Or you could just y'know not have a weird number of votes needed to lynch.
that doesn't fix anything, in fact it makes it far easier for scum.
But the game you're doing is balanced towards town, so balancing it closer to scum is a good thing.
How is a game where a single townie misvote = loss "balanced closer to scum?"
Posted: Mon Mar 30, 2009 5:06 am
by Empking
shaft.ed wrote:
Empking wrote:
shaft.ed wrote:
Empking wrote:Or you could just y'know not have a weird number of votes needed to lynch.
that doesn't fix anything, in fact it makes it far easier for scum.
But the game you're doing is balanced towards town, so balancing it closer to scum is a good thing.
How is a game where a single townie misvote = loss "balanced closer to scum?"
Because if a single townie misvotes then scum can win?
Posted: Thu Apr 02, 2009 1:17 pm
by Wall-E
Can someone review this for me?
7 man mafia
Five cops, two mafia.
Of the five Cops, two are sane, one is insane, one naive, and the last paranoid.
Sane: Sees normally. (Cop/Mafia)
Insane: Sees backwards. Will see other cops as Mafia, and Mafia as Cops.
Naive: Sees everyone as a Cop, no matter what.
Paranoid: Sees everyone as a Mafia, no matter what.
The Mafia start out knowing each other. They do not get scries, but instead have to make something up.
Gameplay: Everyone gets a night 0 scry. You do not see roles, only Cop/Mafia. You cannot scry yourself. You cannot scry a dead player. The Mafia attempt to work together, blend in, etc. During the day, the vote lynch works normally. A dead player's role is not revealed. Only whether he was Cop, or Mafia. During the night, the Mafia can kill one player. Standard win conditions apply for both sides.
Posted: Thu Apr 02, 2009 1:21 pm
by Wall-E
Adel wrote:
shaft.ed wrote:
Adel wrote:
Empking wrote:Vote counts only count people voting.
this.
Vote Count 23 would prove that Adel and Empking are not both town.
I think it might be fun.
Did anyone try it on marathon day?
But mafia would have to be retarded to vote together.
and thus WIFOM is made.
~~ anyhow it is broken by vote flickering.
This looks to me like a great way to bog a game down waiting for Captain Park-Voter to come back from his three-day binge at the opium tent and unvote.
Yes, I just called all lurkers and V/LAers opium addicts. What.
Posted: Thu Apr 02, 2009 1:21 pm
by shaft.ed
Isn't that Dethy + a Sane Cop?
Posted: Thu Apr 02, 2009 1:29 pm
by Wall-E
It's Dethy (some call it 5mm or Five Man Mafia) +1 scum and 1 cop.
Posted: Fri Apr 03, 2009 9:01 am
by Wall-E
...i'm going to take it this means it sucks
Posted: Fri Apr 03, 2009 9:05 am
by shaft.ed
Wall-E wrote:...i'm going to take it this means it sucks
I think people just aren't fond of Dethy in general. I'm not that familiar with it orit's proper strategy so I didn't say anything...
Posted: Fri Apr 03, 2009 9:12 am
by Wall-E
Ah! Ok.
Dethy or 5mm is basically a logic game with near-perfect odds for both teams winning. In fact, I believe the odds might be exactly 50-50, making sure that games running more than two days always come down to one townie trying to decide which of two people is lying about what bit of information based only on their interaction in the thread/channel. I've played on IRC in real-time once or twice and it's a pretty keen brain-twister with the added stress of deduction under social pressure. That and you might have made a mistake, meaning everyone will be silently yelling at you from beyond the grave that you're being a moron.
So you have to be at least three kinds of masochistic to enjoy it, really.
I was trying to find a slightly more message-board friendly version that will last more than three game-days if neither team is dominating. If anyone else has input, please toss it my way!
Posted: Fri Apr 03, 2009 4:33 pm
by Cruciare
Witchhunt
(Details Undecided)
Some Goons
Some Sane Cops
Some Not-Sane Cops
A Governor
Some Townies
And some random Millers mixed in amongst the Town-aligned.
Possibly with some kind of partial No-Reveal.
Posted: Sat Apr 04, 2009 3:06 am
by Seraphim
Cruciare wrote:
Witchhunt
(Details Undecided)
Some Goons
Some Sane Cops
Some Not-Sane Cops
A Governor
Some Townies
And some random Millers mixed in amongst the Town-aligned.
Possibly with some kind of partial No-Reveal.
This is kinda complicated for an open set-up...and vague.
Vampire: Plays for Town. If NKed, stays and becomes Mafia Scum, cannot be protected
Doctor: Cannot protect self.
Mafia Scum, together submits two choices, one choice to kill and one choice to roleblock.