You win when all townies are clean, or when any threats to prohibition are put down
Mafia Wincon:
You win when all townies are dependent on booze, or when your team outnumbers all non-mafia
Third Party Wincon:
You win by surviving until the end of the game
Modifiers
Clean:
Role functions normally
Drunk:
Informative roles will send feedback to a random player
Hopelessly Drunk:
Must target or receive alcohol from a vendor to continue living.
Unique Roles
Rehabilitation Specialist:
Can target a player each night, and change their alcohol influence negatively, e.g, drunk --> clean . If targetted, that player will automatically have their alcohol influence lowered
Highway Cop:
Can target a player each night and detect how much alcohol influence they have
Cheerleader:
Is very motivated to motivate. Has twice the power of a normal motivator
Potent Visitor:
Can target a player each night. If a bootlegger or barkeep, the potency of their alcohol will increase.
Bootlegger:
Can target a player each night, and change their alcohol influence positively, e.g, drunk --> hopelessly drunk. If targetted, that player will automatically have their alcohol influence raised
Barkeeper:
When targeted, that player will raise in alcohol influence each day. If you do not have any customers during a night, you will commit suicide.
Posted: Mon Sep 14, 2015 11:54 am
by BBmolla
broken by massclaim
Posted: Mon Sep 14, 2015 12:34 pm
by St Constantine the Hermit
Yes, I forgot to mention something really important about the set-up when I rewrote it the second time.
Hopelessly drunk players cannot have their alcohol influence lowered once they become hopelessly drunk. That means multiple claimed powerroles can die during any given night.
If I added more visitors, scum would have more room to manouver during claiming, but I think that would make them overpowerred since both factions are easily capable of winning within 4 days depending on how strategic they are. It isn't a long game set-up by any means.
-----
The barkeeper being the only role which can save hopelessly drunk townies from death, the scum play would involve getting as many players hopelessly drunk as possible, and then eliminate the barkeeper so all the dependent townies die.
With all this said, replacing the role cop with a visitor would alleviate the mass claiming problem, but I still think massclaiming is a bad play for town since the rate of losses ends the game relatively between 4 and 5 days, and even with everybody claiming, mafia could take out half the town powerroles, since there are only three rehab specialists which are the games only protective role, and 6 powerroles alltogether.
Posted: Mon Sep 14, 2015 12:37 pm
by St Constantine the Hermit
Tl;DR
With the rule that was absent from my set-up post, massclaiming is a guaranteed scum win, unless town can get at least two consecutive scum lynches.
You win when all townies are clean, or when any threats to prohibition are put down
Mafia Wincon:
You win when all townies are dependent on booze, or when your team outnumbers all non-mafia
Third Party Wincon:
You win by surviving until the end of the game
Modifiers
Clean:
Role functions normally
Drunk:
Informative roles will send feedback to a random player
Hopelessly Drunk:
Must target or receive alcohol from a vendor to continue living. Once hopelessly drunk, your alcohol influence cannot be lowered through use of rehab specialists.
Unique Roles
Rehabilitation Specialist:
Can target a player each night, and change their alcohol influence negatively, e.g, drunk --> clean . If targetted, that player will automatically have their alcohol influence lowered
Highway Cop:
Can target a player each night and detect how much alcohol influence they have
Cheerleader:
Is very motivated to motivate. Has twice the power of a normal motivator
Potent Visitor:
Can target a player each night. If a bootlegger or barkeep, the potency of their alcohol will increase.
Bootlegger:
Can target a player each night, and change their alcohol influence positively, e.g, drunk --> hopelessly drunk. If targetted, that player will automatically have their alcohol influence raised
Barkeeper:
When targeted, that player will raise in alcohol influence each day. If you do not have any customers during a night, you will commit suicide.[/quote]
Posted: Tue Sep 15, 2015 2:25 am
by Annadog40
So the cheerleader can't do anything other than visit the bar?
Posted: Tue Sep 15, 2015 3:09 am
by ChaosOmega
Thoughts?
Posted: Tue Sep 15, 2015 7:53 am
by Sméagol
Might be a fun experiment, but I think it's in favour of the mafia.. Though I'm not sure.
Mafia will give this to anyone who suspects other townies obviously, so to counteract this town may want to lie about their suspects. But that may be hard to pull off, and may make them look scummy I suspect.. But I dunno.
############
I was thinking of doing a quick micro game, as I have no idea if I have the time to do a normal game right now.
9 players (7-2)
Quick day night cycle, I was thinking 6-1.
No predetermined roles. Instead:
People can buy an ability for the night. They buy it with their voting power.. After using an ability, they lose their vote next day.
Available abilities will be on a yet to be determined whitelist, probably roughly the normal roles abilities, but I'll probably want to restrict it even further.
All abilities are restricted to one use each night.
The number of abilities that will be handed out will be restricted to (number of players - absolute majority)
Abilities are handed out on a first come first served basis (so deadlines are important).
Is anyone up for that?
(or has this already been done?)
Posted: Tue Sep 15, 2015 8:11 am
by St Constantine the Hermit
↑Annadog40 wrote:So the cheerleader can't do anything other than visit the bar?
Bartender or a bootlegger. The cheerleader and the potent visitor are purposefully anti-town. The best move would obviously be to find the bartender day one, because the bartender can win with both factions. This dynamic exists to make a bootlegger-bartender alliance not a reality every game.
This is the best setup I have seen in months. It's innovative while looking fun to play.
Don't know about balance or PRs though.
Posted: Tue Sep 15, 2015 8:46 am
by TierShift
Constantine the game is still broken by massclaim. Have you got any idea how that works?
Posted: Tue Sep 15, 2015 10:40 am
by St Constantine the Hermit
I am sorry, but I still don't see how it is broken by massclaim.
Someone is going to have to explain it to me, because a masslclaim looks like town suicide from my POV.
Posted: Tue Sep 15, 2015 10:50 am
by St Constantine the Hermit
There would be overlapping claims which would indicate some people are lying, but scum can kill multiple people any given night, so if scum claimed visitor or rehabilitation specialist, I don't see any realistic way for town to be able to lynch them all before scum forces everyone into becoming hopelessly drunk.
So basically as the scum faction, you know who is honestly a rehabilitation specialist or visitor so you can kill them, but town is left completely in the dark.
Posted: Tue Sep 15, 2015 11:13 am
by TierShift
There're 5 town roles that are unique..claiming any of those as scum is equal to suicide. Not claiming any of those leads to 5 confirmed town on day 1.
Get it?
Posted: Tue Sep 15, 2015 11:58 am
by St Constantine the Hermit
Except scum can kill multiple of those claimed unique poweroles any night if they have their alcohol influence increased and become hopelessly drunk.
I appreciate constructive feedback, but I am telling you that any attempt at a massclaim would result in a town loss. Hopelessly drunk players die without the bartender, and scum can make 1-3 people hopelessly drunk each night, depending on whether they stack up on a clean player or the confirmed day one drunk roles once each.
So yeah, you have 5 confirmed players upon day one, but you are still left with a lynchpool of 10 players (assuming the bartender doesn't claim), and unless town flawlessly stops every bootlegger through use of night actions, anywhere between 1 and 5 of those day one confirmed townies would be dead.
Posted: Tue Sep 15, 2015 12:02 pm
by St Constantine the Hermit
*would be dead by the start of day three
I am adding one nightkill that is effective on the bartender, just because him claiming makes the role essentially OP town and not third party, whereas if scum have a nightkill that only works on the bartender, that role will probably not claim day one, stopping a bunch of townies from leaching on him for protection.
Posted: Tue Sep 15, 2015 8:48 pm
by TierShift
Okay, let me see how this works.
Scum have a NK that ONLY works on the bartender?
What does the cheerleader do?
What do you mean by potency of the alcohol?
Posted: Wed Sep 16, 2015 7:56 am
by St Constantine the Hermit
Yes, one night kill that only works on the bartender
The cheerleader is a super motivator, and super just means double the power. It is a dangerous role if it targets scum.
Potent visitor has the same concept as the cheerleader. It makes the alcohol vendor a permanent superrole,
Posted: Wed Sep 16, 2015 9:37 am
by St Constantine the Hermit
Here is my attempt at simplifying the set-up to make it more marketable.
Clean Town
Rehabilitation Specialist (3)
Highway Cop (1)
Drunk Town
Rolecop (1)
Visitor (5)
Hopelessly Drunk Town
Cheerleader (1)
Mafia
Bootlegger (3)
Third Party
Barkeeper (1)
#1 - Rehab is ineffective on Hopelessly Drunk Townies
#2 - Bootleggers and the bartender will always show up as drunk upon inspection by the Highway Cop
#3 - Scum have one night kill that is effective on only the bartender. It can be used by a bootlegger at the expense of his or her normal night action
scumsided imo. motion detectors basically do nothing. maybe two trackers would work, and replacing jailkeeper with town rb or doc
Posted: Sat Sep 19, 2015 5:31 am
by TierShift
What mario said
Posted: Sat Sep 19, 2015 8:52 am
by Sméagol
I don't think it's scumsided.
I don't like motion detectors, but they don't do "nothing".
The "ascetisiser" (damn people.. On my site, they're just protectors who protect from abilities except kills) is actually pretty useless here. If they use it on themselves, the motion detectors turn into cops. Which is why the mafia won't use it on themselves. Then they could use them on townies to try to "frame" them, but this just creates a lot of wifom for both factions.. Which is more trouble then it's worth, so they probably won't get used at all. Which leaves you with the jailkeeper as the only real power role..
I don't think it's scumsided, but I don't really see the point of the set-up.
edit:
I forgot those detectors see action on both sides (on the player and on the target). So I guess I do see the point.
Posted: Sat Sep 19, 2015 7:14 pm
by wgeurts
Motion detectors do actually give information, however as they are less powerful than trackers/watchers I put two in the setup. If the MD's target somebody (especially when some of the scum are dead) and they get a negative result it's likely who you're targeting is a VT. Basically if a player thinks about why they got their result the further the game goes on the more they can piece things together. Further more they are named townies which are always useful around lylo.