Though if we started night, should the mafia bandit be able to use his ability that night? Since on average mafia should get 2 guns that first night.
Posted: Tue May 10, 2016 2:54 pm
by drmyshottyizsik
that's why I said regardless of how many guns they steal they can only use one
Posted: Tue May 10, 2016 3:34 pm
by heuristically_alone
I though that was the bandit rule. So you're saying that even if gunslingers give mafia multiple guns, mafia can only use one?
Posted: Wed May 11, 2016 12:32 am
by drmyshottyizsik
In post 8727, heuristically_alone wrote:I though that was the bandit rule. So you're saying that even if gunslingers give mafia multiple guns, mafia can only use one?
They can only use one more than they get. So if they are given 2 and they steal 3 they have 3 guns.
(It's not a good setup beyond that. Replacements are so ubiquitous that letting the scum choose their target directly has a chance of going south fast. It's an 11 player nightstart game with two kills per night and no power roles for the town that could randomly end with a town loss at any time, including Night 0--in Chosen, the chosen ones leave a lot of useful information if one is lynched, but here lynching one just ends the game with a town loss. The town here doesn't appear to be anything but a battlefield for the scum factions.)
Posted: Wed May 11, 2016 4:57 pm
by xyzzy
what happens if the mafia choose the serial killer as the chosen one?
Posted: Thu May 19, 2016 8:50 am
by PantherPunt
Hope this is the right place for this...
I've played in this setup. I'm interesting in running it. Have never modded on here and don't know what needs to be done ahead of that. I get some type of permissions added? I get approval to run the game? I get permission to post in the queue? Or a mod posts it in the queue? Help a new guy out
In post 1143, PantherPunt wrote:Considering running my first game on site here. It wouldn't run until at least 6/6.
I'd like to run this at 3d/1d. I'm unaware of the demand and not sure if shorter phase lengths are well-received here, so if the supply is lacking, I can lengthen, but won't go above 6d/1d.
I believe I have full discretion over who I let in the game, yes? I'd just like to check each /in (if I'm unfamiliar) for activity level / patterns of flake history.
1 Town Variable Cop
1 Town Poisoner
1 Town Healer
10 Vanilla Townies
Role PMs:
Spoiler: Mafia Roleblocker
You're the Mafia Roleblocker. Starting N1, you may roleblock one player each night. The roleblocked player will not be able to perform their night action, if any. You will not receive any result for your action. The roleblocked player will not be explicitly informed that they were roleblocked.
You may choose to holster. If you do not submit a target your action will be lost.
Your team is:
X
X
X
X
Spoiler: Mafia Poisoner
You're the Mafia Poisoner. Starting N1, you may poison one player each night. The poisoned player will be announced to the thread at the start of the following day. If not healed, your target will die at the end of the day.
You may choose to holster. If you do not submit a target your action will be lost.
Your team is:
X
X
X
X
Spoiler: Vanilla Mafia
You're a Vanilla Mafia.
You are a villainous cretin; your vote is your weapon.
Your team is:
X
X
X
X
Spoiler: Town Variable Cop
You're the Town Variable Cop. On even nights, including Night 0, you may Affiliation Peek a player of your choosing. This will return [Town] or [Mafia].
On odd nights, you may Role Peek of a player of your choosing. This will return [Role] or [Vanilla], but not affiliation. For example: vanilla mafia and vanilla townies will both return [Vanilla]. The mafia poisoner and town poisoner will both return [Poisoner].
If you are roleblocked, your result will be [No Result].
If you do not submit an action your target will be randed among the remaining townies.
Spoiler: Town Poisoner
You're the Town Poisoner. Starting N1, you may poison one player each night. The poisoned player will be announced to the thread at the start of the following day. If not healed, your target will die at the end of the day.
You may choose to holster. If you do not submit a target your action will be lost.
Spoiler: Town Healer
You're the Town Healer. Starting D2, you may heal one player who was poisoned the night before. If you do not heal a poisoned player, they will die at the end of the day. You must submit your action by 1 hour before end of day. The healed player will be announced as soon as the moderator can process it.
This action is considered a Day action. You may choose to holster. If you do not submit a target your action will be lost.
Spoiler: Vanilla Townie
You're a Vanilla Townie.
You are the soul of the game; your vote is your weapon.
Posted: Thu May 19, 2016 8:53 am
by drmyshottyizsik
Once you run your first open you can enter the queue again and ask to mod this game. It will then be reviewed with either a yes or a yes but you won't get credit for this because it is bastard or no.
Posted: Thu May 19, 2016 8:53 am
by drmyshottyizsik
Also we tend to do 2 or 3 week days.
Posted: Thu May 19, 2016 8:55 am
by drmyshottyizsik
Also with there being 17 people I believe you would have to run this as a large
Posted: Thu May 19, 2016 9:00 am
by PantherPunt
In post 8736, drmyshottyizsik wrote:Also with there being 17 people I believe you would have to run this as a large
So over a certain player size goes in Large regardless of Open, Semi-Open, Closed?
The general rule of thumb for setups like this is for the "Lyncher Faction" to have 2 targets. (See Chosen Mafia)
Also, what happens if mafia choose the SK? Do mafia have a factional kill still?
Posted: Fri May 20, 2016 12:31 pm
by mith
Screwing around with my Vanilla Variants spreadsheet again... Here's one that seems interesting:
Unnamed Combo Variant
3 Mafia
9 Townies
(
Daystart
)
If Town lynches Mafia on Day 1, Town wins immediately (from The Bus Stop).
If Town lynches Mafia on Day 2, Mafia may not kill Night 2 and must instead choose one of their remaining members to be revealed at the start of Day 3 (from Blind Rage).
After Day 2, the Mafia may only kill at Night if one of their members was lynched the previous Day (from Vengescum).
EV is 44% for Town, dropping to 25% if they mislynch Day 1 and to 13% if they also mislynch Day 2 (but back up to 54% if they lynch correctly Day 2). The intent here is that busing is suicide Day 1 and punished heavily Day 2 (though not as severely as in The Bus Stop 2, of course), while the Vengescum condition at 3:5 keeps the EV for the comeback too low.
And another:
Red Flag
Town wins when any two Mafia are lynched.
1-2 Mafia Setups are equivalent to Vanilla Mafia; 3 Mafia Setups are equivalent to White Flag. Other good counts:
EV converges to 50% for the N:(N+3) setups, for large N. Such games are guaranteed to last at most 3 days (either side loses on two bad lynches).
Posted: Sat May 21, 2016 2:43 am
by callforjudgement
Unnamed Combo Variant reminds me of the White Flag Gambit. (That is, the worse bussing becomes in a setup, the more value scum get if they pull it off successfully; in this case, you'd be hoping that the bus lynch doesn't go through despite how hard you're pushing it.)
You can run open setups in Normal queues (I've seen a 13'er in Mini Normal) but there's no official size limit for the Open Queue.
Posted: Sat May 21, 2016 3:20 pm
by mith
In post 8741, callforjudgement wrote:Unnamed Combo Variant reminds me of the White Flag Gambit. (That is, the worse bussing becomes in a setup, the more value scum get if they pull it off successfully; in this case, you'd be hoping that the bus lynch doesn't go through despite how hard you're pushing it.)
I basically invented the White Flag Gambit, how is this not in the wiki entry? Bah.
(I also didn't know there *was* an entry for it until just now, so I guess I can't complain too much. On the other hand, Equinox was in that game so double Bah.)
Anywhere, there needs to be a better term for "trying to look like you're busing when you're not because your buddy actually dying would be terrible/losing". Busing to me implies an actual lynch, not the threat of one.