[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #3553 (isolation #0) » Fri Jul 15, 2011 10:15 am

Post by Timeater »

coming from heroes of newerth forum if anyone plays:

this is his setup:

YawningAngel wrote:Introduction
Werewolf is a game of deception.

Every person is assigned a role at the start of the game. You are randomly sided with either the Legion or the Hellbourne. During the night, the Hellbourne players secretly kill one person. During the day, the Legion players must figure out who is the Hellbourne and bring them to justice! You will play as either a Legion Hero or a Hellbourne Hero. Your goal is to converse with other players and advance toward your own goals. Your skills in persuasion and lying will determine the course of the game.

Overview
The citizens of a small Legion village one morning wake up to discover that there are Hellbourne in their town! If something is not done, the entire village population will be infested and killed!
Teams
There are two teams, Legion and Hellbourne.

On the Hellbourne side there are Hellbourne heroes. They all know each other, and may communicate with each other at night. They win if at any time they outnumber or are equal in number to the Legion.

On the Legion side you have the Legion heroes. The Legion win by eliminating all the Hellbourne players.
Turn Structure
The game alternates between two phases, a Day phase and a Night phase, starting on Day 1.

Day Phase: During the day, the village gets together to discuss and decide who might be a Hellbourne! Lynches are determined by Votes. Everyone votes who they think is an imp or warlock (votes may be changed at any time during the day). You may also vote to "No Lynch" if the town wishes to not lynch anybody. A voting post can be as simple as "I vote ______," and must be in the color lime. This is to make it clear to me that you want to vote that person. If someone gets a majority of the votes ( n / 2 + 1 ), they are lynched, and the Night phase begins. All players have the privilege of voting unless explicitly stated otherwise.

Night Phase: During the night phase, the Hellbourne decide who they are going to eat! They are allowed to communicate privately outside the main thread to make this decision, they may only do this during the night time. Legion heroes also make actions during the night.

Possible Roles
Roles are randomly assigned via a random number generator once enough players have signed up and the game is ready to begin.

Legion
Victory: All Hellbourne are eliminated
Defeat: Legion are outnumbered by or equal in number to the Hellbourne during the day

The Random Legion Hero Not Mentioned Below - Anyone who is a Legion Hero not mentioned below is trying to lynch the Hellbourne during the day, and has no action at night. They win if all the Hellbourne are eliminated.

Rampage - During the night, Rampage has the ability to declare that he is "CHARGING ****ING <PLAYERNAME>", revealing that player's role. At the end of the day that player will die unless Rampage is lynched. You may lie about being Rampage, but you may not claim to use his special ability unless you are actually Rampage.

Armadon - Only Armadon can claim to be Armadon. Anyone else claiming to be Armadon will be modkilled.

Chipper - Every night Chippier can fire Rockets at up to three targets. Players who are hit by a rocket are alerted of this fact.

Empath - Every night Empath can cast As One on a player. Any night actions targeted at Empath will instead target that player.

Nomad the Student Lawyer - Every day Nomad the Student Lawyer has the ability to Object to a player's vote. The player's vote must be changed as Nomad the Student Lawyer desires and may not be changed by that player during that day. You may lie about being Nomad, but you may not claim to use his special ability unless you are actually Nomad.

Swiftblade - Twice per game, Swiftblade can chase the slowest (i.e. least active, as measured in posts on the day before) player during the night and use his spin on them, killing them.

Blacksmith - If lynched, the Blacksmith has the ability to cast Fireball on a target. The target will be killed instantly along with the Blacksmith. If the Hellbourne are eliminated while Blacksmith is alive, the Legion loses.

Hellbourne
Victory: Legion are outnumbered by or Equal in number to the Hellbourne during the day.
Defeat: All Hellbourne are eliminated

All Hellbourne Heroes Not Mentioned Below - Hellbourne talk and vote during the day just like Legion. At night they, along with any Hellbourne heroes, collectively choose or vote on a victim by posting in the quicktopic thread they will receive a link to during the Night.

Torturer - Once per game, the devourer can Torture somebody. That player must post only as directed by Torturer during the following day. Torturer can PM his victim with suitable posts, but may not have them do anything that would result in their being modkilled.

Succubus - Once during the night, Succubus has the ability to Mesmerise somebody. The target will change allegiance and join the Hellbourne.

Other Rules
No talking when dead. A post with some sort of funny comment is allowed, however no strategy content should be included; "I knew I had it coming" is okay but "David and Snorlax are clearly hellbourne, look into their voting history" is not. Dead imp are dead in imp chat as well.
They may not give any further strategy input. If you do post then you must colour it in Deep Sky Blue

No posting screenshots of your role in PMs, this is for obvious reasons.

As Hellborne, there are absolutely no rules on what you can post (while alive). Anything said by the Hellbourne should always be interpreted as possibly false, and as such any fake claims or betrayals can just as well be lies and are part of the game.

This game is not a speed game. Day will take as long as needed to get a vote, so you can discuss and change your mind. Once a reasonable time has passed, and a majority vote has been cast a lynching will take place and night will begin. However I will be prodding anybody who goes inactive for over 1 days and will kick if appropriate.

This is a game of deception. Anything said by others should be analyzed and assessed as you see fit. Blindly trusting people as the Legion is unwise and will likely see to your demise.
Dealing With Inactives
Due to the fact that this game requires an active group of players I have added a few new rules to ensure that players who aren't active enough are aptly replaced.
Night will last for no more than 2 days (48 hours). All players must send me a PM every night declaring their night action. Saplings (who are the only players with no night role) must send me a message declaring their activity. If you haven't sent me a night role by the end of the night you will be replaced, and I will make your night role decision for your role.
Day will last as long as it needs to, however anybody who hasn't posted anything in this thread for days (24 hours) will be prodded, if they don't respond to the prod within the next 24 hours they will be replaced.
Once we have an acceptable amount of players I will contact players on their roles. All players must reply telling me "I'm ready" within 24 hours of receiving your role. Anybody who fails to reply will be replaced before the game starts.
Additional Notes

The setup type is open. Which roles are in the game is publicly available information

The game will take place in a separate thread and start when I say it does.


YawningAngel wrote:PR format I'm considering is Rampage/Empath/Chipper/Blacksmith/Swiftblade, 10 vanilla, 1 Succubus and 3 vanilla scum


There you go Yawning :cop:
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Post Post #4835 (isolation #1) » Sun Jun 10, 2012 6:50 pm

Post 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. :P
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Post Post #4839 (isolation #2) » Sun Jun 10, 2012 6:56 pm

Post 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
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Post Post #4840 (isolation #3) » Sun Jun 10, 2012 6:57 pm

Post 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.
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Post Post #4841 (isolation #4) » Sun Jun 10, 2012 6:58 pm

Post by Timeater »

I want in on this vent btw.


Bot aint ready yet, g
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Post Post #4843 (isolation #5) » Sun Jun 10, 2012 7:20 pm

Post 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.
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Post Post #4863 (isolation #6) » Thu Jun 14, 2012 7:21 am

Post by Timeater »

Dont Shoot the Messenger (ventrilo/mumble)4 Vanillas
1 Messenger
2 Mafia

* Nightless
* People are randomly seperated into two chat rooms, 3 people in each one.
* There is 1 guaranteed scum in each room. They will always be seperated. They have daytalk.
* Votes are tallied like how they would be in a regular game.
* The Messenger can move between the rooms at will, while anyone else must stay in their designated room.
* Whoever is lynched first can make a Vengekill. This applies to both town and mafia.
* After the first lynch, everyone is moved into one room.


edit: v.2


Dont Shoot the Messenger (ventrilo/mumble)4 Vanillas
1 Town Messenger
2 Goons
or
5 Vanillas
1 Scum Messenger
1 Goon


* Nightless
* People are randomly seperated into two chat rooms, 3 people in each one. Scum distrubtion is random.
* Scum have daytalk.
* Votes are tallied like how they would be in a regular game.
* The Messenger (can be town or scum) can move between the rooms at will, while anyone else must stay in their designated room.
* Whoever is lynched first can make a Vengekill. This applies to both town and mafia.
* After the first lynch, everyone is moved into one room.
Last edited by Timeater on Thu Jun 14, 2012 7:48 am, edited 3 times in total.
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Post Post #4865 (isolation #7) » Thu Jun 14, 2012 7:36 am

Post by Timeater »

Yeah I should change the [Guaranteed 1 in each room] rule.

Having 2 scum in one room with 1 town would be pretty funny. Is this better:

* People are randomly seperated into two chat rooms, 3 people in each one. Scum distrubtion is random.
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Post Post #4866 (isolation #8) » Thu Jun 14, 2012 7:38 am

Post by Timeater »

Or even make the messenger able to be scum?
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Post Post #4868 (isolation #9) » Thu Jun 14, 2012 7:45 am

Post by Timeater »

why
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Post Post #4871 (isolation #10) » Thu Jun 14, 2012 7:47 am

Post by Timeater »

ChaosOmega wrote:So that the game still has 7 people.


derp -_-
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Post Post #4872 (isolation #11) » Thu Jun 14, 2012 7:49 am

Post by Timeater »

Sounds like a lot of fun, Zor.

Do you think the newer version works, Chaos?
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Post Post #4880 (isolation #12) » Thu Jun 14, 2012 10:06 am

Post by Timeater »

>Quadz: hehehe lets make coding this setup more complicated muhauhauhauha
>Me: fuuuuuuu

@Zor

Can you make a smaller version of your game? 8-9p?
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Post Post #5055 (isolation #13) » Wed Aug 08, 2012 3:38 pm

Post by Timeater »

Trying to create an interesting 8p with 1 scum and 1 survivor its kinda hard. -_____-
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Post Post #5056 (isolation #14) » Wed Aug 08, 2012 3:44 pm

Post by Timeater »

Image

Fighting Spirit 8p
-------------------
6 Vanilla Townies
1 Survivor
1 Mafia

Survivor: You are immune to the NK. You win if you are alive at the end of Day 3. You share a qt with the mafia (identity not revealed).
Mafia: You win when you kill/endgame the town. You share a qt with the survivor (identity not revealed).

spitballin'
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Post Post #5059 (isolation #15) » Wed Aug 08, 2012 4:19 pm

Post by Timeater »

JUST SPITBALLIN. So much survivor hate! The qts are merely there so they can troll each other if they wish (makes it more fun. also, read the below post), like the setup, its not serious. Survivors dont have an "active" goal, e.g finding someone to lynch, they merely want to survive. I guess that sort of trait is hard to pindown and is one of the reasons why people hate the role so much. Are you serious about the jester suggestion, GI? Coming up with a practical/doable 6:1:1=le hard.
Last edited by Timeater on Wed Aug 08, 2012 4:50 pm, edited 2 times in total.
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Post Post #5084 (isolation #16) » Mon Aug 27, 2012 1:08 pm

Post by Timeater »

Super early draft of a
possible
cow-mafia.

Cow Mafia 20p. Haven't really thought about breaking strategies yet, just laying some foundations. Mulling over variables.

Spoiler:
16:4

Special Wincons:

The Bad Cows will win if they kill all the cows.

Other Stuff:

+Nightstart
+If a player dies, all his cows die.
+Normal mafia e.g factional nightkill/lynch still apply.
+Numbers are still pretty arbitrary they need to be looked at more closely

Regular Cows (7):
You have 2 cows. Your milk is vanilla-flavored. You have your vote. That is all you can Moo.
Good Cow - You moo with the town.


Sacrifical Cow (2):
You have 1 cow. Each night you may protect another cow and all of his cows from harm and theft. However if you do so, one of your cows will die.
Good Cow - You moo with the town.


Barking Cow (1):
You have 2 cows. During the day you can BARK. However, if you ever 'Moo', you will be moo-killed.
Good Cow - You moo with the town.


Economist Cow (1):
You have 3 cows. During the day you can send the Moo-d a PM stating how many cows you think are alive. If you guess correctly you magically gain an extra cow.
Good Cow - You moo with the town.


Thief Cow (1):
You have 1 cow. During the night you can target to steal from another cow. You will steal 1 of his cows. If you have at least 1 cow, you can use a Track ability (will tell you who your target targeted), but it'll cost you and one of your cows will die.
Good Cow - You moo with the town.


Banker Cow (1):
You have 0 cows. Twice in the game you may PM the Moo-d during the day. The Moo-d will then post in the thread "The Banker Cow is Accepting Cows!". The following night, players may PM the Moo-d with how many cows they want to give to the Banker Cow. Cows under the protection of the Banker Cow cannot be stolen, killed, and are cured of diseases.
Good Cow - You moo with the town.


Proud Cow (1):
You have 2 cows. For every bad cow you lynch (you have to be on the wagon) your cow count doubles. If you have 0 cows and you lynch a bad cow, you get 1.
Good Cow - You moo with the town.


Barter Cow (1):
You have 0 cows. During the day or twilight, you may target one cow during the night ask him to give his cows to another cow. The Moo-d will handle interactions. For example: BARTER TIMEATER-COW TO GIVE HIS COWS TO QUILFORD-COW. The cow can then AGREE or DISAGREE to the transaction.
Good Cow - You moo with the town.


God Cow (1):
You have 0 cows. You dont need any because you're the god of cows. Your power is directly tied to how many cows are alive (you dont know the specific number). 20+ cows, every night you can see if a cow is good or bad. 15+ cows, you get to see how many cows someone owns. 10+ cows, you track a cow to see who he visits. 5+ cows, you can learn what was done to a cow at night but not who did it. 5 or less cows and you will kill yourself because you are sad.
Good Cow - You moo with the town.


Assassin Cow (1):
You have 0 cows. Sucks to be you. Because you are so jealous, during the night you can target a cow. All of his cows are killed.
Bad Cow - You moo with the mafia.


Diseased Cow (1)
: You have 3 cows. If your cows ever come into contact with another cow, that cow will be infected with Dead Cow Disease. Cows infected will pass on the disease to any cows (the process can repeat itself indefinitely) they come into contact with (defined by how many players a cow has). Cows will die 1 night after they've been infected. Once per night you can give 1 cow to someone (your cows only become infected once you hand em out).
Bad Cow - You moo with the mafia.


Maniacal Cow (1):
You have 0 cows. For every Regular Cow that is lynched, another Regular Cow has all his cows killed.
Bad Cow - You moo with the mafia.


Super Mean Cow Aldous Dilbert Humberdale (1):
You have 0 cows. During the night you may steal 1 cow from a target. At any time in the game (this ability can only be used once), depending on how many cows you have stolen, you can kill all of them to kill an equal number of cows that the town owns (victims decided/divided randomly).
Bad Cow - You moo with the mafia.
Last edited by Timeater on Mon Aug 27, 2012 2:16 pm, edited 1 time in total.
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Post Post #5089 (isolation #17) » Mon Aug 27, 2012 3:41 pm

Post by Timeater »

I do agree there are probably too many town roles. Its assumed the scum would generally claim vanilla barring lylo/endgame circumstances (also I think there are enough deterrents to stop people from just massclaiming or being loose with claims). And maybe too many cows floating around. Its just a fun trollish game and I wanted to make with alot of fun roles. I'm not quite sure how easy or hard the extra scum wincon would be at this point. But if they played properly (not killing people who you target for cow-killing) I think hitting it would be a possibility towards endgame.
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Post Post #5091 (isolation #18) » Mon Aug 27, 2012 4:05 pm

Post by Timeater »

Thanks for the feedback, Whiskers. 20p is pretty reasonable for a large theme imo. The assassin cow is in the game purely to help the scumteam reach their secondary wincon faster/disable town PRs. Its not considered the factional kill. And yes, I will probably (if I ever do it, its a long way off) organize roles like you have listed.

Nothing wrong with Open Theme Games :P Open games are the only kind of game I'm interested in running. Its kinda my schpiel.

The problem I'm having is that you're using Cow to mean both a player and a currency.


Yeah thats just a joke :P I'd probably change it...or would I...

Or change the whole flavour to cats and each of them has X "lives"


Silly pony, you're mooing the whole point. :roll:
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Post Post #5094 (isolation #19) » Mon Aug 27, 2012 4:11 pm

Post by Timeater »

Whiskers wrote:
Timeater wrote:
Or change the whole flavour to cats and each of them has X "lives"


Silly pony, you're mooing the whole point. :roll:

YES BUT CATS ARE BETTER THAN ANY FISH OR MAMMAL.


where is your pony pride? you sicken me

Open Theme games are typically run in the Theme queues not the Open queues, right?


right.

http://forum.mafiascum.net/viewtopic.php?f=3&t=15494 for instance
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Post Post #5153 (isolation #20) » Sun Sep 09, 2012 9:06 am

Post by Timeater »

I dont think secretary is a good name

I thought Core was great why change it.
Last edited by Timeater on Sun Sep 09, 2012 9:34 am, edited 1 time in total.
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Post Post #5155 (isolation #21) » Sun Sep 09, 2012 9:37 am

Post by Timeater »

too maf sided with that imo
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Post Post #5157 (isolation #22) » Sun Sep 09, 2012 10:04 am

Post by Timeater »

yes
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Post Post #5171 (isolation #23) » Mon Sep 24, 2012 3:45 pm

Post by Timeater »

already semi-reviewed by andrius, the sexy beast


Spirits Mafia
13 Players
----------
10 town
3 scum
----------

Unique Mechanics:


In this game, everyone is a "Spirit", meaning they can affect the game in some way after they die. Alignment plays no part in how the spirit-roles are distributed as its completely random. However, you know that the mafia faction cannot possess 3 of the same type of spirit.

  • [3 Restless Spirits]
    Can vote after death, but cannot talk. Trying to send messages via voting in patterns, mispellings, etc will result in modkilling/de-factionizing autoloss.

    [3 Guardian Spirits]
    Has a 1-shot rolestop the night after death. Can block kills.

    [3 Vindictive Spirits]
    Possesses a qt with other Vindictive Spirits after death, each can "Curse" a player during the night. If that player is "Cursed" 3 times in the game, they die. When day breaks, the amount of Curses a player has on him or her is made public.

    [2 Consuming Spirits]
    Once in the game, and only during the night after death, has option to "Consume" another spirit, removing it from the game.

    [2 Annoying Spirits]
    Can talk in the thread after death, but cannot vote.


Potential Roles/Setup:


Basically, I want the game to be pretty darn clean and simple so players can concentrate on the Spirit mechanics. As far as flavor goes I'm thinking medieval village gets cursed by evil satan thingies, they become freaky spirits, and its upto the men-in-white to save the day. But whatever thats pretty boring I might come up with something better later.

(this is the part I could use some help with)

  • [1]
    1 Odd-Night Sane Cop, 1 One-Slot Neighborizer, 1 Roleblocker, 1 Commuter
    |
    2 Goons, 1 Mafia Godfather

    [2]
    1 One-Shot Tracker, 1 Even-Night Vigilante, 1 One-Shot Roleblocker, 1 Doctor
    |
    2 Goons, 1 Mafia Roleblocker

    [3]
    1 Odd-Night Sane Cop, 1 One-Shot Gunsmith, 1 Roleblocker, 1 Commuter
    |
    2 Goons, 1 Mafia Godfather

    [4]
    1 One-Shot Tracker, 1 Even-Night Jailkeeper, 1 One-Shot Roleblocker, 1 Doctor
    |
    2 Goons, 1 Mafia Roleblocker

    [5]
    1 One-Slot Neighborizer, 1 Even-Night Vigilante, 1 One-Shot Gunsmith, 1 Even-Night Jailkeeper
    |
    2 Goons, 1 Mafia Doctor
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Post Post #5173 (isolation #24) » Mon Sep 24, 2012 5:52 pm

Post by Timeater »

Just make it mountainous.


hell naw
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Post Post #5175 (isolation #25) » Tue Sep 25, 2012 2:47 pm

Post by Timeater »

eh, those arent really breakable. Probably should change #5 to 2 goons and a godfather so the maf dont know what the setup is off the bat.
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Post Post #5230 (isolation #26) » Wed Oct 03, 2012 7:44 am

Post by Timeater »

fyi lynchers are not really fun to play with and really are no better than jesters all things considered
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Post Post #5340 (isolation #27) » Thu Oct 25, 2012 11:45 am

Post by Timeater »

BBmolla wrote:
But Soft What Light Through Yonder Window Breaks


1 Mafia
1 Traitor
5 VTs

-If a VT is lyched, then during the night phase they select a player. If the mafia does not kill during the night, targetted player will die.
-During the night, the Traitor targets who they believe the Mafia is.
-During the night, the Mafia can either kill someone or target whoever they think their partner is.
-If the Mafia and the Traitor both target each other and they both survive the night, they win the game.
-If Mafia dies, the game continues but is nightless.

?


play this irl or in skype
watch for the eggshells
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