Gah? Really? I hate bus drivers...Haylen wrote:Newbie games are now the F11 setup - including a vig, mafia framer and bus driver.
[OLD] Open Setup Ideas and Discussion
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Those with alternate win condition(s) know that they are the only one(s) with that win condition, and therefore they are an informed minority.drmyshottyizsik wrote:Everyone is equally informed. They each only know who they are
Those with the standard win condition know that an alternate WC exists, but they don't know who has it, and therefore they are an uninformed majority.
That is Mafia and this has been Mafia 101.Occasionally intellectually honest
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What about if you make the Mafia Doctor an Anti-Doctor?Olinea wrote:Okay, let's see if this is better.
Operating Room
MAFIA
1Mafia Goon
1Mafia Roleblocker
1Mafia Doctor
TOWN
3Doctors
7Vanilla Townies
Special Mechanics:
~If 2 or more Doctors (Including the Mafia) target the same person, that person dies.
An Anti-Doctor chooses a target, if that target is Doc protected, then they die.
I used one in Mini 836, but it never succeeded.Occasionally intellectually honest
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LlamaFluff wrote:Cult Multiball (Culti-Ball?)
1x Red Cult Leader
1x Purple Cult Leader
1x Red Cult Cop
1x Purple Cult Cop
1x Vigilantee
0-2 (random) Strong Willed Townie
0-2 (random) Weak Willed Townie
10-14 Vanilla Townie
*Instant action night
*Each cult member can attempt to recruit three times per game, once per night (regardless of success)
*If both cults target the same player, that player dies of insanity
*Strong willed cant be recruited
*Weak willed dies if attempted to be recruited
*Cult is unable to recruit vig, cop and other cult
*Cops get positive on leader and members
*Cult wins when they make up half the town
*Cult A = Cult B at endgame is massacre, town win.
~Action orders
*Recruit
*Investigate
*Kill
What prevents a Day 1 mass-claim?Occasionally intellectually honest
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DonJosh wrote:Rogue Mafia (12 Players)
3 Mafia Goons
1 Rogue Mafia
8 Vanilla Townies
ROGUE RULES:
-The Rogue Mafia is Mafia-alligned, but they if they are the last Mafia standing.
-The Rogue Mafia night-kills someone seperately. This means two people are killed each night. (One by the Mafia and one by the Rogue)
-The Mafia Goons do not know who the Rogue is.
-The Goons can nightkill eachother with a majority vote, but the Rogue can not target another Mafia for an NK.
POSTING RESTRICTION:
-The Rogue may not roleclaim
-The Rogue may not reveal the other Mafia.
Give me feedback please!
The Posting Restrictions aren't really enforceable.
See post-game comments in this game about how scum groups fall apart and collapse if they can't trust each other. I'd bet on a 95% town win ratio with the other 5% going to the SK/Rogue.Occasionally intellectually honest
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↑ Phillammon wrote:-All "Town" aligned roles choose, at the start, a side. They win with this mafia team.
-A Mafia group is wiped out if all of the members of its QT who are aligned with said team are dead.
Why pick sides? Why not just assign half the game to one side and the other half to the other side? Any imbalance in the number of players on each side just leads to an imbalanced game.
The daypart is a bit of a waste. Nobody is going to want to lynch somebody on their "side" (which they either know everyone on their side through the neighborhood or through massclaiming), so there's never going to be a majority to lynch with. They it just becomes a game of "how accurate is their night-kill" as they try to kill the two mafia members during the night phases.
You can make lynches possible by having 3 mafia groups and/or maybe some sort of independent group who is looking to eliminate both mafia groups.Occasionally intellectually honest
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