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- chenhsi
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chenhsi Goon
- chenhsi
- Goon
- Goon
- Posts: 634
- Joined: April 26, 2008
- chenhsi
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chenhsi Goon
- chenhsi
- Goon
- Goon
- Posts: 634
- Joined: April 26, 2008
I played a similar version of that, but quite different. It was also a 12 player setup, with 3 cop pairs, 1 vig pair, and 1 doc pairs. The remaining 2 were doublevoters + masons. There were 3 mafia. We didn't know that it was a setup like this though, except for ourself, and we didn't share a vote, nor lynch/kill together. Basically, either of us could send in a target for our action; the action would only be made if both people targeted the same person.dahill1 wrote:
http://www.mafiascum.net/forum/viewtopic.php?t=4007skitzer wrote:I had a crazy idea.
What if you take a simple 12 player setup (basic 12 player, etc.) and made it so that each role was played by 2 people. Everyone knew who the pairs were, and each pair of players shared a vote, role, and were lynched/killed together. The pairs could talk anytime they wanted to, but mafia (or masons) would talk at night like usual.
I'd call it "Siamese Twin Mafia". Ask if you have any confusions,
Problem was, the 3 scum were in different power pairs. They were in 2 of the cop pairs, and in the vig pair. There was also no reason in the role to suspect that our ally was scum.
http://www.artofproblemsolving.com/Foru ... p?t=209921
It really has nothing to do with this, but I'm still annoyed about the unfairness of that game.I lost the game.- chenhsi
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chenhsi Goon
- chenhsi
- Goon
- Goon
- Posts: 634
- Joined: April 26, 2008
It was too broken!iLord wrote:Chenhsi, for the last time, that set-up was not broken:
iLord wrote:There were 12 pairs - of course at least one person had to have a scum mason, unless I was forcing the mafia to be screwed with having to claim their partner when the town claimed theirs.
Scum winning Night 2 was because of a weak town, and an easily swayed vig.
Generally, both townmasons should have submitted the same target. This actually increased the power of those roles because they had "two lives."
The only control the scum had over the power roles is how skilled they were at convincing the other mason. If they submitted a different action and nullified the power, they should've been under instant suspicion.
Unfortunately, the town played pretty messily (some people didn't even claim their list before being lynched), messing up night actions and the such, and the scum were able to easily win, explaining your skewed opinion of the set-up.I lost the game.- chenhsi
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chenhsi Goon
- chenhsi
- Goon
- Goon
- Posts: 634
- Joined: April 26, 2008
- chenhsi
-
chenhsi Goon
- chenhsi
- chenhsi
-
chenhsi Goon
- chenhsi
- Goon
- Goon
- Posts: 634
- Joined: April 26, 2008
Isn't the necromancer + zombie a bit broken?
So assuming the doctor manages to fail at targeting scum... and the zombies don't target each other... and the necromancer isn't lynched...
D1: 1 Necromancer
D2: 1 Necromancer, 1 Zombie
D3: 1 Necromancer, 3 Zombie
D4: 1 Necromancer, 7 Zombie
Any cult group that can grow that fast is bad.I lost the game. - chenhsi
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