[REVIEW] Open Setup Reviews
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Mayo Clinic is broken as proven in Open 329.
The breaking strategy is explained here.
Izak made a suggestion to include a role blocker, but I'm unsure if that will ruin the spirit of the setup.
The main issue is that massclaim allows vigs to be protected and docs to just train on each other. Thus, the goons and SK get screwed.
A possibility I thought up was instead of having six docs, have 1-3 blues and 3-5 docs.
So:
1 VT and 5 Docs
2 VT and 4 Docs
3 VT and 3 Docs
This would prevent doc train unless all VTs die. The issue with this is the amount of deaths will be increased significantly.
Perhaps make those VTs into 1-Shot Vested VTs and give one of the mafia a 1-Shot Vest?
Thoughts?- BBmolla
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↑ BBmolla wrote:Mayo Clinic is broken as proven in Open 329.
The breaking strategy is explained here.
Izak made a suggestion to include a role blocker, but I'm unsure if that will ruin the spirit of the setup.
The main issue is that massclaim allows vigs to be protected and docs to just train on each other. Thus, the goons and SK get screwed.
A possibility I thought up was instead of having six docs, have 1-3 blues and 3-5 docs.
So:
1 VT and 5 Docs
2 VT and 4 Docs
3 VT and 3 Docs
This would prevent doc train unless all VTs die. The issue with this is the amount of deaths will be increased significantly.
Perhaps make those VTs into 1-Shot Vested VTs and give one of the mafia a 1-Shot Vest?
Thoughts?
Bringing this back up because it's relevent now. Mayo is broken and needs adjusting.
EDIT: It may not be 100% broken, but mass claiming is a viable strategy, so something needs to be changed.Last edited by BBmolla on Tue Oct 18, 2011 6:05 am, edited 1 time in total.- BBmolla
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...I'll be more specific.
I've been roaming around the wiki lately,
On a tangent from setups themselves, navigating this thing is so wierd. So you start at Open Setups, which has four subcategories:- Category:Approved Open Setups
- Category:Historical Open Setups
- Category:Semi-Open Setups
- Category:Setups Outside Rotation
- Category:Approved Open Setups
Second thing. If I make a setup and want to put it on the wiki, where do I put it? It's probably not Approved, so not there. It's not Historical cause it hasn't been run. Setups Outside Rotation as a category is a wonky "Approved, but not for new people and not run very often" category. So where do you put a new setup you make? Or are you not allowed to unless it's "approved" (which I honestly don't even know what exactly qualifies as "approved") OR, does it just go under none of the sub-branches, only going instead under Open Setups? Semantics I know, but there is just some inconsistencies.
Mainly, I see some setups not in Approved Open Setups, but in the sub-categories of Large Open Setups, Mid Open Setups, Small Open Setups, and Untested Open Setups. Why is this? Because if I make a 6 player open setup and want to categorize it, what will I choose? Obviously it's a Small Open Setup and I put it under Open Setups. But as I've just shown, that makes the branches super wierd.
I guess my biggest complaint is that it's inconsistent, mainly due to a lack of consistency within categorization. Is thisreallythat important? I guess no. But if we're going to be linking the wiki to players using the cards, on the off chance that any of them click the wiki to find a setup to play, I'd prefer it to be more consistent/navigatable.
Now, to setup specifics. Just looking at random setups.
I found Picking Simplicity hiding under Approved Setups > Large Open. This was brought up earlier in the thread and eventually Hoopla decided on approving with "(with Macho Cop)." The setup is still there without Macho Cop, so I'm just double checking to make sure this was just a change that never made it. Because I can't imagine a large with follow-the-cop being easily done being approved? Unless I'm missing something.
Faith Plus One has yet to have a town win, and I absolutely hate open setups with random chances so I was wondering if we could try to rework this a bit. I don't have anything great to suggest as of yet, but I definitely love the "If both Docs protect the cop, their protection fails" element of the setup. Or, it's entirely possible the setup is fine as is and I'm just being a loser. Looking back, people seem to have commented on enjoying the setup:
And here's my problem with it. Here you have a game completely changed because of the 50%. A cop living or dying randomly isIn post 190, Amrun wrote:In post 183, DarthYoshi wrote:
Speaking as the setup creator--the reason it was made was back in the spring when people discussed the brokenness of the basic 12p, I wanted to make a setup that allowed for both cop + doc roles without having to fall back on more cliched counters like maf roleblockers, macho cops, etc. Faith +1 is what resulted from that. If I had to pick one variant to go with, it'd be 1 doc + 1 ineffective doc + 1 cop. If it feels a little scum-sided, I am happy to work on that as well.Faith Plus One- This setup has four variants, so we really ought to just pick one and use it if people like it. I know it was played recently. Is there anyone here that played or read the game? What did they think of the setup? To me, it doesn't have that X-factor about it, and I think there are some people who think %-based roles are kind of meh. It feels a little scum-sided too. Again, would like others to weigh in on this one.
I played in the first time this was run and I really enjoyed the set up.
I think the 2 ineffective doc version (the one I played) was really interesting because we had to figure out how to try and protect the cop correctly without BOTH doing it (and I actually was protecting the cop the night he died, but my 50% failed).
I didn't see a problem with it, balance-wise. it was fun.hugelyswingy.
Worst comes to worst, I might just take the "both docs protect X target is fails" concept and make a different setup.
Hard Boiled seems to have been better since the removal of Hider Tracker and +1 VT, but I don't really understand why you'd take Vig over Tracker, basically cause this. Also, IIRC, there was some strategy with Hider claiming d1 and tracker tracking them that basically makes choosing Vig almost gamethrowingly bad, no? So my question is, why is choosing Vig or choosing Tracker an option? I just don't really understand it, if someone could explain it to me, then that'd be grand.
Jungle Republic endgames need to be clarified imo, because situations like this are ridiculous. (Basically, Town couldn't win and were put in a Kingmaker situation.) Post game, Shadow Dancer addressed the points, but no clarification of win conditions really came of it. If you clarify those win conditions to avoid people playing out a game they already lost, it'd be great.
Semi related note, Jungle Anarchy is basically a fixed version of Jungle Republic due to the exclusion of the Seer and inclusion of the Vig, but the endgames are unclarified, and the Role PMs look inconsistent with the rest of the wiki. (This also begs the question: Do we want consistent role PMs throughout the wiki? I know I do, but I don't want to go changing it all without discussing it first.)
Masons and Monks has yet to have a town win, even since the added VT change. While the setup itself is very elegent in its simplicity, is it just all of the towns playing badly or is it scumsided? I actually don't know so I just thought I'd bring it up.
Cult Vengeful is barely mafia and just a worse version of vengeful, but I've discussed this with the setup creator and a few others and was disagreed with wholly so whatever. Mainly it has me asking: Can I make any setup and put it on the wiki? My big issue with it is that it's under Small Open Setups which is under Approved Open Setups which means it can be run in the open queue(I think?). I guess I'd just like higher ups to address this.
SCIENCE! has a hilarious 90% Mafia winrate. It was suggested that it be changed to 2:5:2 for balance reasons, but many liked the simplicity and Veto'd it. I'm fine keeping it as is mainly due to lack of 7 player setups, but I think the Encryptor needs to not be named so. I just think it'd be cleaner if there were 2 mafia goons and it was specified that they had daytalk. Just a visual change for clarity's sake I'd like to make. (People could get confused and think Encryptor dying stops masons from daytalking) If someone also thinks the 90% Mafia winrate is too absurd to keep it an approved 7p, I'd also be willing to talk about if it should be changed or even if there should just be a new setup with 2 mafia, 2 masons, and 5 vts.
Vengeful is beautiful as always, but is there a reason we're still calling the Godfather in this setup a Godfather? Is there a reason not to find another name for this role? I know it's a stupid detail, but I know I don't like to play this setup with cards simply because people get confused when I call the role a Godfather and have to go through explaining "it works not like a normal Godfather, if it's lynched then scum loses bla bla bla..."
We Need A Fifth is obviously a setup of my own devising that is obviously very similar to vengeful. It's debateably mafia, and because of that I wanted to just take a look and make sure it's fine as is. In order to get a lynch on someone atm, you need every other player to vote that player. Meaning for you to lynch scum the first day, you know that a partner bussed. I just wanted to run the idea of having it 2 votes to lynch. How would this affect the game? Does Bo Know brought up this point but I still wanted to get more feedback on the idea. For thoughts sake, both games run have been mafia wins where town was lynched day one and shot the other townie, but obviously the sample size is completely unreliable.
There are random setups everywhere in the open setups category. And mainly I see it because of unclear organization. Is there a reason we don't have an Unapproved section? Or is it correct for you to just try your luck in finding a setup of a certain size in the Open Setup category.
If the reasoning for disorganization is laziness, I can take it upon myself to organize things, that's no big deal. But I don't want to do that without a discussion first, it may be that things are running as intended and I just don't understand it.- BBmolla
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Yeah I was thinking something along those lines. Problem with what you suggested is that if day one a cop claims and a doc claims, then you have the unclaimed doc protect the claimed doc and the claimed doc protect the Cop.
I think something like this would be fun:
However, I know the intention of the original setup was to avoid using the Macho modifier. I just think the original setup, despite accomplishing what it sought to accomplish, is a bad setup due to random swinginess.- BBmolla
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Probably the best setup everIn post 536, kuribo wrote:Olympus setup:
13 players
10 town-aligned Dreaming Gods
3 scum Dreaming Gods
Each player gets the names of 10 abilities and is not told what they do. They can choose one ability and one target each night.
I won't even pretend it's not swingy as hell.- BBmolla
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I mean the setup is kind of swingy to balance completely by nature of it being super semi open but here
Does PGO need to be activated?
Are all abilities one shot?
If so, does Kidnapper get used up if used one night and the JOAT doesn't die?
What are you attempting to accomplish with this setup?
If mafia could choose Town JOAT's abilities, which ones would they choose?- BBmolla
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Forest Fire by Micc
Modern Trio by Cogito Ergo Sum
Grey Flag by callforjudgement
Shortnight by BBmolla
09:12 by Bicephalous Bob
11P Multiball by shos
Sharing is Caring by BBmolla
Law, Order and Shallow Relationships by Bicephalous Bob
Kill all Townies by BBmolla
Gonna look at all these setups.
I think Elemental Large is also really bleh.- BBmolla
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Like, Elemental Large seems to be strategic at first, but in my opinion it's just super luck based, all depends if you choose A, B, or C and you can lose the game if you choose incorrectly.
I'd be upset if I lost the entire game just because I chose to protect with Fire instead of Water or whatever. Super bleh imo.- BBmolla
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Kill All Townies is pretty broken in my opinion. The scum Docs being able to protect the cops is janky.
I'd say make the Docs loyal (action only works on own team), but maybe just get rid of them altogether. It'll give more incentive for scum to kill each other, because they'll lose if they target town. Might need to add 2-3 more townies. Or the setup is hopeless. No idea, but it should be worked a bit.
Hope Plus One the mafia need a 1-shot factional watch to prevent breaking strategy of town lucking out and having one doc protect cop correctly. I was in a game where it happened and it's absurd. Giving the mafia a 1-shot factional watch isn't too ridiculous for them, it shouldn't affect balance that much.- BBmolla
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Except not at all.
The goal is still to appear towniest. So it doesn't change how you play. You're just lynching towniest instead of lynching scummiest.- BBmolla
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I was assuming a traitor by normal guidelines which is different than what you stated.In post 608, PantherPunt wrote:
I'm not very familiar with how traitors (lone wolf in my vernacular) help adjust balance of a game. I assume it makes the mafia faction weaker, but I'm not quite sure I understand how it does so to the point of being impactful to balance.In post 606, BBmolla wrote:Making one of the Mafia a Traitor would make me more comfortable with the setup I think.
At surface level it just seems as though it's more difficult for mafia to influence thread narrative, as they are 3 voices who can coordinate together, rather than 4 voices who can coordinate together.
As a counter-point, I think it is a slight pro for the mafia if/when that traitor dies. Town cannot read their 'spew' for indications on who teammates are, because they didn't know who their teammates were. There is also the chance that they can incorrectly vote a partner that they don't know.
Any theory insight would be greatly appreciated.
In general, a Traitor is a halfway point between 3 mafia and 4 mafia. In this case 3 is too weak and 4 seems a little strong. Also, the chance that the mafia could be night killing/poisoning the traitor will make them hesitate more with their decisions in both those regards which I think adds a nice layer.
Just my opinion though.- BBmolla
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I'll put it this way: If the Poisoner didn't exist, the setup would be fine with 4 mafia. Having two potential kills is enormous.
To give some perspective, I ran this setup with the mafia having two kills. It was 2:12 and the mafia sweeped. A couple different factors with it being closed and only 2 members of the mafia, but I still think 4 mafia at 17p with 1 1/2 kills (whatever it works out to) is too much.- BBmolla
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Paris Mafia recently ended in a draw with 1 mime, 1 mafia, 1 townie. This should either be a Mafia or Mime win, it sucks as a draw. I'm leaning Mime just because I think winning as Mime is hard in that setup.
It's not a relevant setup anymore really, but Kill All Townies should have Loyal modifiers added to Doctors. Wanted to double check with ya'll before I do so.
I'm fine with the above post fwiw.- BBmolla
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If a day begins with 0v2v1 (2 being mimes) in theory it’d play out like thisIn post 686, Jingle wrote:As written, the crossshoot endgame would be a townwin. Town doesn't need to have a player left alive to win.
And I'm fine with Mime winning Vig/Mafia/Mime despite the fact that the game could technically end in a different way because it's very unlikely to happen AND if it does the mime probably deserves the win for dodging multiple nightkills for however long it took to get to a 3p LYLO. If you let day start with 1v1v1 Mime cannot win, and it sucks to have a player who can't win in a game.
Also, it's impossible to have a 1v1v1 LYLO without a mime lynch. If a mime is shot, they both leave the game.
Also, A 0v2v1 should autoend in a mafia win because while mimes have majority they can't lynch both of themselves before the mafia nks. This should probably never happen, but I just realized it's technically possible.
Day 1: Mimes have not met win condition (both not lynched)
Mafia has not met win condition (something is stopping them from being a threat to town even though town is dead)
Mimes lynch Maf
Day 2: Mimes lynch Mime A
Day 3: Mime B self votes to win- BBmolla
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You lynch mafia first then Mimes lynch each otherIn post 694, Jingle wrote:Agreed. And 0v2v1 should be a mafia win, because the second mime lynch is impossible. 0v1v1 can only end in no lynch no kill cycles if the game is continued.- BBmolla
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Oh yeah you’re right sorry I don’t read aheadIn post 698, Jingle wrote:Nope. Mafia lynch ends the game in town's favor. Mimes lose if they lynch the last mafia. God this is a wonky setup.- BBmolla
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Like it'd look like this:
Citizens
Abe
Bill
Cole
Dominique
Eva
Fran
Gail
Hubert
Ike
Jack
Players
DoomLlama666 (Knows alignments of Abe and Bill)
YargonxXx (Knows alignments of Cole and Dominique)
Smeeb (Knows alignments of Eva and Fran)
Dominic12345 (Knows alignments of Gail and Hubert)
JimSox (Knows alignments of Ike and Jack)
Two of these players are Mafia, with one Town Citizen and one Mafia Citizen.
Three of these players are Town, with two Town Citizens.
Town players want to lynch all Mafia Citizens
Mafia players want Mafia Citizens to equal or outnumber Town Citizens
Players vote for Citizens to lynch instead of playersDoomLlama666 wrote:JimSox is scum, let's lynch Ike?
VOTE: Ike- BBmolla
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Couple ideas
If worried about same area being targeted, have the eliminated townie reorder to their liking. If worried about taking too much time, plus making the mafia selecting harder, have a player vengeswap two players and have the mafia, as a day action, choose a position (#1-10) instead of a player.
I think starting with less, but giving town +1 move per day, could be useful to prevent "okay we literally spent all our moves and now we lose."Last edited by BBmolla on Wed Aug 26, 2020 6:26 pm, edited 1 time in total.- BBmolla
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Mindnight is based off The Resistance which has been run here more than few times in the Mish Mash lobbyIn post 1098, Gypyx wrote:hey, wanted to run that sometime soon in the Micro Queue so does that feel balanced to y'all? (yeah this is probably a pretty different way to play the game, but imo it's still mafia, kinda, idk i like the original game and wanted to see how it would be like there)
Auro and I ran a sort of Mafia/Resistance combo last year actually called Chromavalon- BBmolla
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I would run as is, looks balanced. Really rough if the Psychologist gets a guilty result on the Babysitter night 1, or if the pair die night 1, but I don't think it's unwinnable if that happens.In post 1107, lendunistus wrote:apologies, but bump: https://forum.mafiascum.net/viewtopic.p ... #p12622286
I would add a modifier to the Encryptor to describe the "can't kill unless 1 mafia exist" affect. Maybe like "Hesistant" or something. Just makes it more clear.- BBmolla
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I'm balancing it against Friends and Enemies, it definitely could be scumsided. I think more often than night the lovers die one of the first two nights (due to being outed one way or another) and the Psych misses so it's generally a bit like a weaker Friends and Enemies (except only two masons know each other) which is townsided anyways.In post 1111, Jingle wrote:
If alien claims D1 scum can MD an unclaimed town, kill an unclaimed town for a 1/9 chance of killing both and a 1/9 of catching a town PR. Town gets a 0% of stopping a kill, and it's exactly as likely for the psychologist to hit the babysitter as the scum who didn't make the kill, meaning a fake guilty is the same as an actual guilty and the Psych becomes a glorified IC. It also gives the scum the ability to narrow down the babysitter based on JK's actions.In post 1109, BBmolla wrote:Now that I'm thinking about it, might be beneficial for Alien to claim day 1 to force a counter claim or even just to force the Roleblocker to roleblock them night 1 and 2.
You can do a weak follow the cop.
Probably better if the Psych claims D2 without outing their target and the JK targets them at night so that you can play pseudo Follow the IC, as the psychologist is unlikely to die before scum kill the rest of the power because they won't be able to tell if they detected the JK or the babysitter.
Still think it's probably scum sided as is, tbh.
idk, that was my thought process
I think psych always claims d2 no matter what - BBmolla
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