[REVIEW] Open Setup Reviews

This forum is for discussion of individual Open Setups, including theoretical balance.
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PMysterious
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Post Post #498 (isolation #0) » Sat Dec 01, 2012 6:15 pm

Post by PMysterious »

Hoopla wrote:Thoughts on a setup Kcdaspot would like to run soon:

9 townies
1 town vig
3 maf
2 werewolves

maf have a factional Role block.

werewolves kill like normal.


It's a tweak on Jungle Republic, so mafia won't have a nightkill.


Mafia never had Night-Kill in Jungle Republic. How do I know? I played the set-up before. The set-up only buffed the Mafia with a role-block and replaced the Seer with a Vig. That's all it did.
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Post Post #808 (isolation #1) » Fri Oct 18, 2019 9:04 am

Post by PMysterious »

Jungle Republic- Stronger

Based on: Jungle Republic (https://wiki.mafiascum.net/index.php?ti ... e_Republic)

EXTRA Additions
The Mafia gets a 1-shot Night kill they can use, but they only get 1, so they need to make it count.
The town gets a Cop to detect Mafia to compensate for the power the Mafia now has.
A Lone Wolf is added to the Werewolf team. The werewolves are not told who the lone wolf is.

Town (10)
1 Seer (Can only detect Werewolves)
1 Cop (Can only detect Mafia)
8 Vanilla Townies

Mafia (2)
1 Mafia Vanilla Cop (Can detect power roles)
1 Mafia

Werewolf (2)
2 Werewolves

Third Party (1)
Lone Wolf (Part of the Werewolf team, but only wins if he is the last player left standing.)

This is probably a little ridiculous, but I did like the original Jungle Republic, so I thought I'd make some changes to make it more interesting.
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