Hi that would be me; I reviewed this game.In post 2098, Gamma Emerald wrote:And yeah idk what the setup reviewers were smoking
This is what I said about the game and by and large, I stand by it:In post 2, mastina wrote:To my eyes, balanced enough. Alien is a good role for the town here with strong kill-denial and some denial of info to the scum PRs, but does have some anti-synergy with the town's power roles; pt cop is a reasonably strong investigative, but has some anti-synergy with the friendly neighbor neighbors (who're, essentially, masons); the friendly neighbor neighbors are, essentially, masons; the scum PRs don't give them any hard-counters to the town PRs but give them extra information to work with.
But I'm the secondary reviewer here so it's more Nexus's call here.
The town's roles were strong, but had significant anti-synergy, and scum had reasonable safeclaims to claim that also gave them a significant edge in terms of information gained.
It wasn't noted in the review, but it should be noted, that obviously when the town has a jailkeeper-type role and scum die early, the jailkeeper role becomes disproportionately powerful, more powerful than would be reasonably anticipated--a D1 scum lynch in this game puts them pretty far behind, admittedly, but that's true for just about any setup and goes without saying because of how obvious it is: if scum die early, town get a large advantage, as they
should
. (Scum getting eliminated early should
give the town a big advantage; I'd even go so far as to say that almost any game where scum getting eliminated early doesn't give the town a massive edge is poorly designed.)With three scum alive past D1, this game was probably going to be much harder for the town. Alien is a very strong town role, but it cannot differentiate between a successfully-blocked-scum and a successfully-protected-town. So with more scum, the role is less powerful. With less scum, it is more powerful.