Adel wrote:xyzzy wrote:3 Mafia
3 SKs
3 Mafia A
3 Mafia B
3 Cop
3*(3+3)=18 Townies
SKs know who each other are and may communicate at night.
The only viable strategy for the SKs is to work together, because otherwise they just end up dying really early on.
Obviously the numbers are gimicky, but it's just the idea of several SKs who must collaborate. So if these numbers suck, tell me kthxbai.
5 NK's night 1. 30 players.
If an SK is facing lynch what stops him from outing the other SKs to save his own skin? Giving each Sk a post restriction to prevent that is one answer, but most people won't find that a good solution.
I really like the idea of people with different win conditions being forced to compete and cooperate with each other.
Well, the Sks don't really have a compelling reason to out the other SKs, as doing so reveals themself as an SK.
I came up with a crazy modified version which possibly eliminates this by making it so everyone can make crazy claims.
This is fixed by a (probably unbalanced)
Mafia 3.2
3 SKs (C-E) who know each other (but not the others' letters) and may talk at night.
3 scum A (1 GF)
3 scum B (1 GF)
3 cop masons (sane) (Goon 1A is mason #4, players don't know which he is)
3 cop masons (insane) (Goon 1B is mason #4, players don't know which he is)
3 mason A (GF A is mason #4, players don't know which he is)
3 mason B (GF B is mason #4, players don't know which he is)
3 mason C (SK C is mason #4, players don't know which he is)
3 mason D (SK D is mason #4, players don't know which he is)
3 mason E (SK E is mason #4, players don't know which he is)
The groups of three are known to everyone, just not what alignment each group has. Roles are NOT revealed upon death. Nightstart. Cops do not know sanity. After all 3 members of a group are killed, that group's alliance is revealed.
The interesting thing here, is that there's an advantage to everyone claiming their 4th partner, as that person will be confirmed scum if the group is protown. However, any other claiming is basically useless.