[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #397 (isolation #0) » Sat May 05, 2007 9:08 am

Post by xyzzy »

Chicken Mafia

24 players

Three Mafiosos.

Six Chickens. The Chickens may talk during the night, but they can't kill anyone.

One Mafia Cop: Investigates people to see if they are Mafiosos.

One Chicken Cop: Investigates people to see if they are Chickens.

One Doctor

One Vigilante

One Necromancer: Townie who can bring back three people from their grave. They die when he dies.

Nine Townies.
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Post Post #406 (isolation #1) » Mon May 07, 2007 9:40 am

Post by xyzzy »

Gunsmith sounds interesting, but a "beloved prince" is better.

Beloved prince - upon discovering that they killed the beloved prince, the killer (or the last voter) will commit suicide out of grief.

And... I don't really get what the gunsmith is.
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Post Post #422 (isolation #2) » Mon May 28, 2007 11:49 am

Post by xyzzy »

Shield Mafia

Each player has a shield, a value between 0 and 100, which goes down by 20 every time thy're attacked or lynched. The shield's value corresponds to a % chance that the attack will fail: a player with a 50% shield has a 50% chance of surviving lynches or attacks. Shields can't go below 0%.

3 Mafiosos: 1 GF (60%), 2 Goons (40%)
1 SK (75%)
1 Cop (50%)
1 Doc (50%)
1 Shield raiser (30%) (Raises one shield by 10% each night, before attacks)
5 Townies (25%)
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Post Post #490 (isolation #3) » Thu Jun 07, 2007 1:00 pm

Post by xyzzy »

The Central Scrutinizer wrote:I meant for this to be an open setup, so I suppose this is the place to formally propose it.

--

Speedlynch Mafia


3 Mafia
12 Townies

Nightless
Number Of Votes To Lynch = Number of Mafia Alive + 1

--
That.

Would.

Be.

Awesome.

Seriously, that would be really cool. And it would be relatively self-balancing, unless there were really stupid scum.
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Post Post #497 (isolation #4) » Fri Jun 08, 2007 2:10 pm

Post by xyzzy »

After reasonable levels of success of Chat, I present:

Xyzzy C9.

2 scum
2 townies
1 miller
2 random-powers.

The random powers pick a name, and the following have the percentage possible as listed:
Die: 10%
RB: 20%
Copped: 30%
Doc: 40%.

It works best as an open game; in the chat game, one of the RP's was lynched day 1, and the other had already claimed, so the scum killed him...
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Post Post #504 (isolation #5) » Sat Jun 09, 2007 6:28 am

Post by xyzzy »

Third the crazy cool bird c9
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Post Post #520 (isolation #6) » Sat Jun 09, 2007 6:01 pm

Post by xyzzy »

YB: Personally, I wouldn't want to play this simply because there's no regular townies; if you're mafia, you risk killing yourself, and nearly any non-fatal action ultimately doesn't help your goal.

Plus, with that many PGOs, the game would be extremely short...
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Post Post #558 (isolation #7) » Fri Jun 15, 2007 3:09 pm

Post by xyzzy »

LOL, Simeneon...
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Post Post #714 (isolation #8) » Sat Jun 30, 2007 8:33 am

Post by xyzzy »

SK Mafia


3 SKs
2 Mafia
0-1-2 Doc
5-7 Townies

The SKs don't know who each other are, but collectively they have one kill per night. If a majority of them agree on who to kill, then that person will die, otherwise, a random target is picked from the three chosen by them.

If you don't agree that this is awesome, then you fail.
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Post Post #723 (isolation #9) » Sat Jun 30, 2007 12:00 pm

Post by xyzzy »

Also nominate: Crusher A


Oh, and Pooky's setup could possibly work if you add the following:

2 docs target the same person: they turn into one quack.
2 cops protect the same person: they both get wrong results.
1 doc and 1 cop target same person: no results are returned, but that player becomes a death miller.

That's even more chaotic, but it'd be crazy cool fun to play.
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Post Post #833 (isolation #10) » Sat Jul 07, 2007 1:16 pm

Post by xyzzy »

Tiny Love


2 goons
1 GF - investigation immune
3 townies
1 lover

The goons don't know who the GF is.
If the GF and lover are the last remaining players, they win.
If the GF dies, the lover dies.
If the lover dies, the GF becomes regular scum and loses investigation-immunity.
The GF may not kill his goons even if the lover is alive; nor may he kill the lover.
Day start.
The lover must be dead for the mafia to win.

The reason the lover dies is because otherwise the lover can claim and become a townie when the GF is lynched.
The GF has 2 strategies: get the lover lynched and just go on, or bus his partners and get everyone killed.
The first strategy is bad because the lover can claim if they feel they'll be lynched if they don't, and the GF will be lynched.

Since the GF has multiple win conditions, I don't really know of a way to test this for balance, but the choice between a 2-4, a 1-2-4, and a 2-2-3 should be pretty balanced. First is in town's favor, second is in lover's favor, third is in scum's favor.

The GF has a lot of control over which of these states the game is in at the end of day 1, but the fact that the scum and/or lover can get him killed pretty easily take some control away.
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Post Post #845 (isolation #11) » Sun Jul 08, 2007 6:58 am

Post by xyzzy »

pickemgenius wrote:
xyzzy wrote:
Tiny Love


2 goons
1 GF - investigation immune
3 townies
1 lover


If the lover dies, the GF becomes regular scum and loses investigation-immunity.

Where is this magical cop that can't get results on the GF?
Oh, when I first began typing it, there was a cop. I decided that was unbalanced and changed it to a townie. Heh.
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Post Post #927 (isolation #12) » Wed Jul 25, 2007 6:20 am

Post by xyzzy »

6-player nightless


2 mafia
4 townies

5-player nightless


1 mafia
4 townies

In the 6-player variant, both scum are vengeful-style GFs: if one dies, they lose. Effectively, they're scum lovers.

Both games give the
town
scum lol a 40% winning chance. I like the 6-player variant better, because it's easier to catch scum than an SK, since they're on a team.
Last edited by xyzzy on Wed Jul 25, 2007 2:45 pm, edited 1 time in total.
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Post Post #1002 (isolation #13) » Sun Aug 12, 2007 5:19 am

Post by xyzzy »

ac1983fan wrote:Here's a semi open, 20 player setup I was thinking of:
cop mafia

4 cops (of various and unsaid sanities)
4 "Special Investigators" (trackers),
4 "Volunteer cops" (one-shot vigs),
4 Jailers.
Of those 16 players, 4 are randomly selected as mafia goons.
Than, the last four:
Sheriff: Automated tracker that recieves a list of who the cops, trackers and jailers target
Donut/Coffee guy (roleblocker [drugs coffee])
2 Townies.
Of those 4, 1 is randomly selected as the mafia godfather.

thoughts?
Wait, do they keep their powers? For instance, would a mafia donut guy be a mafia roleblocker godfather, and would a vig become a goon with an additional nightkill?

If so, this is probably REALLY unbalanced.

(Actually, it may even be unbalanced if they don't...)
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Post Post #1003 (isolation #14) » Sun Aug 12, 2007 5:28 am

Post by xyzzy »

Adel wrote:Thesp: Thanks for the questions, and for the list mod 411.

Body Snatchers Mafia

Proposed Final Revision

Open Setup, Closed Reveal

3 Goons (Should 1 be a Godfather?)
1 Cop
1 Paranoid Cop
7 Townies

Night Start

I think I really like this one.
If I were scum in this setup, I would just claim having investigated the dead townie as scum at the start of day 2.

The paranoid cop would assume that they aren't paranoid, and they'd lead the town to lynch at least one townie.

I'm not sure that possibility outweighs the benefits. Otherwise, pretty nifty setup.
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Post Post #1004 (isolation #15) » Sun Aug 12, 2007 5:35 am

Post by xyzzy »

Argh, triple post. Oh well.
Zindaras wrote:
2-2-lynch Mafia
(yes, horrible name)
1 SK
1 Jester
1 Lyncher (target is townie)
1 Survivor
8 Townies

The catch here is that at all points in the game, it is only 2 to lynch. Which makes the job for the Lyncher and Jester a lot easier. To counteract this, the town will elect a Mayor (and elect a new one if the first dies). The Mayor can veto one lynch per day (but not his own). If the Mayor vetoes the lynch of the Jester or the Lynchee, the Jester/Lyncher loses and leaves the game.

The other problem with the setup is that there are many sides who can win together. In fact, only the SK has a win condition which flies straight into that of any other group. The amount of possible winners should probably be limited to two or three (groups).
My big issue with this is that you're calling it mafia, without a mafia. Informed
individuals
is fine, as long as you maintain the informed
minority
.

I don't really see this as winnable for the town, because they're forced to find people who have no connections - only motives, and those are easily disguisable.
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Post Post #1005 (isolation #16) » Sun Aug 12, 2007 5:44 am

Post by xyzzy »

EBWOP: (argh, quadruple post now! I suck!)

I thought of something after hitting enter:

The thing that makes the SK difficult is that he has to work alone.

The setup is completely broken, because as long as the 2 killing roles are quick enough, a mass claim can result in an SK/jester/lyncher win simply by being faster at voting than everyone else.

Result? The SK can completely REMOVE his lone-ness and work with two people other people - not a hard thing to do if a quick, easy win is involved.

Two things I would do to the setup: 1)replace the lyncher and his target with two goons and 2)only allow one team or individual to win.
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Post Post #1007 (isolation #17) » Sun Aug 12, 2007 6:49 am

Post by xyzzy »

Zindaras wrote:
xyzzy wrote:My big issue with this is that you're calling it mafia, without a mafia. Informed
individuals
is fine, as long as you maintain the informed
minority
.

I don't really see this as winnable for the town, because they're forced to find people who have no connections - only motives, and those are easily disguisable.
Town does not rely on connections to catch scum. According to your statements here, SKs can only be stopped by claims or by Mafia killing them.
xyzzy wrote:EBWOP: (argh, quadruple post now! I suck!)

I thought of something after hitting enter:

The thing that makes the SK difficult is that he has to work alone.

The setup is completely broken, because as long as the 2 killing roles are quick enough, a mass claim can result in an SK/jester/lyncher win simply by being faster at voting than everyone else.

Result? The SK can completely REMOVE his lone-ness and work with two people other people - not a hard thing to do if a quick, easy win is involved.

Two things I would do to the setup: 1)replace the lyncher and his target with two goons and 2)only allow one team or individual to win.
That is the exact same thing I thought of, which is why I added the Mayor to the mix. I think that significantly reduces the chances of this being a successful strategy.

I may not have been 100% clear on how the Mayor works: once a Lynch is reached, the thread is closed and the Mayor gets 48 hours to decide whether or not he'll veto the lynch.

Edit: The same principle used in Consulmaker (once a lynch is vetoed, it cannot simply be made again) goes up here.
Wait, can the lynch not EVER be made again, or just that day?

If the former, this setup is even more broken since either the jester or lyncher could get a guaranteed loss.

If the latter, the same dilemma still applies.
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Post Post #1009 (isolation #18) » Sun Aug 12, 2007 7:01 am

Post by xyzzy »

I don't think that any setup which can result in a living party who is unable to win is a good setup.

If the game continues and they're allowed to live, all they'll cause is total havoc, because a player who can't win has no incentive not to screw the other players over.

Get rid of the auto-lose, get rid of the lyncher get rid of the possibility of multiple winniing teams, and add a mafia, then it will be a good setup.
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Post Post #1011 (isolation #19) » Sun Aug 12, 2007 7:09 am

Post by xyzzy »

Zindaras wrote:A player who has lost the game will be gone, just like a player who has won the game. The moment a player has lost or won the game, they simply get out of there.

Adding a Mafia only allows them to speedlynch on their own when the SK is dead and they have the Mayor position.
On the first paragraph... hmm, I'm still not that pleased with the idea of them just losing for interference after attaining their goal.

But with my proposed version, there is no incentive for any claiming whatsoever, so the mafia is likely to be NK'd before they can ever try something like that.
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Post Post #1015 (isolation #20) » Sun Aug 12, 2007 3:14 pm

Post by xyzzy »

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.
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Post Post #1027 (isolation #21) » Mon Aug 13, 2007 8:45 pm

Post by xyzzy »

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.
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Post Post #1037 (isolation #22) » Tue Aug 14, 2007 12:58 pm

Post by xyzzy »

Yaw wrote:Not sure if this would work or not as a true open game, but...

Split Open


Alignment Stub

3 Mafia
1 SK
8 Pro-Town

Role Stub

1 Sane Cop
1 Doc
1 Roleblocker
1 Role Switcher
1 Role Re-Opener
2 Night Communicator
5 Unpowered

Roles and Alignments are assigned separately.
Mafia and SK are allowed one kill per "group".
Each Mafia member may kill or perform a Role night action, but not both.
SK may do both.

This is a first cut, so feel free to suggest changes.
What does the role-reopner do?

This sounds really interesting, but a scum role switcher might be overpowered...
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Post Post #1047 (isolation #23) » Thu Aug 16, 2007 8:00 pm

Post by xyzzy »

I want to play that setup. ^.^
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Post Post #1051 (isolation #24) » Fri Aug 17, 2007 8:00 pm

Post by xyzzy »

It's been 4 whole days since I posted a setup! (Well, I mean, normal setups...) This is TOO LONG!

Mountain Mafia


9 townies
3 scum

Nightstart. The scum kill one townie every night. Once the number of scum equals the number of townies, all townies die. If 2 days pass and no one is killed, the game goes to the town. Lynches are mandatory. The mafia may not reveal their fellow mafiosos.

Oh, by the way, only one scum can win, and the game goes to the town if more than one scum remains at the ned of the game.

Basically, only one mafia member can win, so to win they have to get their partners lynched.
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Post Post #1061 (isolation #25) » Sat Aug 18, 2007 5:52 am

Post by xyzzy »

Dinner Party is better...

A dinner party... ruined by the fact that some present are the dinner!

I like it, in a sadistic sort of way.
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Post Post #1105 (isolation #26) » Sun Aug 26, 2007 4:07 pm

Post by xyzzy »

Lovely Mafia

2 mafia lovers A
2 mafia lovers B
2 lovers
3 townies

Nightless. Lovers die together.

Both mafia groups have just over a 1/3 chance of winning exlusively.
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Post Post #1110 (isolation #27) » Mon Aug 27, 2007 6:17 am

Post by xyzzy »

Lovely Mafia v2.0

2 scum lovers A
2 scum lovers B
2 lovers
3 townies

The town lovers do not know that they are lovers. Nightless. Lovers die together.

Demidethy and Scumpower seem a little too easy for the town, though DD is probably reasonable.
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Post Post #1112 (isolation #28) » Wed Aug 29, 2007 9:15 am

Post by xyzzy »

Lovely Mafia 3.0

2 Mafia lovers A
2 Mafia lovers B
2 lovers A
2 lovers B
2 lovers C
2 lovers D

Nightless. All groups are public, and private talk within groups is allowed. Lovers die together.
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Post Post #1229 (isolation #29) » Sun Sep 23, 2007 2:17 pm

Post by xyzzy »

This is based off of a game I saw in Marathon Day. I modified it so that it's not an uninformed minority.

Jeep Classic+++


3 mafia
3 werewolves
up to 6 army doctors (each has a 50% of existing, otherwise it's a townie.)

Army doctor: Doc with a one-shot vig.
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Post Post #1262 (isolation #30) » Fri Sep 28, 2007 1:41 pm

Post by xyzzy »

Uncle C9

2 scum
up to 2 extra scum (50% chance for the first, 25% for the second)
8-10 townies
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Post Post #1265 (isolation #31) » Fri Sep 28, 2007 8:37 pm

Post by xyzzy »

Which is why it has but a 12.5% chance of coming up.

I chose those numbers so that several bad setups balance each other.
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Post Post #1433 (isolation #32) » Sun Oct 14, 2007 2:02 pm

Post by xyzzy »

C9 C9

12 players.

Each player picks either "scum", "cop", or "doc".

Players choosing scum have a 1/4 chance of receiving said role.

Players choosing "cop" or "doc" have a 1/8 chance of receiving that role.

The 1/X can change for balance purposes. So can the number of players. Please suggest better numbers.
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Post Post #1461 (isolation #33) » Sat Oct 20, 2007 1:08 pm

Post by xyzzy »

9 Committee Doctors
3 Scum

During night, the CD's each send a vote for who they want to receive protection. The person who receives the most votes receives the protection. People are requested to vote for a tie-breaker if there is a tie; if there's
still
a tie, no one is protected.

Comments? Praise? Requests to have my children?
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Post Post #1466 (isolation #34) » Sat Oct 20, 2007 3:06 pm

Post by xyzzy »

No town=mass claim=broken.
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Post Post #1467 (isolation #35) » Sat Oct 20, 2007 3:07 pm

Post by xyzzy »

Kelly wrote: As an open setup without any townies, it seems prone to mass claim.
Sarnath'd!
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Post Post #1469 (isolation #36) » Sat Oct 20, 2007 3:55 pm

Post by xyzzy »

Draux wrote:The original concept is built on Watchers and Trackers. I guess I got a bit carried away with adding weird power roles. And Xyzzy, not all massclaims break setups. :roll:
Almost anything the scum claims will be counter-claimed, and the only useful watcher/tracker data they'll have will be about their buddies, who coincedentally are watchers or trackers targetting THEM.

...As in, it's broken by massclaim.
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Post Post #1487 (isolation #37) » Thu Oct 25, 2007 4:33 pm

Post by xyzzy »

SS3.1


1 SS SK
1 Judas (begins as town)
1 Saulus (begins as scum)

If the SS is lynched, then he dies and his hammerer dies as well. He wins all endgames.
If the Judas dies by SS, he becomes scum.
If the Saulus dies by SS, he becomes town.
SS SK and Saulus both have a NK if they should choose to NL.

I'm pretty sure I got this idea from a variation of an IRC game I played at some point. Don't quote me on that; I'm hazy.

I came up with this setup with the goal of having several different possible strategies for each player - none of them have any particularly good reason to choose one strategy over another, so it's entirely possible that a scenario like everyone claiimng the same thing will occur. Based on those strategies, there's dozens of ways the game could be played.

I'm aware that this setup will result in an immediate mass claim (unless the players are stupid...?); that's my goal; it's designed to test the ingenuity of each player in constructing a believable claim that will win the game.
Last edited by xyzzy on Thu Oct 25, 2007 6:03 pm, edited 1 time in total.
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Post Post #1489 (isolation #38) » Thu Oct 25, 2007 6:02 pm

Post by xyzzy »

/noob moment

I totally meant to leave "lynch or" out of that.

/fix
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Post Post #1491 (isolation #39) » Thu Oct 25, 2007 6:29 pm

Post by xyzzy »

Getting one of them lynched, or winning by way of NK.
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Post Post #1511 (isolation #40) » Tue Oct 30, 2007 2:09 pm

Post by xyzzy »

Adel wrote:
405 Mafia

4 Mafia Goons
2 Doctors
6 Commuters

Day Start
I think the optimal move for the town would be massclaim, and no matter who claims what, the scum are a little screwed.

I like the commuters versus scum idea, though; perhaps 3 scum versus 6 commuters?
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Post Post #1514 (isolation #41) » Wed Oct 31, 2007 11:18 am

Post by xyzzy »

Adel wrote:sometimes i think i may need to create an alt because I think constructive criticism is an insult.
fixed.

I decided to challenge myself by making a setup by clicking "random" on Wikipedia and seeing what I could come up with. You should try it; it's a fun little thing to do. :)

Quartiere Mafia


2 scum
10 townies

Besides regular voting and unvoting, players may pick a quartiere (1-4) to stay in at any time during the day. This is done by saying
Pick Quartiere 2
or whatever the mod likes. They may also Unpick a Quartiere. They can do this as often as they like, but once a lynch occurs, no change can take place. A maximum of floor(number of living players/4)+1 people may be in the same Quartiere. Anyone who doesn't pick one will be placed at random in one. During night, scum may communicate as normal, but ANYONE may communicate privately with the other people in their Quartiere.
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Post Post #1521 (isolation #42) » Sat Nov 03, 2007 5:23 pm

Post by xyzzy »

Daytalk 6


1 scum
5 town

private communication is allowed by all players.

Daytalk 7


2 scum
5 town

nightless.

private communication is allowed by all players.

Daytalk 8


2 scum
6 town

private communication is allowed by all players.

Daytalk 9


3 scum
6 town

OR

2 scum A
2 scum B
5 town

nightless.

private communication is allowed by all players.

Daytalk 10


3 scum
7 town

private communication is allowed by all players.

Only the first has been tested; however, the rest should all be rather stable when actually played out. I chose to use more scum than what would normally be considered "okay" because of the massive amounts of information to be gathered from private conversations.
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Post Post #1534 (isolation #43) » Mon Nov 05, 2007 1:51 am

Post by xyzzy »

I don't like this. The town can win at 2 scum, 2 town
and
2 scum, 1 town given the right circumstances. And those cops make "the right circumstances" pretty easy.
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Post Post #1538 (isolation #44) » Mon Nov 05, 2007 10:01 am

Post by xyzzy »

Adel wrote:
xyzzy wrote:I don't like this. The town can win at 2 scum, 2 town
and
2 scum, 1 town given the right circumstances. And those cops make "the right circumstances" pretty easy.
It is part of the flavor.
In Texas the good guys can still win when they are outnumbered. Didn't you ever watch
Walker, Texas Ranger
.
But that can be manipulated to the point that
it isn't mafia.
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Post Post #1576 (isolation #45) » Sun Nov 18, 2007 11:27 am

Post by xyzzy »

Daytalk C10


3 scum
5-7 town
0-1 cop
0-1 doc

Private communication is allowed.

It is exceedingly important that something be done to force people to actually post; this can be a simple "post once per 48 hours or risk replacement" or something strange and neurotic. Either way, a C9 where talking isn't required will result in a postless thread if it can.

One could theoretically, of course, run a game with no thread like this - just have players message each other, and occasionally the mod will PM the players a vote count. This would be an interesting expirement, actually - you could accurately reproduce the experience in the film Cry_Wolf (you all need to see it, NOW)...

Based on suggestions by Kelly Chen!
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Post Post #1582 (isolation #46) » Mon Nov 19, 2007 1:17 pm

Post by xyzzy »

I really don't see the game becoming "follow the cop" in any C9 variant, as long as the roles are the same.

A cop really has no good reason to claim early in a 10 player game with no guaranteed doc. Too many results will come up "town" too make this a safe option.
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Post Post #1599 (isolation #47) » Thu Nov 29, 2007 1:31 pm

Post by xyzzy »

C/9
(pronounced See Ninths)

2 scum
1/9 chance that each additional player will either be a cop or doc.
10-# of power roles townies

The odds of each player being a power role is calculated, and then either cop or doc is randomly selected for each power role.

There's approximately a 30% chance ((8/9)^10) of this being vanilla.
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Post Post #1612 (isolation #48) » Fri Nov 30, 2007 10:29 am

Post by xyzzy »

Royal


1 King
1 Queen
1 Advisor
9 Townies

Roles:

King: You will commit suicide if the queen ([...]) dies. You each have a nightkill. You win when the Advisor dies.

Queen: You will commit suicide if the king ([...]) dies. You each have a nightkill. You win when the Advisor dies.

Advisor: You win when the King and Queen are dead. The King and Queen are [...]. You cannot be killed at night.

Townie: You win when the King, Queen, and Advisot are dead.


Third: Mountainous Multiball
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Post Post #1614 (isolation #49) » Fri Nov 30, 2007 10:43 am

Post by xyzzy »

Royal v2.0
This time with slightly more town win!

1 King
1 Queen
1 Advisor
9 Townies

Roles:

King: You will commit suicide if the queen ([...]) dies. You each have a nightkill. You win when everyone else dies.

Queen: You will commit suicide if the king ([...]) dies. You each have a nightkill. You win when everyone else dies.

Advisor: You win when everyone else is dead. The King and Queen are [...]. You cannot be killed at night.

Townie: You win when the King, Queen, and Advisot are dead.
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Post Post #1626 (isolation #50) » Sat Dec 01, 2007 4:28 pm

Post by xyzzy »

Adel wrote:say... what if the cops didn't know if they were the Cop or the Deputy Cop or the Deputy-Deputy Cop?
They would find out night one.

Speaking of which, I just came up with:

Agreeable


2 scum without night talk, allowed to talk pregame
2 cops (1 sane, 1 insane)
2 docs
6 townies

Scum, Cops, and Docs have between them one power each (kill, inspect, or protect), and they must both pick the same choice to work.

Both cops will get results based on their sanity.

Edit: fixed tags
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Post Post #1631 (isolation #51) » Mon Dec 03, 2007 1:23 pm

Post by xyzzy »

Kevlar Mafia


3 scum A
3 scum B
3 scum C
6 town

Town must be NKed 5 times to die, but they'll die immediately upon lynch.

Scum must be NKed 2 times to die, but they'll die immediately upon lynch.

This probably isn't balanced; what would better numbers be?
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Post Post #1644 (isolation #52) » Fri Dec 07, 2007 12:50 pm

Post by xyzzy »

Private


3 mafia
9 town

Voting is done by PM. Scum don't have votes.
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Post Post #1647 (isolation #53) » Fri Dec 07, 2007 3:39 pm

Post by xyzzy »

TheSweatpantsNinja wrote:Clan of Jesters Mafia
3 Jester-Scum (who know who each other are, can communicate at night, etc.)
1 Cop
1 Governor
7/X Townies

Scum win when there are no surviving scum. Town wins when the scum is at least 50 percent of remaining players. Should jesters get a nightkill they are forced to use (and cannot use on themselves?) An optional nightkill? Is this just a terrible idea?
I don't think the numbers are right, but I love this idea.

I think they should have an optional night kill; the power roles are a very big deterrent to them.
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Post Post #1652 (isolation #54) » Thu Dec 13, 2007 4:18 pm

Post by xyzzy »

What does the cop get on the jesters?
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Post Post #1666 (isolation #55) » Mon Dec 17, 2007 10:02 am

Post by xyzzy »

Flag


1 scum flag
2 goons

1 town flag
8 townies

Flags take 2 lynches to kill and the town flag cannot be NKed. When a flag is lynched, the opposing team wins.
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Post Post #1668 (isolation #56) » Mon Dec 17, 2007 10:47 am

Post by xyzzy »

Yes, but they're not going to lynch either of them without solid evidence. By knowing their identities from the beginning, they know who to be watching carefully, but the advantage doesn't really assist them in any remarkable way.
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Post Post #1676 (isolation #57) » Sat Dec 22, 2007 2:29 pm

Post by xyzzy »

Double Standard


3 scum
9 town

All players have 2 lives. One of the scum and three of the town will become part of a seperate team with no nightkill upon their first death. Those four are aware of this trait in themself before hand.

All players may privately communicate.
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Post Post #1678 (isolation #58) » Sun Dec 23, 2007 10:51 am

Post by xyzzy »

Oman wrote:Good idea, good idea, good idea...
xyzzy wrote:All players may privately communicate.
Phail.
No. The whole point of the game is that some people will become untrustworthy, and they can adopt
really
nifty strategies around it.

They don't know who else is on this team until they die, so someone could actually pretend to be part of it and sabotage the whole thing, etc. Lots of fun strategies.
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Post Post #1680 (isolation #59) » Sun Dec 23, 2007 11:16 am

Post by xyzzy »

Since this is open setup discussion and not signup, I'll give the Official Opinion here.

1. Yes. How else would they pick a kill? They can talk however they wish. And players were also supposed to be able to, but it's, like, a day or 2 at most.

2. No. If they could do that, I'd take photos of the screen just to add to the belief that it wasn't doctored. Photos and screen captures shouldn't be allowed.

3. Yes, and they can be anonymous. If you wish to call someone, or correspond by snail mail, go ahead; but it's up to the mod to prod you if you're not posting in the thread.

If I'm scum, I'm sooooo sending plans written in my own blood to my scumbuddies! :D
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Post Post #1681 (isolation #60) » Sun Dec 23, 2007 11:54 am

Post by xyzzy »

Same as the last idea, but slightly more complex.

Not Standard


6 players, 3 lives each

Two of the players will begin in scumgroup A. Two of the players, totally independent of the first scumgroup, two will be scumgroup B. Same for the third life. Players are informed of what teams they'll be on, and with whom, from the start.

Nightless, with daytalk.
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Post Post #1683 (isolation #61) » Tue Dec 25, 2007 3:33 pm

Post by xyzzy »

Super Standards


12 players.

3 scum teams of 3 will be randomly chosen, and a player can be on multiple scum teams. Anyone on multiple scum teams has multiple win conditions.

Nightless, daytalk.
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Post Post #1686 (isolation #62) » Wed Dec 26, 2007 10:50 am

Post by xyzzy »

Presumably in the first situation the logical outcome would be Red Blue scum being forced to pick who wins.

Second situation, I would personally no lynch and let WIFOM-laden bullets decide.
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Post Post #1688 (isolation #63) » Wed Dec 26, 2007 12:16 pm

Post by xyzzy »

oh, yeah, didn't think about that.

lol, I feel dumb.

It would be a draw, though whether it was between 2 or 3 teams depends on what they do.
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Post Post #1691 (isolation #64) » Wed Dec 26, 2007 5:39 pm

Post by xyzzy »

Second: Timebombs!
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Post Post #1705 (isolation #65) » Fri Jan 04, 2008 3:36 pm

Post by xyzzy »

Thermopylae


2 scum
2 cops
2 docs
6 townies

Scum get 2 kills per night, regardless of how many scum are alive. Night start.

Vanilla Thermopylae


2 scum
10 town

Each scum has 1 kill per night, which is lost upon death. Night start.
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Post Post #1723 (isolation #66) » Tue Jan 08, 2008 1:38 pm

Post by xyzzy »

Wine


3 scum
1 cop
1 doc
1 RB
1 vig
5 town

Power roles do not have any effect if mafia chooses not to kill anyone. No one should receive any notification of this.
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Post Post #1727 (isolation #67) » Wed Jan 09, 2008 10:11 am

Post by xyzzy »

Based on that input:

Poisoned Wine


3 scum
3 power roles, chosen by scum from: cop, doc, RB, vig
6 townies

Town roles are blocked if scum no-kills.

Basically took the mechanic from Pick Your Poison. Makes the town weaker, gives scum a fake claim, etc.
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Post Post #1744 (isolation #68) » Mon Jan 14, 2008 10:23 am

Post by xyzzy »

Bomber


3 scum bombers
9 town bombers

At any time a player may say
Bomb: Playername
, and they and that player will die. Nightless.
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Post Post #1776 (isolation #69) » Tue Jan 22, 2008 1:05 pm

Post by xyzzy »

Rogueben wrote:
Cogito Ergo Scum wrote:
Speed Mafia


1 Kill-Immune Mafia GF
2 Mafia Goon
1 SK
8 Townies

SK can kill during the day, once each week, but can't kill at night.
Nominate: Speed Mafia

The method for promoting speed seems pretty unique. I think this would be a fun game to play.
Second Speed Mafia
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Post Post #1805 (isolation #70) » Thu Jan 31, 2008 8:09 am

Post by xyzzy »

Toll Free


50% chance of mafia RB
1-2 goons
50% chance of cop
50% chance of doc
3-5 townies
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Post Post #1812 (isolation #71) » Sun Feb 03, 2008 11:53 am

Post by xyzzy »

ZZ Dethy


3 scum
9 cops

ALL players send a target for the investigation each night. The players are prearranged in some order beforehand, and the top living player is the only one who necessarily gets accurate results. All players will get a single word - "scum" or "cop" - but not who it is about.

As with all my open setups, these numbers could probably be adjusted.

Virus


2 scum
18 town

The scum get 2^(night # - 1) kills per night. That number is divided by 2 if scum is lynched.
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Post Post #1821 (isolation #72) » Tue Feb 05, 2008 12:00 pm

Post by xyzzy »

Breakout


2 scum
16 town

Scum begins with 1 night kill per night. This number goes up by 1 every day. This number is halved (and rounded up) if scum is killed.

Haven't checked win odds on this, but this seems probably fairer.
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Post Post #1837 (isolation #73) » Fri Feb 08, 2008 10:18 am

Post by xyzzy »

Other Jester Mafia


2 scum jesters
2 town jesters
4 townies

Nightless. Town wins if the 2 town jesters are lynched and scum wins if both of them are lynched.
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Post Post #1839 (isolation #74) » Fri Feb 08, 2008 11:48 am

Post by xyzzy »

45 nights


4 scum
5 town
nightless
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Post Post #1862 (isolation #75) » Sun Feb 17, 2008 6:00 am

Post by xyzzy »

Third RITP


Godfather 12 needs more scum.
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Post Post #1864 (isolation #76) » Sun Feb 17, 2008 6:20 am

Post by xyzzy »

undo wrote:
Xylthixlm wrote:
Rebels in the Palace

8 Rebels
3 Guards
1 King

The rebels have broken into the palace to overthrow the corrupt and evil king. Unfortunately for them, the king and his guards have disguised themselves as rebels! The guards only know who the king is, and the king doesn't know who anyone is. The rebels win if the king is lynched, while the king and guards win when they equal or outnumber the rebels. No night kills.
What is the difference between that setup and Assassins in the Palace?
...AITP has 1 scum with no info. RITP has 4 scum, 3 of whom have some information.
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Post Post #1868 (isolation #77) » Sun Feb 17, 2008 3:37 pm

Post by xyzzy »

Infiltrated

2 goons
1 mafia roleblocker
2 cops
2 docs
2 vigilantes
3 townies

Scum are told who has what roles at the beginning of the game. Roles are not revealed on death, only alignment.

I'm not sure what the best combination of roles for this is, but since the whole point of the game is the idea of letting scum choose roles rather than players to die, the town should be extremely strong.
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Post Post #1870 (isolation #78) » Sun Feb 17, 2008 4:20 pm

Post by xyzzy »

Xylthixlm wrote:
xyzzy wrote:Infiltrated

2 goons
1 mafia roleblocker
2 cops
2 docs
2 vigilantes
3 townies

Scum are told who has what roles at the beginning of the game. Roles are not revealed on death, only alignment.

I'm not sure what the best combination of roles for this is, but since the whole point of the game is the idea of letting scum choose roles rather than players to die, the town should be extremely strong.
The town would mass claim on day 1. The scum would lose shortly thereafter.
But the nature of the game makes fake-claiming extremely easy.
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Post Post #1875 (isolation #79) » Tue Feb 19, 2008 1:02 pm

Post by xyzzy »

PookyTheMagicalBear wrote:RITP is 4:8 Nightless except the scum are a little bit more screwed.
Not necessarily - scum that are difficult to link to each other are harder to kill.
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Post Post #1877 (isolation #80) » Thu Feb 21, 2008 7:23 am

Post by xyzzy »

Miller


1 death anti-miller scum (shows up town on death)
2 regular scum
3 death millers
6 townies

Death millers receive townie PMs.
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Post Post #1881 (isolation #81) » Thu Feb 21, 2008 7:12 pm

Post by xyzzy »

Other Miller


2 scum
4 death millers
6 townies

Town auto-loses when all death millers are dead.
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Post Post #1887 (isolation #82) » Sat Feb 23, 2008 2:43 pm

Post by xyzzy »

Vig in 8P is swingy.
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Post Post #1888 (isolation #83) » Sat Feb 23, 2008 2:44 pm

Post by xyzzy »

John Smith

2 scum
1 cop
1 doc
3 townies

Mafia lack kills, but both roleblock at night.
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Post Post #1890 (isolation #84) » Sat Feb 23, 2008 5:13 pm

Post by xyzzy »

EBWOP:

the town must lynch every day :)
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Post Post #1895 (isolation #85) » Sun Feb 24, 2008 1:17 pm

Post by xyzzy »

John Smith 2.0


2 scum
1 cop
3 townies

scum get a RB, but no kill.
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Post Post #1920 (isolation #86) » Wed Feb 27, 2008 11:38 am

Post by xyzzy »

Weak C9


2 scum
1 tracker (50%)
1 bodyguard (dies in place of target) (50%)
3-5 townies
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Post Post #1921 (isolation #87) » Wed Feb 27, 2008 12:54 pm

Post by xyzzy »

I just went through every open setup I've ever made, and chose about a half dozen of the best. Which ones do you think are best, and which ones need tweaking?

Jeep Classic+++


3 mafia
3 werewolves
up to 6 army doctors (each has a 50% of existing, otherwise it's a townie.)

Army doctor: Doc with a one-shot vig.

(The game that's based on ran during Marathon Day. I'm thinking it should be renamed JEEP Classic +++, though. Those lowercase letters are ugly.)

Poisoned Wine


3 scum
3 power roles, chosen by scum from: cop, doc, RB, vig
6 townies

Town roles are blocked if scum no-kills.

(Based on pick-your-poison, in more than one way.)

C/9 (pronounced See Ninths)


2 scum
1/9 chance that each additional player will either be a cop or doc.
10-# of power roles townies

The odds of each player being a power role is calculated, and then either cop or doc is randomly selected for each power role.

(A smaller version of this is about to be run on Automafiaton)

And the king of all my setups:

SK


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. Cop masons get one investigation per group. Masons may talk at any time.

Most of these got some discussion, but not enough to determine whether they're balanced or not. Comments?
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Post Post #1924 (isolation #88) » Fri Feb 29, 2008 6:40 am

Post by xyzzy »

I fear that the town could probably get at least 1 or 2 scum lynches based entirely on who JK'd who. I imagine that this would be very easy to break - just lynching anyone a claimed JK states they JK'd would likely catch scum.

JK's are excellent in setups with strong power roles - maybe something like this?

3 scum
3 cops, 1 insane
6 jailkeepers who are JK-immune.
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Post Post #1946 (isolation #89) » Wed Mar 05, 2008 11:32 am

Post by xyzzy »

Second: KITP
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Post Post #1951 (isolation #90) » Thu Mar 06, 2008 7:43 am

Post by xyzzy »

Contagion in the Palace


2 assassins
1 king
9 guards

The guards know who the king is, and after the first lynch is chosen whoever is lynched or vengeful killed gets to make a vengeful kill. The town wins when both assassins are dead, and the assassins win when the king is dead. Assassins have a suicide kill.
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Post Post #1969 (isolation #91) » Tue Mar 11, 2008 12:47 pm

Post by xyzzy »

2:16 AM

2 scum
16 town

Town gets n lynches on day n, and scum gets n kills on night n.
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Post Post #1980 (isolation #92) » Thu Mar 20, 2008 3:54 pm

Post by xyzzy »

91


9 Townies
1 SK

Day start.
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Post Post #1982 (isolation #93) » Sun Mar 23, 2008 8:01 am

Post by xyzzy »

EHOBANOHAR
(everyone has one bullet and no one has a rope)

3 scum
13 town

everyone is a 1-shot vig, no lynching, no night

I intend to run this as my first large theme, pending whatever I have to do to run a large theme - don't think it qualifies for open queue, but putting it here so people know about it.
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Post Post #1986 (isolation #94) » Sun Mar 23, 2008 11:25 am

Post by xyzzy »

IRC GF's are kill-immune, Glork.

If no town player has a bullet remaining then scum win.
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Post Post #2022 (isolation #95) » Mon Apr 07, 2008 10:44 am

Post by xyzzy »

EHOBANOHARITP
- everyone has one bullet and no one has a rope in the palace

1 king
1 assassin
10 guards

Guards know the king's identity. All players may kill other players in thread at any time, but each person has only one kill. No lynching. No night. If assassin dies, he gets a kill. Assassin wins if he hits the king with his kill.

EHSPANOHAR
- everyone has some poison and no one has a rope (essentially mutually assured destruction without lynching or nights)

4 mafia
16 town

Players may poison other players in thread at any time, but each person only has one dose of poison. Any poisoned people will die after 7 RL days. No lynching. No nights. If a situation arises where a majority of the living players are scum, they win, even if some of them have been poisoned recently.

The numbers on those could probably be tweaked.
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Post Post #2090 (isolation #96) » Fri May 16, 2008 2:11 pm

Post by xyzzy »

String Cheese


3 scum
9 town

There are 2 instances of the cop power. Any protown player may use one of these at night. There are 4 instances of the kill power. Any proscum player may use one of these at night. Once an instance of a power has been used, that power is gone.

Basically, this means that if town says D1, "Okay, Bob, you inspect George, and Marilyn, you inspect Freddy," then the scum can kill both Bob and Marylin and render the power useless. If the town just says, "Someone inspect George and someone inspect Freddy," then two people might investigate Freddy. In general, most common cop strategies are broken.

Public/Private Mafia


2 scum
4 town

Anyone may post in thread; anyone may discuss the game with anyone outside of thread. Nightless.
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Post Post #2100 (isolation #97) » Sun May 18, 2008 10:42 am

Post by xyzzy »

ShadowLurker wrote:Nominate

2 Vigs
3 Mafia who do not know each other and do not have a kill

Daystart

Mafia have to kill all Town, Town have to kill all Mafia
[size=0]even better with a survivor[/size]
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Post Post #2135 (isolation #98) » Fri May 23, 2008 10:56 am

Post by xyzzy »

NKIMV


1 nk-immune mafia
1 mafia goon
1 nk-immune werewolf
1 werewolf
4 nk-immune townies
4 townies
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Post Post #2144 (isolation #99) » Sat May 24, 2008 5:18 am

Post by xyzzy »

Cogito Ergo Scum wrote:You should call it
Friends and Enemies and Enemies
.
QFT, and
third
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Post Post #2149 (isolation #100) » Sat May 24, 2008 2:07 pm

Post by xyzzy »

White Rabbit, "s/he" is stylistically ugly, and anyone who yells at you for saying "he" and not being PC enough is a failure at life.
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Post Post #2156 (isolation #101) » Mon May 26, 2008 6:36 am

Post by xyzzy »

ChannelDelibird wrote:
Nominate
the following:

Pie C9

1 Mafia Goon
1 Mafia Roleblocker

1 Cop
1 Doctor
3 Townies
Actually CDB this setup is called "Pie E7".
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Post Post #2162 (isolation #102) » Mon May 26, 2008 11:44 am

Post by xyzzy »

Medix


3 scum
9 doctors

Only the player receiving the most protections is protected, so if 2 people protect Alice, 3 protect Bob, and 4 protect Carl, Carl will be protected from the nightkill. No one is protected if there's a tie.
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Post Post #2172 (isolation #103) » Tue May 27, 2008 6:15 am

Post by xyzzy »

Second: Medix B
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Post Post #2179 (isolation #104) » Tue May 27, 2008 3:33 pm

Post by xyzzy »

Maybe Friends and Enemies and Enemies C9


2 mafia
2 werewolves
0/1 cop (gets guilty on mafia) (50% chance of appearing)
0/1 seer (gets guilty on werewolf) (50% chance of appearing)
0/1 doctor (protects from mafia kill) (50% chance of appearing)
0/1 angel (protects from werewolf kill) (50% chance of appearing)
0/2 masons (50% chance of mason pair appearing)
2-8 townies

odd


2 even-night killing mafia
3 odd-night killing mafia
7 townies

N0 start
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Post Post #2184 (isolation #105) » Wed May 28, 2008 11:46 am

Post by xyzzy »

2:10 is much harder for town than 3:9, because finding three scum is much easier than finding two. The fewer scum there are, the easier it is for them to hide.
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Post Post #2216 (isolation #106) » Sun Jun 01, 2008 2:44 pm

Post by xyzzy »

Friends are Enemies


4 sets of 3 masons. These groups are public.

2 of the sets will potentially become scum when their first member dies (unless another group has already become scum) - they are not informed beforehand. The person who dies remains town. No reveal on death.
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Post Post #2222 (isolation #107) » Mon Jun 02, 2008 8:35 am

Post by xyzzy »

bird1111 wrote:
xyzzy wrote:
Friends are Enemies


4 sets of 3 masons. These groups are public.

2 of the sets will potentially become scum when their first member dies (unless another group has already become scum) - they are not informed beforehand. The person who dies remains town. No reveal on death.
Have fun with the town no-lynching until you give up and declare them the winners.
Ban no-lynch, then.
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Post Post #2230 (isolation #108) » Tue Jun 03, 2008 12:39 pm

Post by xyzzy »

random=bad
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Post Post #2256 (isolation #109) » Thu Jun 05, 2008 11:27 am

Post by xyzzy »

114identity


2 SKs
4 town

The SKs know who each other are. The town wins if only SKs remain. Nightless.

Adam C9


2 scum
1 cop
1 doc
3 townies

In addition to killing, scum switch the roles of 2 protown players every night.
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Post Post #2259 (isolation #110) » Thu Jun 05, 2008 3:45 pm

Post by xyzzy »

Thok wrote:
xyzzy wrote:
114identity


2 SKs
4 town

The SKs know who each other are. The town wins if only SKs remain. Nightless.
What happens at 2 town 2 SK or 1 town 1 SK?
1)the town lynches someone. Remember, it's nightless, and the SKs aren't a team.
2)the SK wins.
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Post Post #2262 (isolation #111) » Fri Jun 06, 2008 6:21 am

Post by xyzzy »

Town mass claims. Scum don't have fake claims. Town wins.
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Post Post #2374 (isolation #112) » Wed Jul 02, 2008 12:12 pm

Post by xyzzy »

Rivalry


2 scum A
2 scum B
4 town

Nightless. All 4 scum are aware of which people are on which scumgroups.
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Post Post #2375 (isolation #113) » Wed Jul 02, 2008 12:17 pm

Post by xyzzy »

EBWOP: town wins ties, even if they're all dead.
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Post Post #2387 (isolation #114) » Mon Jul 07, 2008 3:12 am

Post by xyzzy »

Controller


2 mafia roleblockers
1 SK
9 townies

The mafia may not kill, and they know the identity of the SK - hence, they're merely choosing whether the SK gets to kill or not.
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Post Post #2431 (isolation #115) » Mon Jul 14, 2008 7:50 am

Post by xyzzy »

Trendy and Subversive C9 B is fantastic.

I recall Kelly Chen had an interesting pair of setups a while back called Crush - one of those should be run:
Kelly Chen wrote:I whipped up a sim that does one scum group and has settings like this: Lyncher y/n, Vengeful-style godfather y/n, town has to lynch lyncher even if scum are dead y/n, town wins a final two of lyncher and target y/n, and scum NKs y/n.

I'm a little torn between two setups; one is a third of a day longer (on average) but tilts the game towards the lyncher at town's expense. I'll suggest both:

Crush A


1 mafia godfather (vengeful-style)
1 mafia goon
1 lyncher (who is informed of his target)
4 townies (one of whom is unknowingly the lyncher's target)
day start. mafia can kill at night.

If the target is lynched, the game is over and the lyncher wins.
If the godfather is lynched, the goon dies with him.
If both mafia are dead following a lynch, the town wins. If the lyncher and target are both still alive, then the lyncher loses. (It follows from this that a lyncher-target final 2 is not a draw in this game.)
If the target is nightkilled, the lyncher (if still alive) turns into a townie.
The target only shows up as "townie" when nightkilled, not "target."

Stats assuming random moves:
Number of days: 1.925 average
Town wins: 35.6%
Mafia wins: 43.3%
Lyncher wins: 21.1% (plus 5.1% wins as a townie)

Crush B


Same as Crush A, except the elimination of the mafia isn't game over. If the lyncher and target are both still alive, the town must try to lynch the lyncher. However, the situation of a final 2 with the lyncher and the target is still a town win, not a draw.

Stats assuming random moves:
Number of days: 2.267 average
Town wins: 27.0%
Mafia wins: 43.3%
Lyncher wins: 29.7% (plus 5.1% wins as a townie)

If the lyncher-target final 2 scenario is considered a draw, this lowers town's win odds to 23.0%. It also means a lyncher-target-mafia final 3 scenario doesn't permit a town victory.


Ok, commentary: I call it "Crush" because the info the town can gain stems largely from two players' uncompromisable stances towards another player. The goon
cannot
let the godfather get lynched. The lyncher
must
get the target lynched (or nightkilled, if town goes on to win). They have strange crushes on each other.

Additionally, in Crush A, the lyncher doesn't want the godfather lynched while the target is still alive. Although the lyncher doesn't know who the godfather is, this motivation of the lyncher might help to make him more detectable.

Thoughts?
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Post Post #2434 (isolation #116) » Mon Jul 14, 2008 9:03 am

Post by xyzzy »

somestrangeflea wrote:Crush (Not sure if A or B) ran as Open 33. It wasn't a good game, but this was mainly due to a complete fail of a mod. The setup was quite interesting and I'd like to see it run again.

Edit: You know this, you played in it for crying out glavin!
Huh. Guess I suppressed the memory because the mod was such a giant heap of fail.

That and the fact that it was a year ago.
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Post Post #2461 (isolation #117) » Wed Jul 16, 2008 5:51 am

Post by xyzzy »

TITP - treestump in the palace


1 king
1 assassin
X guards

Players vote on someone to treestump; assassin can treestump one person at any time, and may treestump upon being treestumped himself if he hasn't already. Town wins if king isn't stumped.
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Post Post #2491 (isolation #118) » Tue Jul 29, 2008 8:01 am

Post by xyzzy »

Caboose wrote:
WWI Mafia


Total
Spy=Scum
Spies can recruit or kill every other night. I would probably stagger those kills in a real game.

1 British Spy
1 French Spy
1 Russian Spy
1 Italian Spy
1 German Spy
1 Cop
1 Doc
13 Townies
I like the idea of a "slow" cult, but this looks really, really tough for the town.

A cult that can only recruit every other night with no kill would be interesting, with multiple vigges and maybe an anti-cult doc.
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Post Post #2510 (isolation #119) » Thu Jul 31, 2008 3:27 pm

Post by xyzzy »

SMOLtown

2 scum
5 townies

Each round, one player is voted "out", but that player doesn't die and they keep their vote. After six rounds of this, whoever hasn't been voted out wins along with their team. No reveal, daytalk, nightless.
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Post Post #2713 (isolation #120) » Sat Oct 04, 2008 2:44 pm

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Steady Bulletproof Shipments

I'm not really sure what the right numbers for this are, so instead I'll just explain it.

The town doesn't lynch. Instead, they vote on someone to get a bulletproof vest. The scum kill someone every night, and if there are more bulletproof townies than scum at the end, the town wins. Multiple scum groups and/or vigges are a Good Thing.
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Post Post #2719 (isolation #121) » Tue Oct 07, 2008 5:07 am

Post by xyzzy »

But... I didn't give numbers.

Retroactive Mafia


1 scum retroactive voter
2 goons
1 retroactive doctor
1 retroactive roleblocker
1 retroactive vigilante
6 townies

All power roles activate on death, for one day period if applicable.

When a player is lynched, all their retroactive powers immediately activate and continue for the next day. If scum is lynched, any nightkills that scum made are made immediately, so if they die day three and they NKed both nights, the people they targeted would die. That means that if, say, the roleblocker is lynched, and then a scum is lynched, any nightkills the scum used are blocked.

The retroactive voter's votes all activate for one day after their death. Hence, if the retroactive voter voted for Flay every day but Flay is still alive and the RV dies day four, then there'll be four votes on Flay day five. They number to lynch isn't raised, so this might kill Flay. The town can not no-lynch. The events that someone causes if they die occur immediately after their own death, so if the last scum is lynched and then the town all dies, the town wins.

The roles and/or numbers are probably not perfectly balanced.
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Post Post #2757 (isolation #122) » Mon Oct 20, 2008 3:23 pm

Post by xyzzy »

Third Day Mafia


3 scum
6 town

nightless, the only lynch that matters is day three; if scum is lynched D3, town wins; if town is lynched D3, scum wins.

----

Coincedentally, any game like this that ends D3 and would be in a normal game lylo D3 if town was lynched every day, the odds of either team will be <size of other team>:<total number of players>. Hence, this game has town winning 33% of randomly played games; 4 scum, 7 town has 44%; 2 scum, 5 town has 28%, and so on.

(Actually, while it wouldn't be much work, I haven't concretely proven this statement. However, this works out for all of these, so I'm blindly assuming some magic is at work and it works for producing a game of whatever balance you'd like.)
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Post Post #2759 (isolation #123) » Tue Oct 21, 2008 2:35 am

Post by xyzzy »

Yes. The only thing that matters is day three.
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Post Post #2760 (isolation #124) » Tue Oct 21, 2008 2:41 am

Post by xyzzy »

After doing a few more tests, it appears that one can make setups like
Second Day
,
Fourth Day
, etc. by sticking to the rule that the day that would be lylo if only town was lynched is the one that matters. So:

Second Day


1 scum
3 town

The second day lynch determines the winner, nightless.

has 1/4 chance of town win.
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Post Post #2763 (isolation #125) » Tue Oct 21, 2008 5:02 am

Post by xyzzy »

If scum are lynched day one then it would be impossible to lynch scum day two and thus the scum would win.
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Post Post #2791 (isolation #126) » Sun Oct 26, 2008 3:36 pm

Post by xyzzy »

Nominate Speed Lynch
(3 scum, 9 townies, # to lynch is # of scum ++)
Nominate C/9
(2 scum, 10 town, each town has 1/9 chance of being a power role; power roles have a 50% chance of being doc or cop)
Nominate Bird C9
(2 scum, 1 cop, 1 doc, 3 townies, doc can't protect cop)
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Post Post #2795 (isolation #127) » Mon Oct 27, 2008 2:21 am

Post by xyzzy »

It would be More Mafia if the Lynchers knew each other and could win together --- the town only wins if neither Lyncher wins.
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Post Post #2804 (isolation #128) » Fri Oct 31, 2008 3:13 am

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No. Keeping the mafia in the dark=/=good. They're informed for a reason.
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Post Post #2807 (isolation #129) » Sat Nov 01, 2008 9:17 am

Post by xyzzy »

Cul-de-sac


2 scum
8 town

Players are randomly arranged in a circle; people next to each other are neighbors and have daytalk.
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Post Post #2812 (isolation #130) » Sat Nov 01, 2008 1:37 pm

Post by xyzzy »

make town win condition:

"You win if both scum are eliminated; if you can't do this, even if they don't kill you, you lose."
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Post Post #2865 (isolation #131) » Fri Nov 14, 2008 4:29 am

Post by xyzzy »

Second: Unclean Mafia

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