s in this game. At least one of them is aligned with
Town
.
There are no 3rd party aligned roles in this game.
There is only one scum faction in this game.
Mafia member may use any ability he/she has in addition to submitting a night kill.
There is no daychat in this game.
Nightingale
is aligned with
Town
.
All neighborhoods (excluding any temporary neighborhoods) will be locked and become public at end of
Night 4
.
Town and Scum win conditions are public.
Scum Knowledge
None.
Action Order
Commuter
Roleblocker
Jailkeeper
Rolestopper
Doctor/Bodyguard
Cop
Night kill (mafia, or Vig)
Tracker
Action Counters (watchers, etc)
Roles
AL v2.8,
Alice
the Interceptor
- Ascetic Roleblocker
Louisé Alicea,
Alice
the Dreamwalker
- SCUM Neighborizing Vanillarizer
Solarice,
Alice
the Wanderer
- SCUM Novice Paranoid Gun Owner
Nightingale, Traveler - Named Neighborhood Cop
Cheshire Cat, Trickster - Non-consecutive Night Role Cop
White Rabbit, Timekeeper - D* Unlynchable Townie (* = number the player picks pregame)
Dinah, Saint - VT
Neighborhood: Birds, of Symbols
Eaglet, of Death - D1 Doublevoter
Lory, of Love - D2 Doublevoter
Duck, of Wealth - D3 Doublevoter
Dodo, of Violence - D4 Doublevoter
Monstrous Crow, The Wild Card- N5 Vig
Neighborhood: Cards, of Suits
Ace, of Spades - D1 Doublevoter
Queen, of Hearts - D2 Doublevoter
Jack, of Diamonds - D3 Doublevoter
King, of Clubs - D4 Doublevoter
Executioner, The Joker - SCUM N5 Vig
Neighborhood: Dreamworld (recreated by Louisé Alicea each Night Phase)
Town Ascetic Roleblocker
Town Named Neighborhood Cop
Town Non-consecutive Night Role Cop
Town D* Unlynchable Townie
Town Vanilla Townie
Town (Neighborhood A) D1 Doublevoter
Town (Neighborhood A) D2 Doublevoter
Town (Neighborhood A) D3 Doublevoter
Town (Neighborhood A) D4 Doublevoter
Town (Neighborhood A) N5 Vig
Town (Neighborhood B) D1 Doublevoter
Town (Neighborhood B) D2 Doublevoter
Town (Neighborhood B) D3 Doublevoter
Town (Neighborhood B) D4 Doublevoter
Sample Role Flip
Last edited by FakeGod on Fri May 15, 2015 6:20 pm, edited 12 times in total.
zMuffinMan wrote:god that ability is truly fucking useless then lol
when you came up with it, did you not think, "hmm, maybe people will suspect the guy who is making everyone vanilla could also be the guy who is neighborising the same targets"?
or was making it virtually useless meant to be a balancing aspect?
as is, i'm super surprised brian didn't just figure it out on his own
i suppose the vanilla aspect was meant to be like a "oh he's included a town one before so this one could also be town" but eh that's stretching it given it's a pro-scum ability that people will be naturally suspicious of (iirc they were also suspicious of the one that was town anyway)
meh
Well, there are two ways for the role to be used, and they're not exclusive to each other: as a scum roleblanker with priority (since it's day resolving) that reveals himself to his target in the night, ns could use the ability on a player right before murdering him in the night. Alternatively, pretend to be a "town" neighborizer with an unfortunate side effect, which means that ns would only use the ability on players who were suspected of VTs already (for example, doublevoters that expired) to manipulate them during the Night phase and set him up for whatever claim gambits he wanted to try out.
I thought it was a terrible mistake for ns to just go ahead and vanillarize a player who claimed a confirmable role, which basically gave away that the vanillarizer was scum and it pretty much meant that ns couldn't vanillarize anyone safely any more.
Last edited by FakeGod on Tue Jul 21, 2015 11:25 am, edited 2 times in total.
My congratulations to the scum team, especially zMuffinMan, for the win and fantastic performance. Early lynches on the low-numbered scum team usually spell doom in Large games, but zMuffinMan was able to pull out the solo win.
Most of what I have to say are scattered across the Dead PT, but I would like to summarize and recap here on game design and how it turned out.
As you may have noticed, this game heavily revolved around the mirrored neighborhoods. Roles and flavors of each neighborhoods were mirrored with a odd man out each to hint to the scum team, the identity of the town N5 Vig. (and also give chance for town to predict the scum N5 Vig, should the town N5 Vig flip early)
Neighborhoods becoming locked at end of N4 (as opposed to N5) reinforces this "odd man out" idea, and depending on how much was shared in the neighborhoods, give the town/scum a final chance at solving the neighborhoods composition before N5. Opening up the neighborhoods for public also solves the information gate problem DGB always complained about neighborhoods.
Scum team has no Doublevoters, so they actually are not aware of the how roles are consolidated in the neighborhoods at the beginning of the game. Only person who would be able to really guess the setup early on would be the Town N5 Vig slot, which, by stroke of luck, is occupied by town's best setup specc'er. Kagami virtually had the setup solved before her unfortunate early exit.
I did expect the town/scum team to solve the setup by N5 (the neighborhood unlocking is kinda like making the answers public, if that makes sense), and gave each side a role to deal with the opposing side's N5 vig. (town's Ascetic Roleblocker, and scum's Vanillaizer)
Doublevoters were used in place of VTs to nerf the alignment-confirmation aspect of the town rolecop. (Cheshire Cat received role names as is, making it stronger than a usual rolecop who can't differentiate between VTs and Goons) It was necessary to heavily nerf any investigative role that had the power to clear people in this game, because this setup featured a low-number scum team. The fact that this setup has no protective roles also ties in with that idea. In addition, injection of additional votes in play speeds up the day play, which is very desirable in a Large game with its rapid 8-days Day Phase.
Town's rolecop has the non-consecutive night modifier, which meant that should the rolecop figure out the neighborhood composition by N1, (which I thought as highly unlikely but possible), the rolecop would be rewarded by increasing the chance of getting an inno result to 2/6 N1. Rolecop is unable to get a single guilty result in this game, because no scum role has an alignment-telling role name. (except that farside caught ns in his lie anyways) Barring the rolecop figuring out the setup by N1, rolecop would have one more chance at N3 to get a inno result. (hopefully this time having the setup solved)
I would also like to apologize in that I did not take into account the possible interactions between the roleblocker and paranoid gun owner. As I mentioned in the dead PT, in my simulations I had presumed that the roleblocker would simply be shot upon claiming.
I really hope that you found the game interesting and fun. Queen of Hearts didn't have much fun though, seeing as her players kept replacing out on her!!!