1x Governor-Godfather
2x Mafia Goons
2x Cops
4x Governors
Lynch anyone who pardons. The more governors stay hidden, the greater cop security. The more lynches that happen, the more information for town.Natirasha wrote:Maybe a Lynch? v.2
1x Governor-Godfather
2x Mafia Goons
2x Cops
4x Governors
Some feedback and criticism is certainly warranted for this setup.militant wrote:<snip>
what an odd run: http://www.mafiascum.net/forum/viewtopi ... c&&start=0Natirasha wrote:OhGodMyLife wrote:Nominate Carbon-14for another run. Its a sweet setup.second
I was wondering about that too. I'm asking others how it went. I'm going to read the whole thing myself today. Amazed the town won with the cop lynched day 1.Adel wrote:what an odd run: http://www.mafiascum.net/forum/viewtopi ... c&&start=0Natirasha wrote:OhGodMyLife wrote:Nominate Carbon-14for another run. Its a sweet setup.second
21 calender days and six pages.
Is the town win percentage higher on average the quicker a game is?Adel wrote:so that was open 96.
Open 97, which was Lovers Mafia, lasted 7 calender days, and was 17 pages.
town won both games.
I think people like quick games.
once you remove outliers like horribly failed scum gambits, and self-outing scum, nope. My feeling is that for 12 player games, ~20 pages is about the optimal length for town success. Less then that and there isn't enough information for an informed day 2 lynch, and more then that and rereading becomes too difficult, and people start forgetting what the facts of the case are. I'm not sure about 7 player games, since I haven't seen nearly as many.Lord Gurgi wrote:Is the town win percentage higher on average the quicker a game is?
Nah, just make it bloody and swingy and quick. Give the mafia two kills, and a single member of the mafia can perform both kills each night. That way only 1 Goon can die each night, and it prevents the PGOs from claiming before endgame. Did I mention that it would make the game quicker? A lot of people like quick games. This would be a 12 player game that could be in lynch-or-lose on day 2, but only if the mafia played well and got lucky. It would take three or four days for the town to win, in most cases.Lord Gurgi wrote: Or should it be 2 PGO's and 6 Townies?
I can't imagine people wanting to play a game like this. The whole idea that if mafia hits the wrong person they are dead. Also 4 goons in a 12 player games seem a bit high.Lord Gurgi wrote:Tread Carefully
4 Mafia Goons
3 PGO's
5 Townies
Or should it be 2 PGO's and 6 Townies?
Making the Jester NK immune is wrong. He wins if lynched so the town and the mafia will always loss this game.popsofctown wrote:My first attempt:
Crazy Monkey Mafia:
1 Mafia
1 Loving Traitor (the scum-without-nightkill kind, dies if mafia dies)
1 Jester, NK immune
1 Jester's crazy monkey (wants the jester to die. i. e., Jester-traitor)
1 Role+Alliance sane cop (i. e., gets a full copy of the role PM for his investigative targets.
5 townies
If the jester wins, everyone else instantly loses. (except of course, his pet monkey)
In any indecisive endgames, the jester suicides after two no-NK no-lynch cycles.
The reason i was thinking it'd be a pretty good setup is that the traitor and monkey can claim cop, and yet the cop is quite powerful.
To tweak any one side's power, the options that would seem good is adding a roleblock to the mafia, or roleblock to the monkey, or doctoring to the monkey, or a cop head start.
"nice for a first try but no, pops?"
Consider that I put more goons infarside22 wrote:I can't imagine people wanting to play a game like this. The whole idea that if mafia hits the wrong person they are dead. Also 4 goons in a 12 player games seem a bit high.Lord Gurgi wrote:Tread Carefully
4 Mafia Goons
3 PGO's
5 Townies
Or should it be 2 PGO's and 6 Townies?