Assorted Excellent Idea Mafias

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Post Post #5 (isolation #0) » Thu Jun 20, 2013 7:14 am

Post by ChannelDelibird »

1) Definitely. Not counting towards the majority seems a bit cruel and, frankly, it'd annoy me if I were playing and the game dragged out longer than it needed to even when there was a majority of one scum win condition left.

2) Yeah, I'd start the game. The Saulus has to judge whether or not they have any buddies and if it's worth claiming. I think the game would be over fairly quickly and it wouldn't be particularly good but I'd still start it.

3) I thought longest about this one. If, assuming scum kill every night, it was still possible for town to eliminate them all, I think I'd want to leave it running. If there were killing roles left but a town win would require the mafia choosing to no-kill, I'd want to call it. That possibility kinda makes me want to just agree with Patrick and say call it a blanket rule but I'm honestly not sure.
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Post Post #9 (isolation #1) » Thu Jun 20, 2013 12:52 pm

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In post 7, Patrick wrote:What would you suggest in the case of a single goon against protown roles such as vig, dayvig, pgo or vengeful townie?

Edit: in a 1 v 1 endgame situation.
Heart says if the dayvig or PGO haven't used their ability yet, they kill the mafia by Rule of Cool either that day or the next night, with every other case a mafia win that day.

Head says you should probably make a general rule that if mafia start a day with 50+% of the town, unopposed by other scum factions, they win.
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Post Post #22 (isolation #2) » Mon Jun 24, 2013 2:57 am

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Yes to both.
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Post Post #44 (isolation #3) » Fri Jun 28, 2013 7:39 am

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Seeing as there isn't a town (or any) rolecop in the current Greater Idea deck (too much of a hassle for face-to-face games), we basically just used it as a named townie. There was talk of giving cops two innocent results if they investigated the Town Godfather for the lols. :giggle:
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Post Post #45 (isolation #4) » Fri Jun 28, 2013 7:40 am

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It's more interesting in the Greatest variant.
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Post Post #50 (isolation #5) » Thu Jul 04, 2013 3:21 am

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Yeah, I would argue 'no' on that . Always thought of the Cupid idea that it's setting up other people.
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Post Post #53 (isolation #6) » Thu Jul 04, 2013 4:46 am

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I agree; should be consistent with the Nymphomaniac.
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Post Post #57 (isolation #7) » Fri Aug 09, 2013 9:16 am

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I have updated the Greater Idea Mafia wiki page with the roles added to the deck at Scumdon.
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Post Post #59 (isolation #8) » Fri Aug 09, 2013 10:32 am

Post by ChannelDelibird »

In post 58, Amrun wrote:
In post 41, Zaicon wrote:In other news, what is a "Town Godfather" (Greater Idea Mafia)?
According to the sample PMs, town godfather returns "town" to investigations while other things return "guilty/not guilty" except to bloodhounds.
This is an accidental incongruity between the main wiki page and the role PMs page. I will fix. Town Godfather returns 'not mafia' to Cops.
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Post Post #64 (isolation #9) » Sun Aug 11, 2013 10:15 am

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I can probably do this from memory a little later in the week.
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Post Post #66 (isolation #10) » Thu Feb 27, 2014 11:38 am

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For those interested: The Greater Idea Mafia wiki page is now fully updated with all roles added in 2014, including the Replicant faction and some weird awesome stuff from MANCHESSKID.

As the deck is now at a truly ridiculous size, I'm soon going to be making some efforts to redesign the wiki page a bit to make the various rules as clear as possible and also set up some smaller deck ideas for when you want a more manageable game with only certain roles (e.g. one with just mafia vs town, one with one large scumgroup and one small, hardcore role madness, etc). It'll also hopefully be easier to look at the various offshoots and variants.
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Post Post #68 (isolation #11) » Thu Feb 27, 2014 11:22 pm

Post by ChannelDelibird »

In post 67, Magister Ludi wrote:How many people do you have playing?
Face-to-face, this is directly influenced by how many people are attending a meet but around 10-12 is the point where it starts getting really annoying to mod. The sweet spot in face-to-face seems to be about 7-9. On Skype or chat, it's similar.

On the forum, I've seen a 13-player mini run and there's no reason that can't work with a good mod but micros do seem the more natural habitat. I think the optional smaller decks should be particularly good for forum games as it should see more grouped scum rather than just ending up with three independent scum in a nine-player game.
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Post Post #70 (isolation #12) » Thu Feb 27, 2014 11:43 pm

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In post 69, N wrote:Have you put Strange Idea or on there, or did you decide it wasn't worth it?
Strange Idea will go on the wiki at some point, I just haven't got round to it yet. We played more of it at MANCHESSKID and it went down well.
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Post Post #78 (isolation #13) » Mon Mar 10, 2014 10:05 am

Post by ChannelDelibird »

The first sub-deck, Greater Idea: Classic, has been put on the wiki (there's a link on the main Greater Idea page too where I'll add all of them as they go up). It's a 52-card deck with more basic roles and just a single scumgroup plus two SKs.

EDIT: Also added Basic Two Scum, Basic Mafia and Aliens & Life and Death sub-decks. More during the week!
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Post Post #79 (isolation #14) » Tue Apr 28, 2015 2:25 am

Post by ChannelDelibird »

Wiki page for Greater Idea updated with the seven new roles added to the deck at the UK Scummers Meet 2015 (details).
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