No Reveal. Town only told if the are a Tracker or not Tracker, Mafia given full Role. Mafia has a night kill. Each Night Necromancer chosen at random from Insomniacs. Each Night everyone must submit an action (else it is randomised). If they are the Necromancer that person is revived, if are the Doctor then they protect them, if they are an Insomniacsvisit that person but leave no trace.
Tracker see's all visits. Mafia Doctor may not action and kill on same night.
2 Mafia Goons
1 Innocent Child
1 Doctor
5 Vanilla Town
Checklist:
Mafia has more than one member. (Mafia learns to play as a team)
Town has a PR. (Mafia and Town can learn to PR hunt)
Fakeclaim potentials. (Mafia can fakeclaim as doctor)
Playing with a clear/as a clear. (Innocent Child)
No breaking strategies. (i.e. no Follow the Cop)
My simulation shows that this setup has town win rate of
48.5%
(very close to 50%) given that town were to randomly lynch, and mafia were to randomly shoot. (unless doc claimed of course)
Except you now have a confirmed innocent that will survive until the day after the doctor dies, 100%. Might as well just make it a 1-shot BP IC. The game is dull and teaches nothing about night action choice or how to use night actions during the day phase.
Doctor is supposed to be on the IC whole game, yes.
The night action sequence is a solved question from the town side of things. Only thing unpredictable is the choices mafia makes.
We should teach newbies to focus on the day game, and teach them that the PRs are dependable things that do certain reliable things during the night. Also, analyzing the night kill choice is still a thing in this setup.
Day phase should favor the town, and night phase should favor the mafia.
Traditionally, town should be in their homes during the night, cowering in fear under their beds or whatever.
Town power roles added a new layer of complexity to the game, because mafia now needs to PR hunt etc (I approve), but the new mechanic shouldn't overshadow the original spirit of the game. Not for newbie games, anyway.
Overreliance on the power roles tend to result in mafia games that are no longer about the day phase, but good uses of night actions. While those games can be balanced and even be fun, those games are not the games I want to teach the newbies.
In post 6604, Leafsnail wrote:Do you mean tracker or watcher? Watcher seems like it could blow the game wide open by forcing everyone to target the same dude.
Thats actually a valid point. Change that to a tracker.
2 Mafia Goons
1 Innocent Child
1 Doctor
5 Vanilla Town
Checklist:
Mafia has more than one member. (Mafia learns to play as a team)
Town has a PR. (Mafia and Town can learn to PR hunt)
Fakeclaim potentials. (Mafia can fakeclaim as doctor)
Playing with a clear/as a clear. (Innocent Child)
No breaking strategies. (i.e. no Follow the Cop)
My simulation shows that this setup has town win rate of
48.5%
(very close to 50%) given that town were to randomly lynch, and mafia were to randomly shoot. (unless doc claimed of course)
I actually like this quite a bit (and unlike everyone elee I think giving a newbie Doc the protect-IC/Protect-someone-else dilemma is a positive and active thing. Maybe run it as a Micro to sed if it works in that enviroment first?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
Putting a role name that abbreviates to "IC" in a newbie is asking for trouble, given that that has a meaning already.
And it isn't broken, but it's rather affected by who draws which roles. In particular, the skill of the Innocent Child is going to be the main determining factor.
It does have the good feature that it's basically impossible to pull off stupid gambits in, which is something that will help out newbie game quite a bit if implemented in a setup.