Not quite the same thing, but last year I ran a version (off-site) where the mafia had a (single-shot) ability which let them (secretly) nominate a (town) player at the start of the game who would never be allowed to become the gunbearer. If this player were shot by the gunbearer, they wouldIn post 6746, Leafsnail wrote:Also, I was thinking of running a version where the mafia get to choose the next gunbearer after they're shot (kindof like a vengekill). Has anyone ever run a setup like that, or alternatively, does anyone have any tips for calculating win probabilities more easily for such a game?
I spent quite a bit of time working out EVs for that. At some point I wondered if I should have made the scum's ability multi-shot instead of 1-shot. In that case, there's a nice(ish) closed expression for the odds of a town win: with S scum and T townies town wins 1/(2S) of the time if T=S+1 and town wins (T-S)/(T+S) of the time if T>S+1. So if you start with 4 scum and eight townies, town wins a third of all games with random voting. I have no similar nice expression for the town's chances when the ability is single-shot, but it's obviously more than that and less than the (T-S)/T of standard popcorn mafia (with 8 townies and 4 scum, town wins 39.7% of all games, for instance).
I also thought briefly about a version where the mafia had venge-kills whenever they died (but the current gunbearer was bulletproof). This is even harder for town than the "multi-shot ability" version above (with 8 townies and 4 scum, town win only 30.5% of games), though again I couldn't work out a nice close expression (or if I did, I never posted it in the game's dead thread).
... actually, I think this last variant is very close to your idea, isn't it? (From the random-voting perspective, having the gunbearer die when he shoots mafia and letting the mafia pick a new (town) player to become gunbearer seems to be equivalent to having the current gunbearer live and letting the mafia kill a different town player.) "Balanced" set-ups might be 7 townies against 3 scum (town wins 43.8% of games) or 10 townies against 4 scum (town wins 43.0% of games). Not thinking about it too hard right now, but I think the numbers stay the same even when the mafia can pick themselves as gunbearer (simply because it's suboptimal for the mafia to ever actually pick themselves like this; S scum always do better against T townies than (S-1) scum do against (T-1) townies.)
Will see if I can dig up my original notes for this in the next couple of days. At the very least I should have the spreadsheets where all the above numbers came from lying about somewhere.