2015 Open Setup Design Contest - Winners!

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2015 Open Setup Design Contest - Winners!

Post Post #0 (isolation #0) » Sat Mar 14, 2015 5:54 pm

Post by LlamaFluff »

In the interest of creating new and exciting Open Setups for the queue, I am announcing the 2015 Open Design Contest.

There will be three categories based on player size:

Micro Games (Setups with 9 or fewer players)
Normal Games (Setups with 10 to 13 players)
Large Games (Setups with 14 or more players)

You may enter each category only one time. You do not have to enter every category to participate.

Setups will be judged in the following criteria:

Balance - 50% (Must be fair for all factions)
Replay ability - 30% (Must be able to be ran multiple times without an obvious best coordination of actions)
Originality - 10%
Fun - 10%

Winner of each category will receive a copy of this book. While each category will only have one winner, I hope that this will add multiple new approved open setups in each category to the rotation. It is a great way to make your mark on the site by adding a setup that will hopefully be played for years to come

Setups will be judged by the following committee: LlamaFluff, Empking, mykonian, AngryPidgeon

The "Fun" category will be decided by a public vote to gauge interest in playing the submitted setups. Setups that a large number of people want to play will naturally score higher

Setups will be allowed to be submitted up until midnight March 22nd. You may send me revised setups as many times as you like until deadline hits.

Submitted setups must include any special rules, mod notes, and sample role PMs. If the review team is not able to understand how your setup works, that is going to cost points.

Setups must be submitted to me by: (expired on 2015-03-27 00:00:00)
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Post Post #2 (isolation #1) » Sat Mar 14, 2015 6:26 pm

Post by LlamaFluff »

In post 1, Cheery Dog wrote:Are setups that have been through the micro queue a few times over the past years, but haven't gone through the open approval process eligible to be entered?

(can I put in Vengeball?)


Any setup that was created by you that has not gone through the open review process and become an approved open setup counts.
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Post Post #4 (isolation #2) » Sat Mar 14, 2015 6:52 pm

Post by LlamaFluff »

In post 3, Titus wrote:Do roles have to be considered normal? I wanted to run a fire and scum which is a modified fire and ice but it didn't pass normalcy.


Setups are not required to be normal. If you can make a non-normal setup that is balanced and can be replayed with ease, go for it.
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Post Post #12 (isolation #3) » Sun Mar 15, 2015 6:52 am

Post by LlamaFluff »

In post 6, wgeurts wrote:Eh, can I put elemental mafia up here?


Yes. I will allow any setup that is an experimental setup to be submitted as long as you created it.

In post 9, TierShift wrote:Replay ability is basically that it can't be broken?
Can setups be semi-open?


Replay ability means that if we look at your setup and there is a very clear course of actions that optimizes play for town it will lose some points. Its to more or less prevent a scenarios where its not broken, but all actions and choices (if any) should play out identically each game.

Semi-Open games are allowed.

In post 10, Aneninen wrote:Are we allowed to post ideas previously appeared in the "Open Setup Ideas"? If so, are we able to modifly them before posting?


Any idea that was suggested by you in Open Setup Ideas is allowed. You can make modifications to them before submitting.

What do you mean by "mod notes", that should be contained?
Are we allowed to use the standardized RolePMs (eg. posted by Wgeurts on the Wiki) or do we have to write our own versions?


Mod notes entail anything that is not clearly covered by any special rules or roles that you feel needs to be told to the reviewers or a mod running the game. You can include things like role resolutions here if you want to.

Yes. Roles are requested so there is absolutely no guessing about what the roles you are submitting are.
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Post Post #19 (isolation #4) » Sun Mar 15, 2015 10:14 am

Post by LlamaFluff »

What Emp said.

There are some setups that had "choices" that really should not have been choices. Like Hard Boiled and the tracker/vig, where if you look at both trying to break the setup and how successful town always was, tracker was clearly the best choice.
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Post Post #38 (isolation #5) » Thu Mar 19, 2015 1:50 pm

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In post 34, OpenSetupDesigner wrote:Can alts be used to participate?


Yes.
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Post Post #44 (isolation #6) » Fri Mar 20, 2015 12:55 pm

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I would greatly prefer getting PMs just to make sure that I did not miss anything in the thread.

Also I will be extending submittal deadline to the end of the day on March 26th (next Thursday)
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Post Post #65 (isolation #7) » Wed Mar 25, 2015 8:13 pm

Post by LlamaFluff »

Little over 24 hours to go.

Last chance to get any setup you have been working on in! Expect a public voting for favorites to go up late Sunday or early Monday
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Post Post #74 (isolation #8) » Fri Mar 27, 2015 5:11 pm

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No more setups are being accepted from this point on.
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Post Post #78 (isolation #9) » Tue Mar 31, 2015 1:50 pm

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They are getting done. I will have at least one category up for public voting tonight. We DO have to essentially review 30+ setups for balance so that will take some time, especially if there are any varying opinions between reviewers.
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Post Post #79 (isolation #10) » Tue Mar 31, 2015 2:10 pm

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The following are the setups for the Large Open competition.

Please review on a scale from 0 to 10. A setup that you rank as 10 is a setup that you would always sign up for when possible. A setup you rank as 0 is a setup you would never play.

Remember this is your opinion of what you want to play, you do not need to rate a setup based on balance, originality, or anything else along those lines. Its if you would play it.

You may vote for setups in the category you entered, but may not vote for your own setup.



Spoiler: Kill All Townies
15 Players

1 Mafia Goon
1 Mafia Godfather
1 Mafia Doctor

1 Werewolf Goon
1 Alpha Werewolf
1 Werewolf Doctor

1 Town Cop
1 Town Seer
1 Town Vig
6 VTs


  • Daystart
  • The first day there is one lynch. For the preceeding days, there is a number of lynches per day equal to amount of town that died during the night.
  • 1:1:1 situations automatically no lynch.


Spoiler: Elemental Large


Spoiler: Charge Me Up!


Spoiler: Two Choose One
Two Choose One

1
Mafia "Roleblocker or Doctor"

1
Mafia "Watcher or Role Cop"

1
Mafia "Godfather or 2-shot bulletproof"

1
Serial Killer "2-shot bulletproof or "immune to all town actions"

1
Town "Cop or Doctor"

1
Town "Doctor or Vigilante"

1
Town "Vigilante or Cop"

1
Town Vanilla Cop

8
Vanilla Townies


Special rules: Anybody with an "X or Y" must choose one of those roles pre-game and before the Mafia discussion is allowed.
No mod notes. Day start

Designer note: This setup was created in mind to be the perfect in all aspect.
That people are allowed the ability to choose a role they prefer.
The "RB or Doc" is a role meant to help the mafia and protect them from harm.
The "Watcher or RC" was meant to be an offensive role.
The "GF or 2-shot BP" was meant to be a defensive role.
The presence of SK instead of another mafia lowers mafia total power, while possibly increasing the harm done to town.
The presence of GF and 2 factions makes doctor more valuable than its usual value and cop less valuable than its usual value. This prevents the "obvious" choice of cop instead of doctor.
The Vanilla Cop is to make the number of PRs the same for town and anti-town.
8 Vanillas are added in, so that the number of vanillas is exactly the number of PRs.


Spoiler: Rebels and Assassin Unite In The Palace
This setup combines the setups RITP and AITP into one setup.

1 King. (Can vote, no other powers)
5 Guards. (Guards know who the king is. Can vote, no other powers)
8 Rebels. (Can vote, no other powers)
1 Vengeful Rebel. (Have a one shot vengeful ability that can be used when lynched.)

King and Guards have the same win condition of "Once King+Guards STRICTLY outnumbers the rest, you win"
Rebels and Vengeful Rebel have the same condition of "Once the King dies, you win."

Note: Nightless


Spoiler: Double Matrix 6
This setup is meant as a newbie introduction to a multiball game. It borrows from the Matrix 6 in newbie games. I did have one person who is not a member of this site review it for that site before play but the idea is entirely my own.

The idea is as follows:
There are two scum teams. Mafia and Werewolves. This is purely flavor and the team names may change as desired for flavor.
Roll the chart for Matrix 6 twice (once for each scum team). The matrix 6 chart can be found at: http://wiki.mafiascum.net/index.php?title=Matrix6
Add two goons to each team so each team has a total of 3 scum players.
Add Vanilla Townies until 18 players is reached.
The setup is semi-open as everyone will know that the chart was used twice, but it will not be shared what result was generated from the chart.

Rules


There are no special rules. OOO is taken from the newbie mafia game setup which I am posting here below. The vast majority of the rules regarding ettiquette/posting times/VLAs etc, would be taken from the newbie rules.

Order of Operations

1. Mafia roleblocker(s) if any.
2. Town jailkeeper(s) if any.
3. Any mafia kill actions.
4. Any other town actions.


Spoiler: Cult in the Jungle Republic


Spoiler: Small Street
A Smalltown-like setup for 17 players with three mafiosi, initially, in which the Mafia decide on the role distribution.


The Mafia start with 85 credits in the bank. They can overdraw, but the town wins if they have debts when controlling the vote. The Mafia win when they are controlling the vote without debts.

During pre-game, which takes half the Day 1 deadline, the Mafia can recruit a fourth member, who is added to the Mafia PT immediately. Depending on if they recruited someone, they have to buy three or four roles, which are immediately distributed randomly among them.
The other roles are distributed among the town at the start of Day 1.


The buying of roles and recruiting a fourth member need to be approved by a second Mafia member. The other pre-game actions can be canceled until the start of Day 1. The Mafia can perform as many pre-game actions as they want.

Each night, every member of the Mafia can perform one individual and one factional or special night action.

Pre-game actions


Enable White Flag (hidden) (+20)
Encrypt Day 1 (-1)
Recruit Fourth Member (-80)

Roles


Fruit Vendor (can't be performed alongside a factional action) (+1)
Public Vanilla (is publicly confirmed not to have any power at the start of Day 1) (0)
2-Shot Neighborizer (0)
Priest (hammers fail) (0)
1-Shot Gladiator (plurality rules are in effect after use) (0)
Delayed Voyeur (gets results in the form of NAR categories) (-2)
1-Shot Follower (idem) (-3)
Even-Night Tracker (-4)
Odd-Night Tracker (-5)
Universal Backup* (-5)
Non-consecutive Night Commuter (can't be performed alongside a factional action) (-5)
Modified Faith Healer (fails if both Faith Healers target the same person, 100% success rate otherwise) (-5)
1-shot Night-Governor (target can't be voted next day) (-10)
Modified Faith Healer (-15)
Vengeful (-25)
Restless Spirit (-35)
Doublevoter (-45)

*gets the remaining powers of the first traditional PR (not a Public Vanilla, Restless Spirit, Vengeful, Doublevoter) that dies and hasn't used up everything

Special Night actions

(count as factional actions, each one can be performed by one Mafioso every night)

Roleblock (-2)
Rolecop (-2)
Encrypt Next Day (-1)
No-kill (doesn't take up an action slot, while killing does) (+3)
Turn Townie Bulletproof (target is informed of this) (+10)
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Post Post #81 (isolation #11) » Tue Mar 31, 2015 7:41 pm

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The "Large Setups - Vote Here" is a link to a form
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Post Post #102 (isolation #12) » Sun Apr 05, 2015 7:24 am

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Next round will go up tonight or tomorrow. Its been a long week
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Post Post #103 (isolation #13) » Sun Apr 05, 2015 3:16 pm

Post by LlamaFluff »

The following are the setups for the Micro Open competition.

Please review on a scale from 0 to 10. A setup that you rank as 10 is a setup that you would always sign up for when possible. A setup you rank as 0 is a setup you would never play.

Remember this is your opinion of what you want to play, you do not need to rate a setup based on balance, originality, or anything else along those lines. Its if you would play it.

You may vote for setups in the category you entered, but may not vote for your own setup.



Spoiler: Vengeball


Spoiler: Shortnight
Shortnight


6 Players

2 Mafia Goons

4 Vanilla Townies


  • Daystart
  • Players are split into two groups of three, with one mafia in each group.
  • Day 1, players must lynch amongst the people in their group.
  • If both mafia are lynched d1 in both groups, town wins.
  • If one mafia is lynched d1, that mafia vengekills one of the players from his group.
  • If no mafia are lynched d1, the town players who were lynched must agree on a vig kill. If the kill is on mafia, the game continues in LYLO. Otherwise, mafia wins.


Spoiler: 5P Instant LYLO
Game Name: 5P Instant LYLO Mafia
Players: 5
Roles: 3 Vanilla Townies, 2 Mafia Goons
Modifiers: White Flag Mechanic

This game is extremely fast paced. Basically, 5 players (2 scum, 3 town) start the game already in LYLO. The town have 10 days to decide who they want their sole lynch candidate to be, and when 3 people have voted this person, the game is over.

If the person lynched was town, the scum win by having 50% or more of the votes.
If the person lynched was scum, the town wins because of the white flag mechanic.


Spoiler: Forest Fire
This is a 9 Player Open Setup which contains the following roles:
2 Arsonists

6 Trees
1 Firefighter


Setup Notes:
  • Arsonists have a single factional night action. They may choose to prime a single target, or to ignite all previously primed targets.
  • Firefighter blocks the priming of a target ONLY on the night in which they are being primed.
  • Trees become Tree-stumps upon being lynched, allowing them to continue posting in the thread.
  • Firefighter, Trees, Tree-stumps, and Arsonists are all vulnerable to being primed and ignited.
  • Players are not told when they are primed, Arsonists are not told if the priming was successful.
  • Tree-stumps cannot vote, and do not count as a vote for endgame purposes.


Arsonist Role PM wrote:[Player Name],

Welcome to Micro 379: Forest Fire!

You hate nature, and trees, and things that are green. The sight of the forest outside of your home fills you with disgust. In fact, if the whole thing went up in smoke and flames you wouldn't be bothered one bit. Actually....that kind of sounds like a good idea...

You are an
Arsonist
, along with your partner [Player Name]. You may post in the thread and vote as you see fit. Your additional abilities are listed below.

Abilities
:
~ Factional Communication: During the night phase you may talk with your partner [Private Topic Link]here[/Private Topic Link].
~ Factional Pyrotechnics: Each night phase either you or your partner may take one and only one of the the following actions:
  • Prime
    a target for ignition by dousing them with gasoline.
  • Ignite
    all previously primed targets by lighting them on fire and thus killing them.

Win Condition
:
~ You win when only
Arsonist
aligned players are left alive, or nothing can prevent this from occurring.

Confirmation
:
~ Please confirm by responding
with your role
via PM.

Tree Role PM wrote:[Player Name],

Welcome to Micro 379: Forest Fire!

Your leaves are green, your roots are long, and the creatures of the forest marvel at your very sight. Your life is simple, and quite frankly, that's exactly how you like it. Kind of makes you wonder though...how long will things stay that way?

You are a
Tree
, and aligned with the
Forest
. You may post in the thread and vote as you see fit. Your additional abilities are listed below.

Abilities
:
~ Stumped: Upon being lynched you become Tree-stumped. This means you will still be allowed to post in the thread, but you will not have a vote. Being killed in any other way overrides this ability, and will cause you to be removed from the game.

Win Condition
:
~ You win when only
Forest
aligned players are left alive.

Confirmation
:
~ Please confirm by responding
with your role
via PM.

Firefighter Role PM wrote:[Player Name],

Welcome to Micro 379: Forest Fire!

You love nature, and trees, and things that are green. The sight of the forest outside of your home fills you with joy. In fact, if the whole thing went up in smoke and flames you might just consider suicide. Dang, you better keep your eyes open...never know what might happen...

You are a
Firefighter
, and aligned with the
Forest
. You may post in the thread and vote as you see fit. Your additional abilities are listed below.

Abilities
:
~ Fire Prevention: Each night phase you may choose one other player to douse with water. The doused player will be immune to being primed for ignition during that night phase.

Win Condition
:
~ You win when only
Forest
aligned players are left alive.

Confirmation
:
~ Please confirm by responding
with your role
via PM.


Spoiler: Double Chance of 50%
1
Mafia Godfather
(Appears "innocent" to cop investigations and as "not vanilla" to vanilla cop)
1
Mafia Goon
(Appears "guilty" to cop, appears "vanilla" to vanilla cop)
1
Town Cop
(Appears "not vanilla" to vanilla cop)
1
Town Vanilla Cop
(Appears "innocent" to Cop)
1
Un-informed Miller
(Appears "guilty" to Cop, appears as "vanilla" to vanilla cop, this person does not know he is the miller)
4
Vanilla Townies
.

No special rules. No mod notes. Day start.

Designer note: This is called Double chance because of the presence of two different cops, each of them can get a mafia or not mafia result but there is only 50% of the "mafia" results to be correct


Spoiler: SemiOpen
A
2 Mafia Goons
1 Innocent Child
1 Named Townie
3 Vanilla Townie
B
2 Mafia Goons
2 Town Masons
3 Vanilla Twonie

Choose one of the above two randomly as the setup. Daystart.

Innocent child have choice of when to reveal.


Spoiler: Modern Trio
Pick one of the following three set-ups at random:
1 Jailkeeper, 6 Townies vs. 2 Goons
1 Jailkeeper, 1 One-Shot Friendly Neighbor vs. 1 Mafia Role Cop, 1 Goon
1 Motion Detector, 1 One-Shot Friendly Neighbor vs. 2 Goons

Clarifications:
A Motion Detector detects whether their target is performing an action that Night.
If the Friendly Neighbor is jailkept, their ability is still used up.
The Mafia Role Cop can use their ability as well as make the mafia nightkill in the same Night.

Sample Role PMs:
Jailkeeper PM wrote:You are a Jailkeeper.

Every night you may throw someone in the jail. This will both protect them and prevent them from taking any night actions.

You win with the town.

One-Shot Friendly Neighbor PM wrote:You are a One-Shot Friendly Neighbor.

Once during the game, during the Night, you may send your friendly greetings to a player of your choice. This will confirm your alignment to them.

You win with the town.

Motion Detector PM wrote:You are a Motion Detector.

Every night you may pick a target. At the end of the Night you will receive "Motion detected" if they took an action and "No motion detected." if they did not.

You win with the town.

Mafia Role Cop wrote:You are a Mafia Role Cop. XXX is your partner.

Every Night you may talk to XXX here and one of you can go out and kill a player of your choice. In addition, you get to investigate a player every Night and find out their role.

You win with the town.

Vanilla Townie PM wrote:You are a Vanilla Townie.

Your power is your vote. Use it wisely!

You win with the town.

Mafia Goon PM wrote:You are a Mafia Goon. XXX is your partner.

Every Night you may talk to XXX here and one of you can go out and kill a player of your choice.

You win with the mafia.


Motivation:
The idea of the set-up is to make three balanced set-ups using fun modern roles (i.e. Jailkeeper rather than the more straightforward Cop role) and to combine them into a semi-open to have more variety and to introduce some uncertainty into the set-up (which would hopefully motivate players to scumhunt rather than rely on power roles or claims). It being semi-open also makes for more interesting fake-claiming decisions for the mafia. The end-result should hopefully be just a good solid game of mafia every time it's played.


Spoiler: I am the Joker
Game concept: I am the Joker!!!!!

2 Mafia Goon

1 Joker

6 Townies


Mafia can’t kill
During day Joker creates 3 parcels and send it to random people.
1 of the parcels contain a deadly bomb
1 of the parcels contain a healing portion
1 of the parcels contain a deadly virus
The receiver auto opens the parcel they receive. Deadly bomb kills the receiver instantly, Virus infects and causes a pain full death on 2nd night. Healing portion is sharable between players.


Spoiler: Grey Flag Nightless
  • 6 Vanilla Townies
  • 3 Vengeful Mafia


  • Nightless (i.e. the Mafia have no normal nightkill; most nights are skipped)
  • Daytalk (i.e. the Mafia can talk in their private thread during the day; otherwise the Mafia would have very little opportunity to talk)
  • White Flag (i.e. the Mafia lose when all but 1 member is dead)
  • When the
    first
    Mafia member dies, the game goes to a normal Mafia night, rather than the night being skipped, and the Mafia (including the killed member) get to agree on a townie to kill. This only happens once, and is the only kill they get (apart from manipulating the lynch).
  • When the
    second
    Mafia member dies, the town immediately wins (due to the White Flag rule).
  • Mafia win if enough Townies are lynched that the Town loses control of the lynch vote (i.e. no longer outnumbers the Mafia).


This is an improved version of my Black Flag Nightless setup. The improvements: the win conditions are simpler; scum have a method to get rid of townies who are dominating discussion; town get an advantage for getting their first scumlynch in early (because scum have to make their kill with less information); balance fixes

EV is 45.9% to town. As for swing, the EV becomes about 78% to town after a scumlynch day 1, and 33% to town after a townlynch day 1; I consider this an acceptable amount of swing in such a small setup


Spoiler: 09:12
Image

Generate a random number between 1 and 12, take the roles corresponding to that and the two following hours. (11 o'clock is Town Babysitter, Mafia RB, Town Vanilla Cop, for example.) Add five Vanilla Townies and a Mafia Goon.


Spoiler: Desperation


Spoiler: Corrupt a Wish
(1) The Setup is the following:

2 Mafia Goons

1 Cop

1 Doctor

1 Jailkeeper

1 RoleCop
(Reveals the target's role, including the way how it works – see below! –, but doesn't reveal the target's alignment)
3 Vanilla Townies


Most precisely, it would be
great
for the town if this were the Setup!
If only
the Mafia didn't ruin everything for them!

(2) But, in the pre-game phase, the Mafia corrupts almost everything for the town. They pick
one
Power Role for each of these modifiers:

One
Power Role will NOT be in the game at all. (No player gets neither the Power Role, nor a PM for the role)
One
Power Role gets totally corrupted (see below!)
One
Power Role gets partly corrupted (see below!)
One
Power Role will be working as normal.

The players who has the Power Role (determined randomly, as in every other games) will
still
receive the normal PM, as if everything were okay... (In other words: apart from the Mafia no players get informed whether the Power Roles are working normally or not.)

(3) The corrupted roles work as detailed here:

– A
Corrupted Cop
gets a
Guilty
result on everyone, but gets an
Innocent
result if they target self
– A
Partly Corrupted Cop
gets the
Macho
modifier
– A
Corrupted Doctor
is
Quack
(their protection will not work at all)
– A
Partly Corrupted Doctor
is a
Weak Doctor

– A
Corrupted Jailkeeper
Jails the
same player each Night and this player is selected by the Mafia pre-game
. Getting jailed in this way must be a delighted thing for this player because the action of the Corrupted Jailkeeper prevents all actions performed on and by the jailed player
except for
getting Nightkilled. (If the player chosen for getting jailed every Night dies, the Jailkeeper is simply a Quack; their actions are getting ignored.)
– A
Partly Corrupted Jailkeeper
acts like a
Roleblocker
; they prevent every action performed
by
the player but don't prevent any actions performed
on
the player.
– A
Corrupted RoleCop
gets a
Vanilla
result on everyone. In addition, the Mod reveals the
real
result of their investigation in the Mafia Quicktopic. By targetting self, they get a
Normal RoleCop
result.
– A
Partly Corrupted RoleCop
reveals the role sent to the target via their role PM, but doesn't reveal whether the role itself is corrupted or not. By targetting self, they get a
Normal RoleCop
result.
– For making everything clear: a
Normal RoleCop
reveals both the role and the Corruption Level (eg. Playerxxxx is a Weak Doctor, Playerzzzz is a Corrupted Jailkeeper)

(4) At the flip, both the Power Roles and their Corruption level will be revealed. This means the following messages, respectively:
– Corrupted Cop ; Macho Cop ; Cop
– Quack Doctor ; Weak Doctor ; Doctor
– Corrupted Jailkeeper ; Roleblocker ; Jailkeeper
– Corrupted RoleCop ; Role PM Cop ; RoleCop

(5) Natural Action Resolution Applies

(6) If A Corrupted Cop or a Corrupted RoleCop targets a jailed or roleblocked player, they still get the corrupted result (Guilty or Vanilla, respectively, in the latter case the investigation result doesn't appear in the Mafia QuickTopic; they get an "Investigation failed" message). Anyone else gets a "No Result" on a jailed or roleblocked player, except for the Doctors, who don't get a message at all whether their protection worked or not. If a Weak Doctor targets a jailed or roleblocked Mafia, they won't die.
The same happens if a jailed/roleblocked player sends the investigation: a Corrupted Cop / RoleCop gets the Guilty and the Vanilla result, everyone else get a "No Result" PM; Doctors get no information about their protection. (Jailed Weak Doctors don't die if they target a Mafia.)

(7) Here's an example for a possible Setup:

– 2 Mafia Goons
– 1 Doctor
– 1 Partly Corrupted Jailkeeper (in practice, a RoleBlocker; the player gets a normal Jailkeeper PM)
– 1 Corrupted RoleCop (the player gets a normal RoleCop PM)
– 4 Vanilla Townies

(As we can see, in this Setup there's no Cop but only the Mafia knows this...)

(8)
Good Luck, Townies! ^_^


*Note if you want to provide a review for Desperation or Corrupt a Wish please PM me the score(s)
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Post Post #108 (isolation #14) » Mon Apr 06, 2015 1:40 pm

Post by LlamaFluff »

That's the reason I requested everything be PMed to me... less chance of missing things.
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Post Post #112 (isolation #15) » Tue Apr 07, 2015 3:45 pm

Post by LlamaFluff »

In post 111, Klingoncelt wrote:Where do we vote?


By clicking on the big "Vote Here" links
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Post Post #120 (isolation #16) » Wed Apr 08, 2015 2:38 pm

Post by LlamaFluff »

The following are the setups for the Mini Open competition.

Please review on a scale from 0 to 10. A setup that you rank as 10 is a setup that you would always sign up for when possible. A setup you rank as 0 is a setup you would never play.

Remember this is your opinion of what you want to play, you do not need to rate a setup based on balance, originality, or anything else along those lines. Its if you would play it.

You may vote for setups in the category you entered, but may not vote for your own setup.



Spoiler: Sharing is Caring
13 Players

1 Mafia Y-shot Rolecop
1 Mafia Y-shot Doctor
1 Mafia Y-shot Framer

1 Town X-shot Cop
1 Town X-shot Jailkeeper
1 Town X-shot Vigilante
7 VTs


  • Daystart
  • "X" starts as 4, and decreases with each shot spent by one of the power roles.
  • "Y" starts as 4, and decreases with each shot spent by one of the power roles.
  • If X or Y goes below 0 in one night, all actions by that team will fail and no shots will be spent.
  • Every time a Town Power Role dies, X increases by 1.
  • Every time a Mafia Member dies, Y increases by 1.


Spoiler: W15++


Spoiler: Hot Potato
I've crafted what I think could be a fun game for 12 total players with 3 mafia vs 9 town. There are 5 unique role pms which I've detailed below and a special mechanic which I'll explain right now!

As the game title suggests, there is a hot potato that'll be passed around day-to-day that acts as a bomb. Flavor wise I was thinking it to be a bomb the IRA disguised as a Potato and hid in a garden of sorts but that's just flavor. The main point is that any mafia that Nights Kills town that would have had the Potato/Bomb at the start of the day phase dies as well (and the potato is removed from the game). Quite a simple concept on it's own. But I figure it's sort of fun for this 1-shot PGO giver to be juggled for a while.

of course, 3 mafia vs 8 vanilla and 1 PGO (the equivalent of the above mechanic is scum-sided [imo]). Thus there are a few things to note that makes it a lot less so.

1) The person who starts off as the potato holder functions as a named townie, which is very important in the event the potato will be traced from person to person.
2) 2/3 scum cannot hold on to the potato
. If it's passed to scum, they must select some town person to pass it to during the intermittent night phase . Thus, if it's ever claimed that a bomb holder passed to scum yet someone else got it the next day, town should have almost confirmed scum on their hands. I say almost because I've included a scum role that could disrupt that chain of events.

Hot Potato Role Pms

Town Potato Enthusiast –
Hello [Playername], and welcome to Hot Potato Mafia!

You are a
Potato Enthusiast
.

As a wee Irish lad/lass, you’ve always had a fondness for potatoes. They’re so useful! In fact the entire country functions around them. But today, you decide to use one for a bit of fun. With the potato poached from a stranger’s garden, it’s time to gather your friends and play HOT POTATO!

You start with the Potato.

During the first day phase you may pass the potato to another person of your choosing using the command
##Toss Potato: [Playername]
.

You may change your target as many times as you like up until I post the end of day scene. If you fail to submit a target, or your last target choice was lynched, a new target will be randomized from the living players other than you.

You also have your voice and your vote. Try to use both to root out (get it?) those interlopers trying to stop you from playing a most fun game.

You win when all Mafia are eliminated

Town Vanilla –
Hello [Playername], and welcome to Hot Potato Mafia!

You are
Vanilla
.

It looks like a group of the village children are gathering to play a nice fun and violent game of HOT POTATO! Better join in!

If you have the Potato at the start of a day phase, you may pass the potato to another person of your choosing using the command
##Toss Potato: [Playername]
.

You may change your target as many times as you like up until I post the end of day scene. If you fail to submit a target, or your last target choice was lynched, a new target will be randomized from the living players other than you.

You have your voice and your vote. Try to use both to root out (get it?) those interlopers trying to stop you from playing a most fun game.

You win when all Mafia are eliminated

Mafia Interceptor –
Hello [Playername], and welcome to Hot Potato Mafia!

You are a
Mafia Interceptor
.

Along with your partners [Playername], [Rolename], and [Playername], [Rolename], you comprise the mafia faction and can make your faction’s nightkill.

You may talk here [link to mafia PT] at all times.

As a former college Rugby player turned IRA member, you know your way around catching potatoes, using them in place of actual rugby balls.

During the day phase you may attempt to block a pass that the current potato holder makes (except from if the Bomb handler has it) by using the command
##Intercept: [Potato Holder] to [Receiver]
. If both names match, you will have successfully intercepted the potato and may either hold on to it for the night phase and the next day phase (and then pass it) or pass it immediately during the night phase.
NOTE: If you are passed the Potato WITHOUT specifically Intercepting correctly, you CANNOT hold on to the Potato after the current night phase.


If you have the Potato at the start of a night or day phase, you may pass the potato to a townie of your choosing using the command
##Toss Potato: [Playername]
.

You may change your target as many times as you like up until I post the end of night/day scene. If you fail to submit a target, or your last target choice was killed/lynched, a new target will be randomized from the living town players.

If submitting the Nightkill, use the command
##[Playername] Nightkills: [Playername]


You also have your voice and your vote. Try to use both to get your bomb back!

You win when Mafia and Town have equal numbers during any Night or Day phase.

Mafia Heat Sensor –
Hello [Playername], and welcome to Hot Potato Mafia!

You are a
Mafia Heat Sensor
.

Along with your partners [Playername], [Rolename], and [Playername], [Rolename], you comprise the mafia faction and can make your faction’s nightkill.

You may talk here [link to mafia PT] at all times.

You have some fancy heat sensing goggles from your field operation days assassinating high profile targets. They should come in handy for spotting a hot bomb, or a potato.

During the day phase you may attempt to scan a player in search of the potato by using the command
##Heat Scan:[Playername]
. Results come in the form “HOT” or “NOT” and will be received at the start of the night phase. You may change your target as many times as you like up until I post the end of day scene

If you have the Potato at the start of a night phase, you may pass the potato to a townie of your choosing using the command
##Toss Potato: [Playername]
.

You may change your target as many times as you like up until I post the end of night scene. If you fail to submit a target, or your last target choice was killed, a new target will be randomized from the living town players.

If submitting the Nightkill, use the command
##[Playername] Nightkills: [Playername]

You also have your voice and your vote. Try to use both to get your bomb back!

You win when Mafia and Town have equal numbers during any Night or Day phase.

Mafia Bomb handler –
Hello [Playername], and welcome to Hot Potato Mafia!

You are a
Mafia Bomb handler
.

Along with your partners [Playername], [Rolename], and [Playername], [Rolename], you comprise the mafia faction and can make your faction’s nightkill.

You may talk here [link to mafia PT] at all times.

You came prepared; armed with a defusal kit, helmet, and very nice hand-sewn gloves from your mom. If anyone can take on this potato, it’s you.

In the event the current potato holder passes you the bomb, you may elect to keep it until the next day phase.

If you have the Potato at the start of a night or day phase, you may pass the potato to a townie of your choosing using the command
##Toss Potato: [Playername]
.

You may change your target as many times as you like up until I post the end of night/day scene. If you fail to submit a target, or your last target choice was killed/lynched, a new target will be randomized from the living town players.

If submitting the Nightkill, use the command
##[Playername] Nightkills: [Playername]


You also have your voice and your vote. Try to use both to get your bomb back!

You win when Mafia and Town have equal numbers during any Night or Day phase.


It should be noted that if at any point the bomb does go off, Even numbers alive during the day phase immediately get changed to Odd (assuming no no-lynches), and you might as well have been playing in a 9p vanilla setup with the key difference that there's a named townie in the mix, and possible bomb interactions... so I find it adequately town sided as it should be after a successful detonation.

The interceptor is there to counter a holder explicitly claiming who they are passing to, because that'd basically be an uninterruptable cop-shot and the bomb handler doesn't do enough to stop that on it's own.

Bomb handler is the Godfather of this setup, and functions exactly like a vanilla townie, except for the fact that other mafia can never pass him the potato.

Heat Sensor is a way for the scum to make a safe kill if they hit the Potato holder during the day, since they can kill them at night safely.

I believe Lylo's with the bomb in play become a 50/50 split with 1, 2, or 3 scum alive chance wise.

It's not terrible if non-GF scum get handed the potato because they can kill anyone, pass it to a person of their choice, and kill that person the next night. They are at risk of getting outed for a day of course. On the flip side, a potato holder has relative immunity to being lynched (and most of the time a potato holder will be town).

So there you have it:
Hot Potato Mafia!

(PS - it's possible to add 1-2 vanilla townies to the setup with other roles unchanged. But to have a better idea of the number balance, it'd have to be run once or twice)


Spoiler: Shotout to Anti
[
1 - Mafia Goon
1 - Mafia Compulsive Desperado-Inventor
1 - Mafia Backup Compulsive Desperado-Inventor


1 - Town Tracker
9 - VT


MODNOTE: daystart
MODNOTE: both desperado inventors get turned off when the next day is LYLO, aka they can't act if there are 2 or fewer town players than scum players alive.
MODNOTE: desperado must be used in that day, or it's forfeited
MODNOTE: the PM you get when you get a desperado shot is public knowledge.
MODNOTE: desperado shot extends the deadline by 2 days. this is a special rule and should also be made public knowledge.

ROLE PMS
You are a Mafia Goon, along with your partners x and y.

Abilities:
-> Factional Communication [Passive, Night, Misc] - During Night phases, you may talk with your partners here.

-> Factional Kill [Active, Night, Misc] - During Night phases, one member of your faction may attempt to kill a player. The player performing the kill may not take any other action that night.

Win Condition:
-> You win when your faction gains majority or nothing can prevent this from happening.


You are a Mafia Compulsive Desperado-Inventor, along with your partners x and y.

Abilities:
-> Factional Communication [Passive, Night, Misc] - During Night phases, you may talk with your partners here.

-> Factional Kill [Active, Night, Misc] - During Night phases, one member of your faction may attempt to kill a player. The player performing the kill may not take any other action that night.

-> Desperado Gift [Active, Night, Compulsive] - During Night phases, you
must
PM me a player. That player will receive a one-shot Desperado ability for use the next day:

You've been gifted an invention!

-> Desperado [Active, Day, 1-shot] - Target a player
in the game thread
. If that player is aligned with Mafia, they will die immediately; otherwise, your ability will fail and you will die instead. In either case, the day will continue.

If this ability is not used today, it will be lost.

If you do not name anyone before deadline,
the ability will be gifted randomly.
If, during a Night phase, there are no more than two more Town players than Mafia players alive, you will permanently lose this ability.

Win Condition:
-> You win when your faction gains majority or nothing can prevent this from happening.


You are a Mafia Backup Compulsive Desperado-Inventor, along with your partners x and y.

Abilities:
-> Factional Communication [Passive, Night, Misc] - During Night phases, you may talk with your partners here.

-> Factional Kill [Active, Night, Misc] - During Night phases, one member of your faction may attempt to kill a player. The player performing the kill may not take any other action that night.

-> Backup [Passive] - When the Mafia Compulsive Desperado-Inventor dies, you will inherit their ability.

Win Condition:
-> You win when your faction gains majority or nothing can prevent this from happening.


You are a Vanilla Townie.

Abilities:
-> None

Win Condition:
-> You win when all threats to the town are eliminated.


You are a Town Tracker.

Abilities:
-> Track [Active, Night] - During Night phases, you may PM me a player to learn who they targeted that night.

Win Condition:
-> You win when all threats to the town are eliminated.


You've been gifted an invention!

-> Desperado [Active, Day, 1-shot] - Target a player
in the game thread
. If that player is aligned with Mafia, they will die immediately; otherwise, your ability will fail and you will die instead. In either case, the day will continue.

If this ability is not used today, it will be lost.


Spoiler: Matrix 14


Spoiler: Unnamed Setup
7 townies, and 2 groups of 2 scum each.
each of the scumteams has a nightkill and a watcher. the watcher can send the kill and watch at the same time.
The townies have 1 watcher and all the rest are VTs.
In addition, there town has a general 2-shot BP; meaning, the first two townies that are supposed to get killed at night won't; this means that if both scum shoot one townie one night, that only counts as one BP-shot lost.


Spoiler: Friends and Friends and Enemies
3
Mafia Goons

2
Town Masons
(Masons know each other but not the Lovers)
2
Town Lovers
(Lovers know each other but not the Masons)
6
Vanilla Townies


No special rules, no mod notes. Day start.

Designer note: This is an extension of the setup "Friends and Enemies", by splitting a group of 3 masons into two pairs of two masons (the balancedness should remain the same)


Spoiler: Pick Your Poison 2
Mafia chooses 2 roles out of 4 for town.
Town chooses 1 role out of 3 for mafia.

Town roles to choose from:
Cop
Vigilante
Watcher
1-shot Bulletproof JailKeeper.
Mafia roles to choose from:
Mafia Roleblocker
Mafia Godfather
Mafia Ninja

Add Mafia Goons and Vanilla Townies until we get 3 Mafia, 10 Town.

Note: Mafia selects during pre-pre-game. Town selects during pre-game (day 0) by public votes. Town is not informed of Mafia's selection.


Spoiler: Paranoia
3 Mafia Goons
1 One-shot Paranoid Gun Owner
1 Doctor
8 Vanilla Townies

Special rules:

  • The Paranoid Gun Owner activates automatically on the first Night during which it is targeted, killing any and all roles that target it on that Night.
  • Each Night, in addition to submitting a kill, the mafia may make a guess as to which player is the One-shot Paranoid Gun Owner. If they guess correctly, the Paranoid Gun Owner is prevented from triggering during that Night.


Sample role PMs:


Mafia Goon wrote:You are a
Mafia Goon
, along with your partners
X
and
Y
. You share a private topic in which you and your buddies may talk during pregame and Night.

Each Night, you and your buddies may choose a player to kill, specifying which of you carries out the kill.

In addition, each Night, you and your buddies may submit the name of a player whom you believe to be the One-shot Paranoid Gun Owner. If you are correct, the One-shot Paranoid Gun Owner's ability will be prevented from triggering during that same Night. It is not possible to permanently use up the One-shot Paranoid Gun Owner's ability in this way (e.g. if you prevent it from triggering on Night 1, it can still trigger on Night 2). You will not be informed if you guessed correctly.

You win when the only players left alive are mafia or when nothing can prevent the same.


One-shot Paranoid Gun Owner wrote:You are a
One-shot Paranoid Gun Owner
.

On the first Night during which you are targeted by either the mafia kill or the doctor, you will involuntarily kill any and all players who targeted you that Night.

The mafia have the ability to guess which player has your role each Night. If they identify you correctly on any Night, your ability will be prevented from triggering even if somebody targets you. However, it is not possible for you to permanently use up your ability this way (e.g. if your ability is prevented from triggering on Night 1, it can still trigger on Night 2). They will not be informed if they guessed correctly.

You win when all mafia are dead and at least one town player remains alive.


Doctor wrote:You are a
Doctor
.

Each Night, you may target a player other than yourself. Your target will be protected from both the mafia kill and the One-shot Paranoid Gun Owner's ability during that Night.

You win when all mafia are dead and at least one town player remains alive.


Vanilla Townie wrote:You are a
Vanilla Townie
.

You have no abilities other than the vote.

You win when all mafia are dead and at least one town player remains alive.


Spoiler: Maintaining Law, Order and Shallow Relationships
2 Mafia 1-shot PGOs (active)

1 Town Cop
1 Town Jailkeeper
6 Town Compulsive Visitors

The Mafiosi performing the nightkill can also arm himself. PGO shots can't be blocked. Factional kills and PGO kills are indistinguishable.
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Post Post #121 (isolation #17) » Wed Apr 08, 2015 2:39 pm

Post by LlamaFluff »

All votes are due by April 17th, 5PM PST

Winners will be announced April 18th
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Post Post #126 (isolation #18) » Fri Apr 17, 2015 1:30 pm

Post by LlamaFluff »

Results coming right now....

Lets start with... Micro Setups.
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Post Post #127 (isolation #19) » Fri Apr 17, 2015 1:33 pm

Post by LlamaFluff »

Micro Setup Results


In third place is... a tie... between

Spoiler: Third Place
Shortnight by BBmolla

and

Grey Flag by callforjudgement


Spoiler: Second Place
Modern Trio by Cogito Ergo Sum


Spoiler: The winner of Micro Setups
Forest Fire by Micc

On a side note, Forest Fire scored the highest overall score out of any setup!
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Post Post #128 (isolation #20) » Fri Apr 17, 2015 1:38 pm

Post by LlamaFluff »

Mini Setup Results


This was the closest results separating third and first. Well technically second and the tie for second and first.

Spoiler: Second Place (tie)
Law, Order and Shallow Relationships by Bicephalous Bob

and

Sharing is Caring by BBmolla


Spoiler: Winner of Mini Setups
Unnamed Setup
11P Multiball by shos

(someone make a more creative name for this setup)
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Post Post #129 (isolation #21) » Fri Apr 17, 2015 1:40 pm

Post by LlamaFluff »

Finally we have our...

Large Setups


Spoiler: Third Place
Small Street by Bicephalous Bob


Spoiler: Second Place
Elemental Large by wgeurts


Spoiler: Winner of Large Setups
Kill all Townies by BBmolla
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Post Post #131 (isolation #22) » Fri Apr 17, 2015 1:45 pm

Post by LlamaFluff »

I would like to congratulate all winners, and will be in contact with you for your prizes.

I also would like to welcome the following setups to their trial phase for the Open Queue:

Forest Fire by Micc
Modern Trio by Cogito Ergo Sum
Grey Flag by callforjudgement
Shortnight by BBmolla
09:12 by Bicephalous Bob
11P Multiball by shos
Sharing is Caring by BBmolla
Law, Order and Shallow Relationships by Bicephalous Bob
Kill all Townies by BBmolla

If your setup is on the above list... please make a wiki for it so it can enter the queues faster. I will move a few more setups that are close to being there to the review queue later this weekend.
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Post Post #140 (isolation #23) » Sat Apr 18, 2015 6:27 am

Post by LlamaFluff »

There were a few very close scores, especially in the mini category where seventh place to second was about as close as most of the first to second scores.

If anyone wants their exact scores or where they finished if they were outside of top three I will provide that as well.
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