multiple factions in a mini

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multiple factions in a mini

Post Post #0 (ISO) » Wed Apr 04, 2007 5:08 pm

Post by superstring91 »

can multiple mafia factions work in a mini game with 12 players?
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Post Post #1 (ISO) » Wed Apr 04, 2007 5:22 pm

Post by Thok »

2 mafia of size 2 is probably the third most common set up for a mini game (behind 3 mafia and 3 mafia+1 SK). Such a setup is very prone to being heavily affected by nightkills.
I replaced into Chess Mafia for 6 months, and all I got was a win and this lousy sig.
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Post Post #2 (ISO) » Wed Apr 04, 2007 5:23 pm

Post by Cavane »

Technically I suppose it COULD, but the Town would have very little chance of winning, with 2 kills every night and that much Mafia. You can do 2 members per faction, but even then it's too much for such a small game, if you ask me.
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Post Post #3 (ISO) » Wed Apr 04, 2007 5:25 pm

Post by superstring91 »

ok, thanks
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Post Post #4 (ISO) » Wed Apr 04, 2007 6:01 pm

Post by Kelly Chen »

I've run two minis with five scum (two groups, the larger one can't kill) and one of them had a lyncher as well.

The problem I see with two (nightkilling) mafias of two people each is that they are too vulnerable to each other's nightkills. Town can sometimes win without doing much scum hunting.
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Post Post #5 (ISO) » Wed Apr 04, 2007 6:59 pm

Post by pablito »

In Numbers Themed Mini there was a two-man mafia group, a SK, and a cult recruiter. Not a fun game.
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Post Post #6 (ISO) » Wed Apr 04, 2007 7:29 pm

Post by superstring91 »

pablito wrote:In Numbers Themed Mini there was a two-man mafia group, a SK, and a cult recruiter. Not a fun game.
a cult recruiter seems a bit much. do you think it wouldve been better wuthout the cult?
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Post Post #7 (ISO) » Thu Apr 05, 2007 3:29 am

Post by Kelly Chen »

I'm not a fan of 2 mafia plus SK in a 12p game, especially if the town has power roles.
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Post Post #8 (ISO) » Thu Apr 05, 2007 6:24 am

Post by Yosarian2 »

2 mafia groups does work, but there's a high random factor.
I want us to win just for Yos' inevitable rant alone. -CrashTextDummie
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Post Post #9 (ISO) » Thu Apr 05, 2007 7:16 am

Post by gorckat »

2 maf, 2maf, 2 docs in a 12-man? If the docs find each other, they could be killed if the mafia hit the same one.

Could end up with 2 scum, 1 scum and 1 doc where the doc covers the lone scum and he hits one of the other team...ends in draw for the mafia, loss for the town...I don't know- sounded neat.
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Post Post #10 (ISO) » Thu Apr 05, 2007 11:54 am

Post by Yosarian2 »

2 docs is a bad idea; that means that they could protect each other and auto-win once there's only 1 scum left no matter how early or late it is, which seems like a bad thing.
I want us to win just for Yos' inevitable rant alone. -CrashTextDummie
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Post Post #11 (ISO) » Thu Apr 05, 2007 2:27 pm

Post by Adele »

Unless the docs can't cross-protect or the scum have a powershot.

Seriously, people: powershots that cut through doc-protects ftw! They're
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Post Post #12 (ISO) » Thu Apr 05, 2007 3:19 pm

Post by IH »

2 Mafia
2 Wolves
2 Sks
6 docs

discuss
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Post Post #13 (ISO) » Thu Apr 05, 2007 3:35 pm

Post by remussaidow »

that looks like fun IH, that looks like fun. Make it 5 docs and a cult recruiter who can recruit power roles and mafiates alike.
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Post Post #14 (ISO) » Thu Apr 05, 2007 3:53 pm

Post by Yosarian2 »

Adele wrote:Unless the docs can't cross-protect or the scum have a powershot.
Or, alternatly, you could use a jailkeeper instead of one of the docs; that is what I invested the role for, primarally.
I want us to win just for Yos' inevitable rant alone. -CrashTextDummie
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Post Post #15 (ISO) » Thu Apr 05, 2007 4:09 pm

Post by IH »

Or do like in Monks and Masons.

The first crosskill on each group fails.
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Post Post #16 (ISO) » Thu Apr 05, 2007 10:17 pm

Post by Lawrencelot »

2 x2 mafia could work just fine if you give the town enough power roles. If you are also including vigs/sk's then you should give a lot of townies bulletproof vests though, or there will be too many night kills.
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Post Post #17 (ISO) » Fri Apr 06, 2007 1:30 am

Post by Dr. Blackstrike »

IH wrote:2 Mafia
2 Wolves
2 Sks
6 docs

discuss
Oh wow... I love that idea.
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Post Post #18 (ISO) » Fri Apr 06, 2007 1:39 am

Post by EmpTyger »

I've done 3:1:8 and 2:1:9 (M:SK:T) before. But in both of those there was significant fiddling with powers on all 3 sides to balance. Any game with more than 2 factions needs careful consideration of balance, but it is certainly possible.
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Post Post #19 (ISO) » Fri Apr 06, 2007 1:49 am

Post by JDodge »

IH wrote:2 Mafia
2 Wolves
2 Sks
6 docs

discuss
You should make the docs one-shot bulletproof townies. That way you avoid the never-ending protection loop. 6 docs will just lead to them all protecting each other.
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Post Post #20 (ISO) » Fri Apr 06, 2007 2:08 am

Post by Mr. Flay »

remussaidow wrote:that looks like fun IH, that looks like fun. Make it 5 docs and a cult recruiter who can recruit power roles and mafiates alike.
Cult recruiting mafia almost never works out well, since then the former mafioso can turn in their companions.
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Post Post #21 (ISO) » Fri Apr 06, 2007 3:14 am

Post by remussaidow »

well, Flay. In that particular setup, its an entire one person that they can turn in.
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Post Post #22 (ISO) » Fri Apr 06, 2007 3:30 am

Post by Kelly Chen »

Lawrencelot wrote:2 x2 mafia could work just fine if you give the town enough power roles.
I'd say that on average splitting the scum into two groups that can kill each other is enough of a boost to the town.

Note that with 2x2 the town should probably have lower odds of winning anyway, since you have three teams playing instead of two.
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Post Post #23 (ISO) » Fri Apr 06, 2007 4:48 am

Post by IH »

JD wrote:You should make the docs one-shot bulletproof townies. That way you avoid the never-ending protection loop. 6 docs will just lead to them all protecting each other.
You forget about overlapping protections, and having no idea who is town and scum, so docs can't do a protection loop. 3 kills to six protections is probably going to even out the the nightkill ration so it doesn't end in two days, and town has a chance.
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Post Post #24 (ISO) » Fri Apr 06, 2007 5:01 am

Post by Dr. Blackstrike »

IH wrote:
JD wrote:You should make the docs one-shot bulletproof townies. That way you avoid the never-ending protection loop. 6 docs will just lead to them all protecting each other.
You forget about overlapping protections, and having no idea who is town and scum, so docs can't do a protection loop. 3 kills to six protections is probably going to even out the the nightkill ration so it doesn't end in two days, and town has a chance.
Well, does anyone want to mod that game? :D

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