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.
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.
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.
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.
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
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.
Now, life is civilized. Once there was a city, barbaric in its ways. Yet, they were an empire. But even before that, they were two brothers. They fought. Remus said ow, and it all began.
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.
Leaving mafiascum temporarily or not due to circumstances
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.
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.
well, Flay. In that particular setup, its an entire one person that they can turn in.
Now, life is civilized. Once there was a city, barbaric in its ways. Yet, they were an empire. But even before that, they were two brothers. They fought. Remus said ow, and it all began.
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.
Untrod Tripod (7:27:18 PM): you enjoy whoring
xcaykex (7:27:24 PM): yes
xcaykex (7:27:26 PM): i know that
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.