[OLD] Open Setup Ideas and Discussion
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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If you mean what happens when they both target the same two people, they go back to how they were.farside22 wrote:
What happens when both bus drivers target one another?Max wrote:Wheels on the C9+2
2 Mafia (50% chance of 1 being Bus Driver)
0 or 1 Cop (50% chance of occurrence)
0 or 1 Bus Driver (50% Chance of occurrence)
5 to 7 town
Bus Drivers Can't Target Themselves-
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Max Mafia Scum
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I think I get what farside meant now (thanks sens) the busdrivers actions take place in order they are received, or it could be set beforehand as a part of the role resolution
Y -> Z -> X (Y is now X)SensFan wrote:X targets Y, Z
Y targets X, Z
X -> X -> Z (X is now Z)
Z -> Y -> Y (Z is now Y)
Y <-> ZSensFan wrote:X targets Y, Z
Y targets X, W
X <-> W
Same as firstSensFan wrote:X targets Z, W
Y targets V, W
Same as secondSensFan wrote:X targets Y, Z
Y targets W, V
Y -> Z -> WSensFan wrote:X targets Y, Z
Y targets Z, W
W -> W -> Z
Z -> Y -> W..-
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Noah's Ark 3.0
2 Mafia A (Provided with one random safe claim)
2 Mafia B (Provided with one random safe claim)
There are 8 players who are distributed to the following roles. There will either be 0 or 2 of each:
Cops (If selected one can only find Maf A the other Maf B)
Doctors (If selected one can only protect from Maf A the other Maf B)
Millers (who get a Townie Role PM)
Roleblockers, Trackers, Watchers, Martyrs, Lovers, Masons, Townies and so on
Town have 8 players randomly across the different possibilities.-
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Max Mafia Scum
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Max Mafia Scum
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What if the other townie claims townie? You'd have no reason to claim miller over townie. The claim of townie has implications of being a miller anyway.animorpherv1 wrote:
but the chances of getting town & miller in the same game is smaller then getting town OR miller.Max wrote:
Actually the chances of getting a miller are the same as getting a townie.animorpherv1 wrote:Does that mean all possible roles? Because, if I got a townie PM, I'd go right out and say "I'm a miller, folks". Because the chances of getting town and miller in the same game are SO DAMNED LITTLE.-
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Max Mafia Scum
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I think a better idea may be as follows:
2 Mafia A
2 Mafia B
8 Town
Are assigned randomly independently from the following (which have either 0 or 2):
Cops, Doctors, Millers (who get a Townie Role PM), Roleblockers, Trackers, Watchers, Martyrs, Lovers, Masons, Townies
It may be possible for either 0, 1 or 2 of each role to be mafia.-
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Max Mafia Scum
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Hence my powers and alignment independently distributed. So you could have two mafia cops on the same side. or have two townies with the power no way of knowing/Having either 0 or 2 gets reductionist once you lynch several people. Scum will be screwed in any PR fakeclaim if several Townies die and no power roles have...-
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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I'd like to see a 3:3:6 nightless. (I believe that's the right proportion, though I'm sure someone know the actual correct ratio)
I'd also like to see a Double Day game.
As well as a large.
Propositions:
Double Day
7 Vanilla
3 Mafia
I believe that is somewhere in the region of a balanced.
Large can be anything I suppose. Large C9?-
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Max Mafia Scum
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Immune Mafia
IMMUNITIES:
1 NK immune mafia
1 RB immune mafia
1 Cop immune mafia
1 SK immune to RB plus cop or nk
4 NK immune town
4 RB immune town
4 Cop immune town
Roles:
MAFIA
1 RB
1 Rolecop (Not NK immune)
1 Goon
1 SK
TOWN
9 Vanilla
1 Cop (Not kill immune)
1 RB
1 Vig
Immunities are distributed separately to roles except in SK's case where there is only one possibility. In the case of the PRs they can only have one of 2 immunities each, this is to prevent potential imbalances and the cop being immune to mafia's kills.
Immunities not revealed upon death. If all players remaining have NK immunity the game reverts to nightless-
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Max Mafia Scum
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There's no limit. If it's large it goes into New York, mini into Little Italy.
Most Recent Large Open
EDIT: also it's only 16 players so it isn't the biggest open organised.-
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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watchers would only really ever find scum as it's unlikely they target the other watcher who just so happens to be picking the mafia's target.
Two-Fold C9
2 Mafia
2 Werewolves
0-2 of (Cop, Human Tracker, Doctor)
0-2 of (Seer, Animal Tracker, Sorcerer)
0-8 Vanilla Town
Now, it make look quite imbalanced but there is plenty of scope for potential power. The roles for cop and seer aren't symmetrical so it could be that there are 2 seers and no anti-mafia powers. Now that's unlikely but it's possible.
The Number of Town Power is (1/6th, 4/6ths and 1/6th) for 0, 1 and 2 respectively. This applies to both. Once into the selection of powers it is equally likely for the first power (1/3rd each) then for the second power the chance of the first power is decreased by half (i.e. if Cop first, chance of cop second time 1/6th)
So here are the possible distributions:
Mafia Powers(Same for Werewolves but with altered names)- 0 Powers (1/6th)
- 1 Power (4/6ths)
- Cop (1/3rd)
- Human Tracker (1/3rd)
- Doctor (1/3rd)
- Cop (1/3rd)
- 2 Powers
- Cop (1/3rd)
- Cop (1/6th)
- Doc (5/12ths)
- Human Tracker (5/12ths)
- Cop (1/6th)
- Doc
- Cop (5/12th)
- Doc (1/6ths)
- Human Tracker (5/12ths)
- Cop (5/12th)
- Human Tracker
- Cop (1/6th)
- Doc (5/12ths)
- Human Tracker (5/12ths)
- Cop (1/6th)
- Cop (1/3rd)
2 Mafia, 2 Werewolves, Human Tracker, Sorcerer, 6 VT
2 Mafia, 2 Werewolves, Doctor, Tracker, 6 VT
2 Mafia, 2 Werewolves, Animal Tracker, Seer, 6 VT
The last one may appear to have issues for the werewolves however the power is good enough for the town and the mafia and werewolves both have potential counter claims.
Thoughts?-
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Max Mafia Scum
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Max Mafia Scum
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2 MafiaPerhaps something to differentiate the scumgroups would be appropriate - if you have the potentail for the anti-Mafia town powers to be stronger than the anti-Werewolf powers (or vice versa), perhaps also include the possibility of Mafia powers (or Werewolf powers). Or, you could take it a step further and have a different set of possible town powers assigned to each scumgroup... make the Tracker a Werewolf-only possibility, for example.
2 Werewolves
8 Town
0-2 of (Cop, Human Tracker, Doctor)
0-2 of (Seer, Animal Tracker, Sorcerer)
Same odds however:
- Once powers generated they are randomly allocated to either town or the other scum group.
So Cop can be Werewolf or town.-
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Max Mafia Scum
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Trigger Mafia:
3 Mafia (1 JK, 1 Tracker and a Strong Man)
9 Town (1 JK, 1 Tracker and a Vig)
If the town use their Jailkeeper the Mafia can use theirs
If the town use their Tracker, the Mafia can use theirs
If the town use their Vig, the Mafia can use their Strong Man (Unstoppable)
If one of the roles dies the other is no longer accurate.
Town Template wrote:You are theTown<Role>.
Each night you may <insert power>. If you use your power your mafia equivalent (<Insert Role>) can also use their power. If you do not they will be blocked for the evening.
You win if all mafia players are killed and at least one town member is alive.
Is it balanced or is it too in favour of town. I'm considering flipping who over who for the tracker (i.e. the mafia determine if town can use theirs). Thoughts?Mafia Template wrote:You are the<Role>.Mafia's
Each night you may <insert power>. If your town counterpart (<insert equivalent>) uses their power you will be able of using yours. If they do not you will be blocked and receive no result for the evening.
You win if all town players are dead and at least one mafia member is alive, or nothing can prevent the same.-
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Variable Large Town
Alignment Distribution
4 Mafia
16 Town (Balanced?)
Power Set 1 (Investigative)
1 Cop (50% Chance Conf. Sane, 25% Chance Unconfirmed Sane, 25% Chance Insane)
50% Chance of an additional cop with no guarantee of sanity (50% Sane, 50% Insane)
If there are 2 Cops Mafia receive a GF (Inv. Immune)
Power Set 2 (Protective)
1 Doctor (50% Chance Conf Sane, 25% Chance Unconfirmed 'Sane', 25% Martyr)*
+ 25% Chance of a JK
If there is a JK the mafia receive either a 1-Shot Strongman (Can kill through protects - this is active and the strongman must explicitly state if he's using the power or not) or a Roleblocker.
*Sanity for the doctor denotes how willing he is to die for his cause
Power Set 3 (Named/Mason Groups)
Mason Pair or 2 Freds
+ 50% Chance there is a (possibly) additional Fred
The Mason pair cannot night talk, they are only confirmed to each other.
Example Set-Ups
- 3 Goons, 1 Godfather, 2 Cops (1 Conf. Sane), 1 Martyr, 2 Freds, 11 Townies
- 4 Goons, 1 Cop (Conf. Sane), 1 Doc (Conf. Sane), 3 Freds, 11 Townies
- 2 Goons, 1 Godfather, 1 Scum Roleblocker, 2 Cops (Both Insane), 1 Martyr, 1 Jailkeeper, Mason Pair, 10 Townies
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Could be over day one or night one.
Presumably the code sharer would claim if about to be lynched. But a spy would counter claim. If the second-in-command is killed then the mafia must kill people that are more scummy as they want as many people with the code to stay alive (so the medic chooses one of them).
It's definitely a theme.-
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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S(enile)-9
9 Players
1 Mafia, 1 Senile Mafiate, 1 Senile Cop, 1 Senile Doc, 5 Town
2 Mafia, 1 Senile Doc, 6 Town
2 Mafia, 1 Senile Cop, 6 Town
1 Mafia, 1 Senile Mafiate, 7 Town
The term "senile" means that they are capable of forfeiting their ability and receiving one off actions. (Unlike 1-Shots these have pre-determined targets)
(Will receive a random town-aligned player confirmed to be innocent)You are theSenile Cop, once per game you may spend the night reading through all of your notes you took in your time in the force and find one live player you are certain are innocent.
You win with town
You are theSenile Doc. Once per game you may come out of retirement to protect one random live town player from a mafia kill. Unfortunately because you're blind you are not sure who's house you are visiting, but your guide dog will take you to a town player.
You win with town.You are theSenile Mafiate. Once per game (instead of killing) you may drug one town power (at random if both use their ability that night) and alter their aid's actions (i.e. edit the cops notes/lure the doc's guide dog) action redirect it to a town player of your choice.
You win with mafia-
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Max Mafia Scum
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Well open games have a fixed number of players. So pick a size of set-up then we can go further. Every player being a power is not normal. Rename the roles to their current form:
Sushi Man = Townie
Monk = Super Saint
and then it looks better but is just as bad. There is no explanation of why a mafiate would hoodwink someone as there is no benefit. Etc.-
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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I think it's too swingy. There are too many power roles and nowhere for Scum to hide... well, if they distribute themselves successfully precisely 2 of each roleclaim would occur. But then the game would turn more into a puzzle as you know precisely one of (two players) are anti-town...
I think add a few vanillas and you have a more balanced game.-
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Max Mafia Scum
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I think it might be more balanced if you make them double days. (Ie two lynches a night)Twomz wrote:Opposite Day- 16 player open
Even Night Mafia
Even Night RBer
Even Night Goon
Even Night Doc
Odd Night Mafia
Odd Night RBer
Odd Night Goon
Odd Night Doc
Even Third
Even Night Sk - Odd NK Immune
Odd Night Sk - Even NK Immune
Town
Even Doc
Odd Doc
Even Cop
Odd Cop
Even Vig
Odd Vig
Even RBer
Odd RBer
Even Night Mafia gets a group kill independent of abilities on even nights, same with odd nights for Odd Night Mafia. Mafia Doctors can protect themselves if both of their teammates are killed.-
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Yes, I'm just saying that I don't see towns chances of winning being good by any measure. If you have a 25:25:25:25 (Maf A:Maf B:Town:Third Party) I will be the first to congratulate you, however I don't believe Town have a fair chance of winning. The fact is that town shouldn't be forced to lose if they lynch/vig correctly each night.-
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Max Mafia Scum
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Yes. No and Jailkeeper, blocks and protects target.Zajnet wrote:Does each mafia get a kill every night? Does the cops know which one of the 4 they are? What's a JK?
EDIT: Note that
2 Mafia A
2 Mafia B
1 Cop A
1 Cop B
1 Doc
5 Town
is considered acceptable I think with the addition of one protective role and the possibility for insanity improves odds.
Flaws: Mafia can be wiped out in one Day/Night Cycle. Town can lose lynching right each time.-
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Max Mafia Scum
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