In post 4855, xyzzy wrote:Rapid Fire
2 Mafia
10 Town
Each day the town may lynch two people (one at a time), and each night the mafia may kill two people.
---
The town only has a 31% chance of winning assuming random play, but I believe the fact that a town loss will involve 6 lynches and 4 mafia kills gives the town a pretty significant boost; 50% more kills via lynching than mafia killing is a pretty big deal.
In post 5417, xyzzy wrote:Shot in the Dark
2 Mafia
6 Townies
Lynching each day is mandatory. As long as both Mafia are still alive, each Townie may submit what they believe to be the identities of the Mafia, and if any individual Townie accurately guesses both identities in the same night, the town wins. Once either member of the Mafia dies, they lose this ability.
--------
If the guesses resolve before the Mafia kill resolves (i.e. the guess of the person the Mafia kills is included), then based on random guessing the town has a 41% chance of winning; this is reduced to a 32% chance of the town winning if the kill resolves first. It's been way too long since I've played for me to be able to reasonably judge how powerful this ability is, and therefore which of these figures is more balanced, but I imagine one of those probably is pretty close to perfectly balanced when the normal town advantage is accounted for.
The mandatory lynching is obviously a necessity to prevent the town from just using their power every night 4 nights in a row.
In post 8680, xyzzy wrote:I don't have a clever idea for a name:
2 mafia
8 townies
1 public cop
the way the public cop works is that the PC chooses an investigation target and then the result is publicly revealed, but no name is attached to it. the mafia, in addition to a night kill, also have their own public cop ability. therefore, each day, the town is given a message with either "2 town", "2 mafia" or "1 town, 1 mafia". the public cop doesn't receive any additional information about the investigation results.
obviously, the mafia can manipulate their half of the results however they like, since they already know the alignment of anyone they investigate; if both investigations are for the same alignment, the PC can be completely sure of the result, so the challenge for the mafia is to try to predict who the PC will target and always target someone from the other faction (or just kill whoever the PC targets if it's a townie).
In post 8858, xyzzy wrote:
there are far fewer good setups of mine in the old thread (and one really bad off-topic post where I whine about how everyone should just be fine with "he" as a gender neutral pronoun,In post 8894, xyzzy wrote:Delayed Kill
2 mafia
7 town
night start
whenever a player is killed by the mafia during the night, that player doesn't immediately die--the town is informed that they will die at the end of that day, they cannot be lynched, and they have a vote. so, for instance, on night 0, the mafia choose player A to kill; during day 1, player A has a vote, and because there are 9 players alive, it takes 5 votes to lynch. as a side effect of this, the town has assurance that player A is town. lynches aren't delayed in any way, which means that if player B is lynched, then players A and B will die at the same time.
I haven't bothered figuring out whether these numbers are balanced or not, so it's possible they're not remotely balanced, so this is obviously flexible to fix any issues there. another alternative would be to start the game with an even number of players and base the threshold for a lynch on the number of votes that would be needed if the killed player was completely dead--for instance, start with 2:8, and on day 1, it takes 5 votes to lynch. that might be worse! again, I haven't actually tried looking at how these numbers would play out, which would obviously be necessary before actually running this.
yikes
), but here's a couple standouts:In post 1433, xyzzy wrote:C9 C9
12 players.
Each player picks either "scum", "cop", or "doc".
Players choosing scum have a 1/4 chance of receiving said role.
Players choosing "cop" or "doc" have a 1/8 chance of receiving that role.
The 1/X can change for balance purposes. So can the number of players. Please suggest better numbers.
In post 1599, xyzzy wrote:C/9(pronounced See Ninths)
2 scum
1/9 chance that each additional player will either be a cop or doc.
10-# of power roles townies
The odds of each player being a power role is calculated, and then either cop or doc is randomly selected for each power role.
There's approximately a 30% chance ((8/9)^10) of this being vanilla.
In post 1821, xyzzy wrote:Breakout
2 scum
16 town
Scum begins with 1 night kill per night. This number goes up by 1 every day. This number is halved (and rounded up) if scum is killed.
Haven't checked win odds on this, but this seems probably fairer.
and here's a variation on one of my ideas that I like (specifically, I like variation B):In post 1969, xyzzy wrote:2:16 AM
2 scum
16 town
Town gets n lynches on day n, and scum gets n kills on night n.
In post 2171, yellowbounder wrote:I have an idea. There are two possiblities.xyzzy wrote:Medix
3 scum
9 doctors
Only the player receiving the most protections is protected, so if 2 people protect Alice, 3 protect Bob, and 4 protect Carl, Carl will be protected from the nightkill. No one is protected if there's a tie.
Medix A
2-4 Doctors protecting one person prevents an NK.
Medix B
The number of simultaneous Doctors protecting someone has to be equal to the number of the Scum.