3 Scum
10 Town
and one 3x3 grid
PHASE 1: GRID PLACEMENT
Pregame, one player is randomly chosen to place themselves on the 3x3 grid.
Players may talk during this phase.
Once per player, each player who is on the grid may choose one player who's not on the grid, and place them wherever they want.
In the interest of expediting the game, a player who is not on the grid may ask the moderator to randomly place them on the grid. (They can then place one other player on the grid.)
If deadline for this phase passes, everyone not assigned gets placed randomly.
PHASE 2: GRID DEMOLITION
Each player on the grid is attached to a row and a column.
These rows and columns may be "cut off". Players are removed from the game if BOTH their row AND their column are cut off.
Players vote on rows and columns to cut off. Cutoffs occur at a majority threshold. If a player votes for the row or column they are in, their vote holds double weight (the threshold does not change).
When a cell is cut off (row and column), the grid collapses back into a contiguous whole. In other words, you cannot subdivide the grid into mutually inaccessible parts.
At the start of this phase, the scumteam cuts off one row or column of their choice. There are therefore five remaining "lynch" targets.
There is one deadline for this phase, and it does not reset. If this deadline runs out, the scum win.
Each player who is removed from the game has the option of moving one living player to an adjacent cell on the grid. An eliminated scum player may not use this to force a win for their team. (This is to prevent the obvious scum play of having the scum occupy a diagonal so that you physically can't remove all of them without removing every row and column.)
The Town wins when all of the scum are dead.
The scum win when one of the following occurs:
*Deadline runs out.
*All living players are in the same cell after dead-player movement.
CONCERNS:
*The size of the grid, the number of scum, and the number of players are
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Alternative version of the setup! Designed with either/or in mind instead of both/and.
3 Scum
10 Town
and a 4x4 grid
PHASE 1: GRID PLACEMENT (it's the same as above)
Pregame, one player is randomly chosen to place themselves on the 4x4 grid.
Players may talk during this phase.
Once per player, each player who is on the grid may choose one player who's not on the grid, and place them wherever they want.
In the interest of expediting the game, a player who is not on the grid may ask the moderator to randomly place them on the grid. (They can then place one other player on the grid.)
If deadline for this phase passes, everyone not assigned gets placed randomly.
PHASE 2: GRID DEMOLITION
Each player on the grid is attached to a row and a column.
These rows and columns may be "cut off". Players are removed from the game if EITHER their row OR their column are cut off.
Players vote on rows and columns to cut off. Cutoffs occur at a majority threshold. If a player votes for the row or column they are in, their vote holds double weight (the threshold does not change).
When a row or column is cut off, the grid collapses back into a contiguous whole. In other words, you cannot subdivide the grid into mutually inaccessible parts.
At the start of this phase, the scumteam cuts off one row or column of their choice. There are therefore seven remaining "lynch" targets.
There is one deadline for this phase, and it does not reset. If this deadline runs out, the scum win.
Each player who is removed from the game has the option of moving one living player to an adjacent cell on the grid. An eliminated scum player may not use this to force a win for their team. (This is to prevent the obvious scum play of having the scum occupy a diagonal so that you physically can't remove all of them without removing every cell.)
The Town wins when all of the scum are dead.
The scum win when one of the following occurs:
*Deadline runs out.
*All living players occupy the same cell (after dead-player-movement).
CONCERNS:
*Same as above, plus now I'm worried more about the diagonal play.