In post 132, Ircher wrote:Mafia Exam
15 Players: 11 Town, 4 Mafia
Daytalk is allowed and standard lynch and night kill mechanics apply
with the exception that "No Lynch" is not a valid vote.
Added in version 2.0.
Each night, every town player must submit a list to the mod of who they believe is scum. Players may include as many names as they like (including all of them), but they must include at least as many names as there are scum remaining. At the start of the following day, each player will receive back a percentage from the moderator indicating how accurate their guess was. The person who scores highest is rendered bulletproof the following night; however, if there is a tie for highest, no one becomes bulletproof.
For instance, suppose the remaining players are Alex, Bob, Charles, Diana, Esther, Fiona, and Giles. Of those seven players, Alex and Fiona are scum. Suppose Bob guesses that Alex, Diana, and Esther are scum. Then Bob will receive "33% correct" back at daybreak since 1/3 of his guesses is correct.
Deleted in version 2.0.
At the end of each day until only one scum remains, every town player will receive a pm from the moderator noting the percentage of their votes that were on scum during the day. The town player(s) with the lowest percentage die at the end of the night while the town player(s) with the highest percentage are rendered bulletproof that night. (Note that voting the same person twice in a row does not count. If Alex, Bob, Charles, Diana, and Esther are playing and Alex and Bob are scum and Charles votes Alex --> Diana --> Alex --> Alex --> Diana, then Charles should get back 50% since the fourth vote shouldn't be counted.)
Added in version 2.0
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Maybe this setup is too swingy, but I think it leads to an interesting game. I don't think there is a breaking strategy as scum can fakeclaim even if someone receives 100% back. I could also drop the bulletproof reward for being the most accurate.
Edit: Changed it to be based on votes since flips broke the previous version of the setup. The elimination of the player(s) with the lowest percentage disincentives people from voting only a few times. This also reduces the odds of someone receiving 100%.