[CHALLENGE] May Challenge

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #100 (ISO) » Thu Jun 04, 2020 10:39 pm

Post by Auro »

I was being cheeky, I had rounded down (2/3) to 66% and wanted to prove that there *does* theoretically exist an exact 66% protocol :P
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Post Post #101 (ISO) » Thu Jun 04, 2020 10:40 pm

Post by Isis »

Hm, you could fix that with giving scum hidden read-only access to the other neighborhoods which is in the spirit of mafia I think but isn't supported by ms.net software.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #102 (ISO) » Thu Jun 04, 2020 10:45 pm

Post by Hectic »

You could just add them and tell them not to post, right?
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Post Post #103 (ISO) » Thu Jun 04, 2020 10:48 pm

Post by Auro »

You could simply add them, no? If they post in the hoods, they lose anyway - the responsibility of not slipping is fine I think.

Even then, there's a 2/3 chance where their hood internally proposes a number before both the others do. To be able to manipulate the sum of the 3 hood numbers they need to be exactly last.
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Post Post #104 (ISO) » Thu Jun 04, 2020 11:10 pm

Post by Auro »

In post 79, gobbledygook wrote:
The Most Toxic Game on the Internet9 players
2 vs 7

Mafia and town roles are randomized from this list.
Every player has a poison counter. If they reach poison stacks equal to their poison counter, they will die.
Mafia have 1 nightkill. With a priority of 8.
Mafia are informed of which roles are not included in the game as safeclaims.

3
Mafia

Singed
, Self Redirector, poison counter of 4, passively adds a poison stack to people who visit him, can target someone to redirect their ability to him, priority 5
Dr. Mundo
, Mafia Suicide Bomber, poison counter of 5
Twitch
, Mafia Poisoner (adds one to poison stack to a person), poisoner counter of 3, priority 4

9
Town

Yuumi
, poison counter of 2

Fizz
, poison counter of 3
Sivir
, Spell Shield, poison counter of 3, the first ability to target Sivir will not succeed, priority 1
Cassiopeia
, Poisoner (adds one to poison stack to a person), poison counter of 3, priority 7
Soraka
, Healer, poison counter of 3 removes a poison stack from a player, priority 6
Pyke
, Executioner (if someone has L-1 poison stacks and Pyke targets them, they will die), poison counter of 3, priority 3
Teemo
, Trapper (puts a trap on a person that detonates if someone visits that player poisoning the player and all visitors), poison counter of 3, priority 2

Cho'Gath
, posion counter of 4

Vladimir
, poison counter of 5
I'm assuming :
>Full flips {alignment, role, poison stack}
>Usual day-night mechanics with the roles acting at night
>People don't know their poison stack
>Priority just decides action resolution.

I've re-ordered with {ascending poison counter, descending priority}. Does the trapper
add 1 to the poison stack of the player and all visitors
, and it's single use?
If Singed targets Soraka, will it be redirected? No, because Soraka's priority is higher, right?
Will the Mafia NK appear the same as a Poison death?
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Post Post #105 (ISO) » Thu Jun 04, 2020 11:17 pm

Post by Auro »

In post 80, Hectic wrote:This looks really cool lol. Don't flips hurt scum though? Why would you need to add a White Flag?
It's flipless! White Flag would be in the case that it's flips, so town never knows until game end which universe they're in.
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Post Post #106 (ISO) » Sat Jun 06, 2020 12:28 pm

Post by Isis »

In post 103, Auro wrote:You could simply add them, no? If they post in the hoods, they lose anyway - the responsibility of not slipping is fine I think.

Even then, there's a 2/3 chance where their hood internally proposes a number before both the others do. To be able to manipulate the sum of the 3 hood numbers they need to be exactly last.
Losing 1/3rds of 67 brings you below 50 doesn't it?
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"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #107 (ISO) » Sat Jun 06, 2020 2:29 pm

Post by Auro »

You lose 2/3rds of 1/3 actually since the town in the hood can propose it, which places this at 52%. In practice the town member can just throw out a random number immediately instead of waiting which increases this
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Post Post #108 (ISO) » Sat Jun 06, 2020 11:01 pm

Post by Alyssa The Lamb »

Momentum appears to have stalled a bit.

If anybody would like to start the voting, feel free to. I likely won't have the ability to for a few days.
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Post Post #109 (ISO) » Sun Jun 07, 2020 10:28 am

Post by Something_Smart »

Submissions compiled, let me know if I missed anything or got anything wrong.

Spoiler: ceejayvinoya - Unnamed Semi-Open
In post 10, ceejayvinoya wrote:Unnamed semi open.

Setup 1
2 Mafia Visitors

1 Tracker
1 Voyeur
3 Watchers
3 Vanilla Townies


Setup 2
2 Mafia Watchers

1 Follower
1 Voyeur
3 Visitors
3 Vanilla Townies


Setup 3
2 Mafia Ninjas

1 Tracker
1 Follower
3 Watchers
3 Visitors


role related stuff
  • Tracker knows who their target visited but not their action.
  • Follower knows their target's action but not who they visited.
  • Voyeur knows the actions performed on their target but not who visited them.
  • Watcher knows who visited their target but not the action used.
  • All night actions are compulsive.
  • vanilla townies and ninjas will give the same result when visited by a tracker or follower.

Spoiler: Auro - Chromavalon
In post 11, Auro wrote:
Chromavalon v1.1
[Mafia]

Red Goon
Blue Goon
Green Goon

[Town]

Red Merlin
Blue Merlin
Green Merlin
5x Vanilla Town

[More information]
  • Goons are given a set of 5 town including the 3 Merlins and 2 random VTs, but they don't know who's who. Mafia cannot NK any of these players on the first night.
  • Each colored Merlin knows their color, and the identity of their correspondingly colored goon.
  • If Goons fail to achieve parity, they can win by identifying the colors of all Merlins correctly.
  • Only alignments reveal on flip.
  • Daytalk is always present, and dead Goons can continue to chat in the scum PT after death.
  • Percival is given the set of 3 Merlins, without their colors.

  • Merlins know the other Merlins, but not colors.


Still refining the idea but thought I'd post it here. Partial credit to Popsofctown ^_^

Changelog
:
  • After a discussion with BBMolla, added Percival. Also added the condition that Mafia cannot NK in their Merlin pool on N1.
  • Removed Percival after further thought, to prevent Massclaim from being too beneficial from town (considering Merlins are N1 unkillable)

Spoiler: Isis - Solve This Game
In post 13, Isis wrote:
SOLVE THIS GAME12
Vanilla Town

3
Mafia 1-shot Dayvigs with Compulsively Loyally Vengeful

Nightless
Selecting a target who will actually die as Vengeful is compulsive.
During Day 2, the mafia keeps an updated preference list of which townies they would like to become a Helper. The list is locked in when the Day 2 lynch is hammered.
When the Day 2 lynch is hammered, the topmost living townie on the preference list becomes the Helper. They become bulletproof are given scum PT access so that they can help the mafia Solve This Game.
On Day 3, the town votes to bless a player instead of voting for a lynch. If they bless the Helper town wins. If they bless anyone else or fail to bless, mafia wins.

I keep going back and forth about the number, here's my most recent effort at making this winnable for scum.
I thought about adding an escape mechanic then realized just adding more scum opens up those kinds of plays due to the game's structure.

I found a halfway point between Lovers being too harsh and nonlovers being too soft.

Spoiler: callforjudgement - Wizards Versus Warlocks
In post 21, callforjudgement wrote:The Wizards' Circle is preparing its most powerful spell yet, the Grand Ritual. Some of them are a little forgetful or untrustworthy, but lots of redundancy has been built in to try to make sure that it's cast without a hitch.

Their rivals, the Warlocks, would love to humiliate them by disrupting the spell. Not only are they planning to intervene by attacking with spells of their own, they have another line attack: they bribed a few WIzards to screw up the ritual from inside the Circle.

Wizards versus WarlocksPlayer slots:
  • 8 Wizards (the town equivalent; each controlled by a human playing the game)
  • 3 Warlock Sympathizers (the scum equivalent; each controlled by a human playing the game)
  • 3 Warlocks (non-player slots; all these slots' actions are entirely determined by the Warlock Sympathizers via their factional PT, there isn't a player in the slot)
Warlocks do not have a vote, cannot be voted for, and are confirmed as scum at the start of the game. Apart from those three differences, they have all the same abilities as the other players in the game; they can die (for reasons other than being lynched), can have mana and spellbooks, can cast spells, can be the target of spells. If an action (such as spellcasting) normally has to be taken publicly, then when a Warlock is directed (by the scum) to take that action, the moderator will make public that that Warlock is taking that action. If a Warlock would gain information, that information is posted in the Sympathizers' factional PT.
Wizards and Warlock Sympathizers have all the same abilities as each other, except that the Warlock Sympathizers have a factional PT with daytalk, know each others' identities, and can decide which actions the Warlocks take.

To win, the Wizards need 6 points of progress towards the Grand Ritual to be completed (or to reach a gamestate where nothing can prevent this); this is an immediate win even if there are still Sympathizers alive at that point. The Warlocks and their Sympathizers win if this becomes impossible (e.g. because spellbooks worth 6 points of progress were destroyed without completing the rituals within). The Warlocks/Sympathizers also win if they ever control half or more of the votes.

There are no night phases, and three things that can be done during day phases: voting (which works the same way as in a normal game of Mafia), spellcasting, and transferring spellbooks. Each player (including Warlocks) has a mana total, a number that starts at 5, which is spent to cast spells. (The only way to replenish mana is to cast Upwelling.)

Spellcasting is done using bolded announcements in the game thread (e.g.
Cast Upwelling
). Casting a spell locks you out from casting further spells for a certain period of time. There are two types of spell, cantrips and rituals.

Cantrips are cast simply by paying a certain amount of mana and making the appropriate bolded public announcement. After casting a cantrip, you cannot cast another spell for 24 hours. Apart from requiring enough mana (and not having cast a spell since the last vote count), there are no other restrictions on cantrips; players can cast them as many times as they like. There are 5 cantrips:
  • Upwelling
    : Cost 0 mana. The caster gains 1 mana. This is not a targeted spell.
  • Ward
    : Cost 1 mana; targets a player/Warlock. For the rest of the game, all cantrips targeting that player will cost 1 additional mana. A player can be warded any number of times (but Ward is one of the cantrips whose cost is increased by Ward, so it gets more expensive with each casting).
  • Oblivion
    : Cost 1 mana; targets a player/Warlock. Has no effect unless the target was previously affected by the ritual Doom. If the target was previously affected by Doom, then they die.
  • Counterspell
    : Cost 2 mana; targets a player/Warlock who is currently casting a ritual (i.e. has spent at least one mana on it, but it hasn't completed or been ended yet). That ritual immediately ends, to no effect (unless the ritual specifically lists an effect of being counterspelled). The identity of the counterspelled ritual is revealed publicly at the next vote count.
  • Pillage
    : Cost 3 mana; targets a player/Warlock. All spellbooks held by that player/Warlock are destroyed. At the next vote count, the moderator will publicly reveal how many and which spellbooks were held by that player/Warlock before they were destroyed.
Rituals are more complex. Starting to cast a ritual requires an appropriate spellbook, which is destroyed at the start of the ritual as its magic is drained; you must also have enough mana to be able to complete the ritual. (Each ritual has its own spellbook, e.g. Spellbook of Doom; players are always aware of the identities of the spellbooks they hold, but spellbook holdings are not public.) The cost in mana of a ritual also determines how much time it takes to cast; spending mana on a ritual has to be done 1 point of mana at a time, with a bolded announcement in thread each time a point of mana is spent, and after spending a point of mana on a ritual you cannot cast another spell, or spend further mana on the ritual, for 24 hours. The action of spending mana on a ritual is public, but which ritual you are casting is kept secret from the other players until the last point is spent; when spending the last point, you publicly reveal which ritual it is that you cast. (If you hold multiple spellbooks, you must let the moderator know, e.g. via PM or factional PT, which ritual you are casting when you start it.) Of course, you can publicly claim to be casting a particular ritual, but nothing forces you to tell the truth.

As an example, to cast "North Pattern", a 4-mana ritual, you would make four posts in the game thread:
Start casting ritual
,
Continue ritual
,
Continue ritual
,
Complete ritual: North Pattern
. Each of these would have to be separated by 24 hours, you would lose 1 point of mana each time, and you could not spellcast for 24 hours after completing the ritual. Once you start casting a ritual, you cannot cast any other spells until the ritual is either completed or Counterspelled.

There are 11 rituals:
  • West Pattern
    : Cost 3 mana. If/when completed, contributes 1 point of progress towards the Grand Ritual.
  • East Pattern
    : Cost 3 mana. If/when completed, contributes 1 point of progress towards the Grand Ritual.
  • Enclosing Pattern
    : Cost 3 mana. If/when completed, contributes 2 points of progress towards the Grand Ritual.
  • North Pattern
    : Cost 4 mana. If/when completed, contributes 2 points of progress towards the Grand Ritual.
  • South Pattern
    : Cost 4 mana. If/when completed, contributes 2 points of progress towards the Grand Ritual.
  • Central Pattern
    : Cost 5 mana. If/when completed, contributes 3 points of progress towards the Grand Ritual.

  • Doom
    : Cost 2 mana. Targets a player, specified privately to the moderator when starting the ritual, and revealed publicly when the ritual is complete. If/when completed, the target becomes a legal target for the Oblivion cantrip for the rest of the game.
  • Charisma
    : Cost 3 mana. If/when completed, the caster gains an additional vote for the rest of the game. If the caster is a Warlock, this causes them to gain a vote (that can be moved around by the Sympathizers via their factional PT); if the caster is not a Warlock, this effectively makes them a Doublevoter (double vote weight variant).
  • Quine
    : Cost 3 mana. If/when complete, the caster privately selects two different players/Warlocks (they may select themself, but do not have to); each of those players gains a Spellbook of Quine at the next vote count.
  • Fortune
    : Cost 4 mana. Targets a player, specified privately to the moderator when starting the ritual, and revealed publicly when the ritual is complete. If/when completed, the target is protected from all
    future
    uses of Doom, which will have no effect on that target. This does not remove Doom's effect from a player who was already affected.
  • Vortex
    : Cost 5 mana. Does nothing when completed, nor when counterspelled before spending 2 mana. If Vortex is counterspelled after you have already spent at least 2 mana on it, the player/Warlock who cast Counterspell dies.
Players/Warlocks can transfer a spellbook to another player/Warlock via privately contacting the moderator (this is not a public action), or (for Warlocks/Sympathizers) by posting the transfer in the factional PT. The transfer is not immediate; the spellbook does not leave your possession (nor enter the recipient's possession) until the next vote count after you request the transfer (and will only go through if you have the spellbook at that point). The recipient will know which spellbook they received, but will not know who/where it came from.

Players/Warlocks start with no spellbooks. At the second, fourth, sixth, eighth, …, twentieth, twenty-second vote count from the start of the game (regardless of which game Day it falls on), a random spellbook is given to a random non-Warlock player, subject to the requirements that only one copy of each spellbook can be created this way, no player can receive more than one spellbook via this mechanism, Enclosing/North/South Patterns cannot be given out until the eighth vote count at the earliest, and Central Pattern cannot be given out until the twelfth vote count at the earliest. As such, only 11 points of progress towards the Grand Ritual can ever be obtained. Spellbooks obtained via this mechanism look identical to spellbooks that were received via a transfer.

Additionally, whenever a Warlock Sympathizer dies, a spellbook of Doom is created in the possession of a random Warlock at the next vote count.

When a player/Warlock dies, all their spellbooks are destroyed if they were a Wizard, or transferred at the next vote count to a random non-Warlock player if they were a Warlock or Sympathizer; spellbooks destroyed this way are revealed publicly at the next vote count, spellbooks transferred this way look identical to spellbooks that were transferred voluntarily. If they were in the middle of a ritual, that ritual ends with no effect, and the identity of that ritual is publicly revealed at the next vote count (although the target for Doom/Fortune is not revealed).

OK, so this is blatantly a Theme game, but it's fully open so I think it's valid for this thread (especially as it was heavily inspired by the challenge restrictions).
I particularly like the Warlocks (the non-player slots), which solve several problems that a lot of games using these sorts of mechanics have; they basically serve as a mechanism for the scum to do things that are blatantly scummy without needing some separate mechanism for doing things secretly/privately, and also serve as a way to make mana generation / action economy more balanced between the scum and town.

Out of the eight restrictions in the OP, all eight of them either a) are conformed to by this setup, or else b) aren't directly present in the setup but were used as a source of ideas that inspired something within it.

I haven't tried to balance this yet, and would love some help with the balancing; this setup is so out there that I don't have anything much to compare it to. I'm fairly happy with the basic mechanics, though.

Spoiler: mith - Delayed Flag Bearer Vengescum 13p
In post 25, mith wrote:A simple tweak since I don't need to hit a specific player count:

Delayed Flag Bearer Vengescum 13p4 Mafia
9 Townies

Vengescum (Mafia only get a nightkill if Mafia is lynched)
After the first Mafia is lynched, the remaining Mafia must choose a Flag Bearer; if the Flag Bearer is lynched, Town wins.


EV is 45.76%.

(And thanks for replacing, Alyssa!)

Spoiler: TemporalLich - Glimmer of Hope
In post 26, TemporalLich wrote:A strange setup maybe.

Glimmer Of Hope
3 Mafia Goons

1 Town Exile

1 Town 1-shot Poison Doctor

12 Vanilla Townies


The Mafia knows the identity of the Exile.

The Mafia's factional actions depend on M, which is the amount of Mafia Goons and Exiles alive.

The Mafia have both a factional nightkill and a factional announcing poison (target will die the next night and will know they are poisoned) if M = 4.

The Mafia have a normal factional nightkill if M = 3.

The Mafia have only a factional announcing poison (target will die the next night and will know they are poisoned) if M = 2.

The game is nightless if M = 1.

The Mafia has daytalk.

The 1-shot Poison Doctor can cure poison (either on the night they are poisoned or the night they will die) once in the game.

Spoiler: Kerset - Sacrifice Our Leader
In post 41, Kerset wrote:You haven't said no cult!

Sacrifice our leader
1 Cult Leader
1 Cultist

8 Vanilla Townies


Lynched player are not being removed from game. Their alignment is being revealed and it cannot be changed anymore. They still may vote another players but they cannot be voted.
Lynches are compulsive.

Cult fraction will win, if Cult Leader gets lynched.
Town will win, if Cult Leader doesn't get lynched over 3 days.

Spoiler: Hectic - Death Curse
In post 58, Hectic wrote:Last one:

Death Curse
4 Mafia

13 Town

Nightless.
Each day, players vote to give someone a scroll containing a death curse. That person must pass the scroll to a second person, who must pass it to a third. Then, the 3 players who came in contact with the scroll simultaneously die and are flipped.
This repeats until mafia have parity with the town, or all mafia are dead.

Spoiler: Kanna - Trust Fall
In post 59, Kanna wrote:
Trust Fall
2 Mafia Goons

7 Vanilla Townies


Nightless.
There is no lynching during the day; instead, there is a Trust Fall mechanic. To Trust Fall, one player must post in bold: “I trust X” and the trustee, X, must reciprocate. Together, they will exit the game and their alignments are revealed.
Mafia cannot Trust Fall together.
Mafia win when they have both exited the game. Town win when Mafia outnumbers them.

I don’t think the numbers work well, but it’s the thought that counts

I’m also really liking the setups this month!

edit: thanks for the feedback!
edit edit: i've realised that parity/outnumber at 6:2 makes it too easy. town only need to make 2 correct pairs and then they win. but if it's outnumber, i don't think it makes sense in a T T S S scenario(?) i've changed it back since 7:2 gives a reverse lylo of T T S which seems fairer even if EV is worse.

Spoiler: Something_Smart - Guardians of the Fortress v2
In post 67, Something_Smart wrote:
In post 46, mith wrote:S_S: Maybe just one swap, and scum lose if they are all in the same location (or rather, all town are at two locations).
I like this one. Seems sufficiently unlikely that it won't affect EV hugely.

Guardians of the Fortress v2
3 Mafia Goons

6 Vanilla Townies


On Day 1, there is no lynching. Instead, at any time a player may sign up to guard the
Gate
, the
Wall
, or the
Keep
. One player may only sign up to guard one location, and players may not change their chosen location. At most three players can be signed up at any one location.

Day 1 ends when all players except one have signed up for a location. The last player will be forced to the last location without three people at it. Then, if all three mafia members are at the same location, the town wins immediately. Otherwise, the scum must choose two players and swap their locations such that exactly one scum member is at each location. Location assignments are public.

Finally, the three locations resume as independent three-player minigames, with the following rules:
  • At the
    Gate
    , one town player is chosen by the mafia to be confirmed as town, and town must lynch the mafia member to win.
  • At the
    Wall
    , there are no special rules. Town must lynch the mafia member to win.
  • At the
    Keep
    , town must vote on one player. If that player is town, town wins; otherwise, mafia wins.
The side that wins a majority of the minigames is the winner.

Spoiler: Albert B. Rampage - Power Brokers
In post 71, Albert B. Rampage wrote:Since its still may I'll enter this one:

14 players, 3 scum. At the start of the game, every player lists their order of preference for their role:

5 Nobles with a household guard and army

4 Power Brokers with a spy network

5 Court Officials


Ties for preferred roles will be decided randomly. These roles are public.

Each noble and power broker can travel once per phase and each start with a second-in-command NPC, who can carry out one action per phase. Court officials carry out their own one action per phase. Players don't flip on death. Everyone starts in the capital city. Armies start in their respective Noble's castle. Scum start with an undetectable PT and a secret unblockable untargetable collective Spy Network NPC operative who always resolves actions fast. Actions cannot be withdrawn or changed once submitted, and will resolve during a brief lockdown period between phases. Power Brokers start in their own PT (doesn't count as secret alliance). Voting functions as usual to lynch.

Locations:

-Capital City
-5 Castles, one for each Noble

Players and their second-in-commands in the capital city are revealed at the start of each phase. Players outside the city are hidden from public view. NPC/Player second(and third)-in-commands always follow their Noble or Power Broker unless arrested (upon release, they re-join the Noble's party). A Noble is alerted if a player is staying in their castle.

Action Resolution:
burst happen right away, fast happen in the next game phase, and slow happen at the start of two phases after next (if initiated week 1, will resolve week 3). In case of conflict, actions resolve first in this order: Escape route, Burst, Fast, Slow, and then, Power Broker, Noble, Court Official Actions.

Player Actions


Travel Actions:

-Travel without household guard escort (move to specified location) (fast)
-Travel with household guard escort (move to specified location) (slow)

If a noble is separated from their household guard, the guards are automatically disbanded. Court Officials can't travel.

Castles belonging to a dead Noble can't be visited.

Court Official Actions:

-Investigate death (look at a dead player's flip) (fast) (hidden)
-Investigate alliances (find out all the secret alliance PTs a player is in) (burst) (hidden)
-Investigate plots (find out how many active kidnapping and assassination plots there are) (burst) (hidden)
-Investigate escape routes (will reveal if target player has any planned, and destination) (burst) (hidden)
-Disband household guard (type:
Disband: Player1's Guard
) (only works if they are in capital city) (fast) (public)
-Arrest second-in-command (type:
Arrest: Player1's 2nd
(only works if they are in capital city) (burst) (public)
-Release second-in-command (type:
Release: Player1's 2nd
) (burst) (public)

Noble Actions:

-Kill hostage / violate guest right (kill a player residing in your castle or a conquered castle by typing
Kill: player1
) (burst) (public)
-Release hostage (release a player taken hostage to their castle back to the capital city) (fast) (public)
-Recruit new household guard (must stay in home or conquered castle until resolution) (slow) (hidden)
-Call the banners (prepare your army) (fast) (publicly revealed next phase after use)
-Move the army (move a prepared army to a capital city or a designated castle) (slow) (publicly revealed next phase after use)
-Lay siege to castle (can only use once per game, conquer designated castle, targeted player can no longer prepare or move their army) (fast) (public)

When there are at least 2 armies moved to the capital, a vote can be taken by the army leaders to stage a coup, by typing
Support Coup: player 1, player 2, player 3, etc.
and with a majority vote, re-appoint all Court Officials. Nobles and Power Brokers can gain Court Official actions on top of their original actions, and former Court Officials lose all their abilities.

Court Officials who lose their abilities and Power Brokers who have all their followers killed gain the ability to become a 2nd or 3rd-in-command for a Noble or Power Broker by publicly typing
Pledge: player 1
. They gain all abilities associated with that player and must carry out their orders that will be given to them publicly by the Noble who can type
Player 1: Action
. They may use pledge once per phase, including to change allegiance from one Noble to another, and doing this can interrupt slow actions.

Second(or third)-in-command Actions


Noble Actions:

-House arrest (Must have household guard. Roleblock a player without a household guard (or if they are busy arresting) from using Player Actions (fast) (public)
-Secret alliance (neighborizer) (burst) (hidden)
-Recruit ally (gain an NPC third-in-command that will give you an additional action per phase, can only be used once per game) (slow) (hidden)

Spy Network Actions:

-Plan escape route (grants self or targeted player the escape route ability to leave capital city, must designate destination castle) (slow) (hidden)
-Escape route (escape capital city with household guard in pre-established escape route, does not use an action, overrides house arrest) (burst) (hidden)
-Plan assassination (kill a player's second-in-command if there is one accompanying him, if none, then kill player. Must designate location of player at time of resolution or action fails) (slow) (hidden)
-Infiltrate intelligence network (pick 2 players you suspect of having a secret alliance and become a hidden observer in their PT) (fast) (hidden)
-Take hostage (take a player without a household guard (or busy arresting) to a designated castle and jailkeep them, must designate target player's location at resolution) (slow) (hidden)
-Recruit ally (gain an NPC third-in-command that will give you an additional action per phase, can only be used once per game) (slow) (hidden)

A player cannot have a fourth-in-command (player or NPC). If a 2nd-in-command dies or is arrested, the 3rd-in-command becomes the 2nd-in-command (but cannot resume actions started by 2nd; they are interrupted).

Spoiler: BBmolla - We Need A Fourth
In post 73, BBmolla wrote:
We Need a Fourth
3 players, 1 Bot (4 total)

2 Town

2 Mafia

  • Daystart
  • Nightless
  • If a townie is lynched day 1, he does not get lynched and is instead given a one-shot compulsive dayvig.
  • If a mafia member is lynched day 1, he has to confirm one of the town players as town.
  • If there is one scum and one town left, it is a scum victory.
  • If the bot is lynched and is Town, the Bot will immediately shoot both the players who voted it first and second.
  • If the bot is lynched and is Mafia, the partner selects someone to reveal.
  • Day 1, the Bot will always hammer unless the L-1 vote is upon itself.
  • In LYLO, Town-Bot will vote for the last Scum.
  • In LYLO, Scum-Bot will vote for the unconfirmed Town.


I don't know if this is fun or interesting but why not

Spoiler: gobbledygook - The Most Toxic Game on the Internet
In post 79, gobbledygook wrote:
The Most Toxic Game on the Internet9 players
2 vs 7

Mafia and town roles are randomized from this list.
Every player has a poison counter. If they reach poison stacks equal to their poison counter, they will die.
Mafia have 1 nightkill. With a priority of 8.
Mafia are informed of which roles are not included in the game as safeclaims.

3
Mafia

Singed
, Self Redirector, poison counter of 4, passively adds a poison stack to people who visit him, can target someone to redirect their ability to him, priority 5
Dr. Mundo
, Mafia Suicide Bomber, poison counter of 5
Twitch
, Mafia Poisoner (adds one to poison stack to a person), poisoner counter of 3, priority 4

9
Town

Soraka
, Healer, poison counter of 3 removes a poison stack from a player, priority 6
Sivir
, Spell Shield, poison counter of 3, the first ability to target Sivir will not succeed, priority 1
Cho'Gath
, posion counter of 4
Pyke
, Executioner (if someone has L-1 poison stacks and Pyke targets them, they will die), poison counter of 3, priority 3
Yuumi
, poison counter of 2
Teemo
, Trapper (puts a trap on a person that detonates if someone visits that player poisoning the player and all visitors), poison counter of 3, priority 2
Cassiopeia
, Poisoner (adds one to poison stack to a person), poison counter of 3, priority 7
Vladimir
, poison counter of 5
Fizz
, poison counter of 3
Last edited by Something_Smart on Mon Jun 08, 2020 6:07 am, edited 6 times in total.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post Post #110 (ISO) » Sun Jun 07, 2020 3:48 pm

Post by Auro »

Chromavalon
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Post Post #111 (ISO) » Sun Jun 07, 2020 4:20 pm

Post by Something_Smart »

Updated
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post Post #112 (ISO) » Mon Jun 08, 2020 4:35 am

Post by Isis »

My setup shouldn't say "in pairs" on the vanilla townies, that's from revision soup.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #113 (ISO) » Mon Jun 08, 2020 4:45 am

Post by Something_Smart »

Fixed

Also just realized I wrote pops instead of Isis lol
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post Post #114 (ISO) » Mon Jun 08, 2020 4:57 am

Post by Isis »

Why is may always stacked? I think there's at least three setups with more merit than an average monthly winner tbh
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #115 (ISO) » Mon Jun 08, 2020 5:00 am

Post by Something_Smart »

Votes:

Something_Smart - Guardians of the Fortress v2
Kanna - Trust Fall
callforjudgement - Wizards Versus Warlocks
BBmolla - We Need A Fourth
Hectic - Death Curse
Albert B. Rampage - Power Brokers
Auro - Chromavalon
TemporalLich - Glimmer of Hope
ceejayvinoya - Unnamed Semi-Open
mith - Delayed Flag Bearer Vengescum 13p
gobbledygook - The Most Toxic Game on the Internet
Isis - Solve This Game
Kerset - Sacrifice Our Leader
Last edited by Something_Smart on Mon Jun 08, 2020 6:07 am, edited 2 times in total.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post Post #116 (ISO) » Mon Jun 08, 2020 5:05 am

Post by Hectic »

I'll submit Golden Fleece, Aa
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Post Post #117 (ISO) » Mon Jun 08, 2020 5:10 am

Post by Auro »

Voting seems difficult, I like a lot of the setups on different merits. Perhaps I'll just go with "I'm most likely to /in for this setup if I noticed it in the queue". Also, I wish there was a "worst setup" challenge.
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Post Post #118 (ISO) » Mon Jun 08, 2020 5:14 am

Post by Something_Smart »

In post 116, Hectic wrote:I'll submit Golden Fleece, Aa
Updated
In post 117, Auro wrote:Voting seems difficult, I like a lot of the setups on different merits. Perhaps I'll just go with "I'm most likely to /in for this setup if I noticed it in the queue". Also, I wish there was a "worst setup" challenge.
Yeah that's pretty much what I went with as well.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post Post #119 (ISO) » Mon Jun 08, 2020 5:36 am

Post by Isis »

3. Sacrifice our Leader - I don't think I've seen an inventive twist like this in ages. And something very magnificent about this setup to me as a cult-hater is that it's not -really- a cult game. In a cult game, a day 1 mislynch can be a lynch if you go for the same player slot day 2. This is not the case here, it is slightly preferable to lynch cultists, but the megamislynch slot is the same the whole game through.
1. Death Curse - was going to note it not-first due to lingering concerns about nightless but then I realized it has 3 nights and that's plenty. Well, up to three, depends if scum get the third bite of the apple with the deathcurse. It's a mechanic that is meaningful but doesn't subvert the beauty of mafia.
2. Solve this Game - I think the twist is fun and I would actually queue for this. I think it's a gentler mind twist than Donnie Brasco
4. Trust Fall - This is really interesting and also it's a micro. Making something both ebonohar and vote for town might make it not mafia anymore but as a social deduction game it sure looks fun. It'd maybe be a better setup if it started with a lynch.
5. We need a fourth - inventive 3p with no visible breaks. It is tricky to score different playercount setups in the same contest, this probably has easier competition among 3p setups than the 13p setups do although I try not to play 4p
6. Delayed Flagbearer vengescum 13p - there's nothing wrong with this setup, just a solid setup. This is extremely mitigated Flagbearer mechanic but it's still Flagbearer which I don't love and pushes this down.
7. Guardians of the Fortress v2 - the wifom on whether the swap was necessary to balance scum isn't the kind I'd enjoy and pushes this down but everything else about the setup is wonderful
8. Glimmer of Hope - I remember pointing out a minor issue with the setup but the setup is interesting and simple and mafia
Most toxic game on the internet - this doesn't look fun and I don't expect this mechanic to turn out gratifying, but it can't actually be worse than playing like mountainous or nightless with situational use of the mechanics, which is alright.
9.Unnamed Semi-Open : investigation is the worst of all night action effects, and this setup is based on them.
10. Wizards versus Warlocks : I don't think this will be fun. To the extent it is fun it crosses genres into a more mathy, board games kind of space due to the complexity of the Ward mechanic and it's nonlinear cost, and that makes it challenging to put in a queue and get a full playerlist of players who want that and embrace it.
11. Chromavalon- the mechanic is just not for me.
12. Powerbrokers- I was worried about having to read this long setup then I found out it's a flipless Large and whew what a relief.
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #120 (ISO) » Mon Jun 08, 2020 5:39 am

Post by Isis »

I'm phone posting, use the numbering not the order for mine.

Also I don't want to acknowledge Hectic's submission change.

Also I wish there was a setup funniness contest so I could go head to head with kerset's
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #121 (ISO) » Mon Jun 08, 2020 5:43 am

Post by Isis »

Hectic's submission falls 4 ranks when it becomes Golden Fleece
I'll edit if I'm ever on a PC today
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
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Post Post #122 (ISO) » Mon Jun 08, 2020 6:01 am

Post by Hectic »

Oh, is Death Curse better? I'll keep it as that then. Sorry for the inconvenience, Aa
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Post Post #123 (ISO) » Mon Jun 08, 2020 6:04 am

Post by Hectic »

Hmm, there sure are some complicated setups this time around. I'll vote when I have time to comprehend all of them.
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Post Post #124 (ISO) » Mon Jun 08, 2020 7:16 am

Post by northsidegal »

would it be unfair to say that i don't really see why it's max one setup per person?
wiki | modded | Newbie NewD3 Stats | scripts

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