[SETUP] Two-Sided NewD3

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TemporalLich
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[SETUP] Two-Sided NewD3

Post Post #0 (ISO) » Wed Jul 08, 2020 11:50 am

Post by TemporalLich »

Since an unaltered Two-Fold NewD3 can be broken apart by the unusual power of Masons and Monks (nominally "not-mafia" and "not-werewolf", but in practice are confirmed Town if town power roles are only given to town), this one is an altered concept for Two-Fold NewD3 that allows scum to get town roles. This greatly increases swing, however.

This setup is of course heavily derived from RadiantCowbells's NewD3.

Two-Sided NewD3One row and one column are selected at random from the Mafia table to generate 1 Mafia role and 2 Anti-Mafia roles.

ABC
Mafia
Mafia Disruptor
Mafia Scout
Mafia Goon
1Cop, DoctorTracker, Friendly NeighborCop, Vanilla
2Jailkeeper, TrackerJailkeeper, Friendly NeighborJailkeeper, Vanilla
3Mason, MasonTracker, DoctorMason, Mason


Repeat this process on the Werewolf table to generate 1 Werewolf role and 2 Anti-Werewolf roles.

ABC
Werewolf
Werewolf Disruptor
Werewolf Scout
Werewolf
1Seer, GuardianWolfstalker, HermitSeer, Vanilla
2Wizard, WolfstalkerWizard, HermitWizard, Vanilla
3Monk, MonkWolfstalker, GuardianMonk, Monk


Populate the rest of the player slots with 1 Mafioso, 1 Werewolf, and 5 Townies. You should end up with a 13 player setup.

After rolling for the setup used but before randing, you will need to flip two coins (d2). If the first coin lands Heads (1) both Anti-Mafia roles are given to town, if the first coin lands Tails (2) one random Anti-Mafia role (another d2) is given to the Werewolf added to round out the setup. If the second coin lands Heads (1) both Anti-Werewolf roles are given to town, if the second coin lands Tails (2) one random Anti-Werewolf role (another d2) is given to the Mafioso added to round out the setup.

There should be at least
324
possible setups [!].

Both scumteams have multitasking and daytalk.

Disruptor roleblocks only Town.

Scout gets role, but gets No Result on Vanilla Townies or non-town.

Cop gets results in the form of Mafia/Not Mafia, Seer gets results in the form of Werewolf/Not Werewolf.

Doctor protects from the Mafia factional kill, Guardian protects from the Werewolf factional kill.

Tracker sees who a player targeted but can't see the Werewolf factional kill, Wolfstalker sees who a player targeted but can't see the Mafia factional kill.

Jailkeeper roleblocks Mafia and Town and protect from the Mafia factional kill, Wizard roleblocks Werewolf and Town and protect from the Werewolf factional kill.

Friendly Neighbor informs their target that they are not Mafia, Hermit informs their target that they are not Werewolf.

Masons share a PT with daytalk and know that they are not Mafiosi, Monks share a PT with daytalk and know that they are not Werewolves.

Disruptors act before Jailkeepers and Wizards.

In the event a Jailkeeper and a Wizard target each other, they are not protected.
Last edited by TemporalLich on Tue Oct 06, 2020 3:22 am, edited 2 times in total.
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Post Post #1 (ISO) » Tue Oct 06, 2020 1:21 am

Post by Jake The Wolfie »

I got 63 different setups. How did you get 486?
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Post Post #2 (ISO) » Tue Oct 06, 2020 3:19 am

Post by TemporalLich »

In post 1, Jake The Wolfie wrote:I got 63 different setups. How did you get 486?
3 x 3 x 3 x 3 x 2 x 2 = 324.

so yeah 486 isn't right.

then again that's just counting the explicitly listed rolls, there's another roll for selecting which anti-X role to give to scumteam Y
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Post Post #3 (ISO) » Tue Oct 06, 2020 3:36 am

Post by Jake The Wolfie »

In one grid, there are 9 possible setups.

In two grids, for every one setup in the 2nd grid, there are 9 additional setups that the other grid can present.

In total, that would mean 9x9=81 (my math was incorrect) possible setups.
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Post Post #4 (ISO) » Thu Oct 08, 2020 7:58 am

Post by Jake The Wolfie »

We should make a "Tetrahedral 2D3" where we have 4 grids, one for each of the current factions (Mafia, Werewolf, Cult, Alien).
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Post Post #5 (ISO) » Wed Nov 18, 2020 5:37 pm

Post by Jake The Wolfie »

I determined the amount of setups is 729

For 1 cell, there are 3 possibilities:

Both Are town
#1 is WW
#2 is WW

For the other cell, the same possibilities apply, but for Mafia:

Both are town
#1 is Mafia
#2 is Mafia

This results in 3x3= 9 possibilities for any cell picked between the two tables.

Now, for any one WW Cell, the Mafia table can choose any one of it's 9 cells.
Since the WW table has 9 cells, we multiply 9x9 to get 81 possible cell combos.

But wait, that 9 from earlier joins in too, because that 9 can be applied to any of the cell pairings

81x9 = 729 possible setups!
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