[CHALLENGE] August Challenge

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Something_Smart
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Somewhat_Balanced
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Something_Smart
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Somewhat_Balanced
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Location: Upstate New York

Post Post #75 (ISO) » Tue Sep 15, 2020 4:22 pm

Post by Something_Smart »

Submissions:

Spoiler: TemporalLich - Matrix of Ideas
In post 19, TemporalLich wrote:v1.1 with more cards and card numbers for clarity.

Matrix of Ideas v1.1
15 players


3 Mafiosi

1 Mafia Traitor
(a Mafia-aligned player with no access to the scum PT and no knowledge of the scum and is endgamed if the only scum alive, but gets a different alignment color as this is a distinct alignment for role card purposes)
11 Townies


This setup is not guaranteed to be balanced. While the alignments are fixed, the role cards might end up making a townsided or scumsided setup.


In this setup, everyone is on a 4x4 matrix that looks something like this:

[0,0]
[1,0]
[2,0]
[3,0]
[0,1]
[1,1]
[2,1]
[3,1]
[0,2]
[1,2]
[2,2]
[3,2]
[0,3]
[1,3]
[2,3]
[3,3]


This matrix serves as the playerlist and is public.

Generating this setup: First, randomize alignments from the playerlist. The Mafia Traitor is a special case, as it is randed through the alignment rand. Second, randomize role cards for everyone, making sure to use the list for their alignment (Mafia Traitor and Mafia are different alignments for this purpose). Third, randomize everyone's position on the matrix (filling the empty 16th square with a Empty-aligned role card), rerolling if the Mafiosi and Mafia Traitor are all in one row, column, or 2x2 box.

Most abilities can only target someone adjacent to you, with the grid wrapping around both horizontally and vertically like a torus. Those that ignore this restriction have the
Ranged
modifier, and those that can only target non-adjacent players have the
Long Range
modifier.

Eliminations and voting work as normal, the matrix doesn't restrict eliminations and voting.

The Mafia factional kill is Ranged, it can target any location.

A grid showing how wrapping around works.
@
is the player acting,
X
is a valid target, and
O
is an invalid target. All targets are valid with a
Ranged
role, and only targets marked with
O
are valid for
Long Range
roles.

@
X
O
X
X
X
O
X
O
O
O
O
X
X
O
X


Dead players still have their locations occupied for the purposes of targeting.

Decks of role cards:

Mafia


M1. Vanilla
M2. Vanilla
M3. Godfather
M4. Godfather
M5. Lover
M6. Tracker
M7. Long Range Tracker
M8. Watcher
M9. Role Watcher
M10. Roleblocker
M11. Long Range Roleblocker
M12. Ranged Roleblocker
M13. Ascetic
M14. 1-shot Day Vigilante
M15. Doctor
M16. Strongman
M17. Ninja
M18. Compulsive Weak Hider
M19. 1-shot Bulletproof
M20. Vengeful
M21. 1-shot Commuter
M22. Role Cop (Traitor is shown as a Traitor to Role Cops)
M23. 1-shot Asceticizer (Once in the game during Night, renders someone immune to non-killing abilities that Night)
M24. Vanillaizer (Can change someone's role to Vanilla. The Mafia Traitor is vanillaized to a Mafia Traitor without an extra role. Can also target the "empty"-aligned square if adjacent to turn it into an Empty Lot)
M25. Psychotrooper (All adjacent X/Not X investigatives are insane (Checker has Result and No Result flipped))
M26. Ranged Tourist (Compulsively visits someone)
M27. 1-shot Treestumper (once in the game during night, may treestump someone, making them count as dead except for being able to post.)
M28. Swapper (Swaps places with an adjacent location on the matrix, susceptible to manipulative roles. Multiple swaps on the same target all fail.)
M29. 1-shot Slider (Once in the game during Night, slides the row or column they are on, causing everyone on the row to move left or right, or everyone on the column to move up or down)
M30. Target (Has role revealed immediately, is always a valid target)
M31. Gunsmith (Checks for a gun, see Gunsmith for roles that carry a gun, bearing in mind that Alignment Cops also carry guns)
M32. Moonlight Dancer (may PM the moderator "Dance in the Moonlight" at any time once per phase to have the moderator post "{player} dances and howls in the moonlight.")

Mafia Traitor


D1. Role Cop (Traitor is shown as a Traitor to Role Cops)
D2. Ranged Fruit Vendor
D3. 1-shot Day Vigilante
D4. Cop
D5. Announcing Traitor (Tells people they are the Mafia Traitor as their night action)
D6. Ranged Swapper (Swaps places with any other location on the matrix, susceptible to manipulative roles. Multiple swaps on the same target all fail.)

Town


T1. Vanilla
T2. Vanilla
T3. Vanilla
T4. Chocolate (Named townie)
T5. Strawberry (Named townie)
T6. Cop
T7. Tracker
T8. Long Range Tracker
T9. Ranged Tracker
T10. Watcher
T11. Role Watcher
T12. Long Range Cop
T13. Friendly Neighbor
T14. Doctor
T15. Long Range Doctor
T16. Ranged Doctor
T17. Mason
T18. Mason
T19. Mason
T20. Mason 1-shot Neighborizer
T21. Mason Cop
T22. Mason Doctor
T23. Lover
T24. Lover
T25. Mason Lover
T26. Miller
T27. Miller
T28. Roleblocker
T29. Long Range Roleblocker
T30. Jailkeeper
T31. Bodyguard
T32. Ascetic
T33. Ranged Fruit Vendor
T34. Vigilante
T35. Long Range Vigilante
T36. 1-shot Day Vigilante
T37. 1-shot Day Vigilante
T38. Bulletproof
T39. Innocent Child
T40. Vengeful
T41. Hider
T42. Weak Hider
T43. Ranged Checker
T44. Weak Visitor
T45. 1-shot Loyal Neighborizer
T46. 1-shot Prince
T47. Detective
T48. Vanilla Cop
T49. 1-shot Commuter
T50. Mailman
T51. Traffic Analyst
T52. Role Cop (Traitor is shown as a Traitor to Role Cops)
T53. Mason Role Cop (Traitor is shown as a Traitor to Role Cops, is in the Mason Lodge PT)
T54. Ranged Jack-of-all-trades (Roleblock, Cop, Doctor)
T55. Gunsmith (Checks for a gun, see Gunsmith for roles that carry a gun, bearing in mind that Alignment Cops also carry guns)
T56. Alignment Cop (Grabs exact alignment and can differentiate between a Mafia Traitor and a regular Mafioso)
T57. 1-shot Governor (May render an adjacent player ineligible for the elimination once in the game during the Day)
T58. 1-shot Kingmaker (Turns an adjacent player into a King the next day, they alone decide the elimination)
T59. Enabler (Enables a random location, a player on a disabled location is effectively Vanilla and an empty slot on a disabled location is effectively an Empty Lot)
T60. Treestump (May declare themself a treestump during the day, counting as dead but still being able to post)
T61. Ranged Tourist (Compulsively visits someone)
T62. Gravedigger (Appears as targeting everyone who died that Night with the Mafia factional kill)
T63. 1-shot Desperado (Shoots during the Day, if they shoot Town, they die instead and the townie gets revealed as town-aligned)
T64. Parity Cop (Checks if two adjacent players share the same alignment, Mafia Traitor is a separate alignment for this role)
T65. Role Oracle (Determines if a role exists in the game, if so, gets all players who have that role. Traitor is a different role than non-Traitor.)
T66. Inventor (Gives out a single shot each of Roleblock, Cop, and Doctor)
T67. Moonlight Dancer (may PM the moderator "Dance in the Moonlight" at any time once per phase to have the moderator post "{player} dances and howls in the moonlight.")
T68. Moonlight Dancer (may PM the moderator "Dance in the Moonlight" at any time once per phase to have the moderator post "{player} dances and howls in the moonlight.")
T69. Swapper (Swaps places with an adjacent location on the matrix, susceptible to manipulative roles. Multiple swaps on the same target all fail.)
T70. Swapper (Swaps places with an adjacent location on the matrix, susceptible to manipulative roles. Multiple swaps on the same target all fail.)
T71. 1-shot Slider (Once in the game during Night, slides the row or column they are on, causing everyone on the row to move left or right, or everyone on the column to move up or down)
T72. 1-shot Slider (Once in the game during Night, slides the row or column they are on, causing everyone on the row to move left or right, or everyone on the column to move up or down)
T73. Ranged Swapper (Swaps places with any other location on the matrix, susceptible to manipulative roles. Multiple swaps on the same target all fail.)
T74. Spotter (Removes the target's range restrictions for the next Cycle)
T75. Phantasm (If targeted, redirects an adjacent ability to the next location in their direction. Immune to non-adjacent abilities.)
T76. Target (Has role revealed immediately, is always a valid target)
T77. Target (Has role revealed immediately, is always a valid target)
T78. Beam Splitter (Acts during night, any actions targeting you will also target your target. If swapped, the Swapper swaps the Beam Splitter and then the Beam Splitter swaps the Beam Splitter's target after all Swappers act.)
T79. Mass Redirector (Once in the game, may redirect all actions from adjacent players to their target)
T80. Universal Backup (Inherits a role from the first adjacent townie to die)

Empty


The empty slot is named after the "empty" role randed, so the Empty role is public.

E1. Empty Lot (Does nothing)
E2. Empty Lot (Does nothing)
E3. Empty Lot (Does nothing)
E4. Neighborhood (Gives all orthogonally adjacent a PT, orthogonal adjacency fills out a cross shape. If swapped or slid the previous PT is locked and a new one is made.)
E5. Neighborhood (Gives all orthogonally adjacent a PT, orthogonal adjacency fills out a cross shape. If swapped or slid the previous PT is locked and a new one is made.)
E6. City (Gives all adjacent a PT. If swapped or slid the previous PT is locked and a new one is made.)
E7. Station (Counts as nonexistent for the concept of adjacency)
E8. Block (Blocks swapping and sliding)
E9. Transmitter (If targeted by a non-killing ability during Night, clones the ability to all orthogonally adjacent squares, then turns into an Empty Lot the next Day. Can't transmit a Swapper swap.)
E10. Shield (If targeted by someone, rolestops the player that Night, then turns into an Empty Lot the next Day)
E11. Radar (All orthogonally adjacent players are Ranged and may target anyone on any location)
E12. Telescope (All orthogonally adjacent players are Long Range and may only target non-adjacent locations)


Spoiler: callforjudgement - Matrix Elimination
In post 26, callforjudgement wrote:
Matrix Elimination
  • 6 Vanilla Townies
  • 3 Mafia Goons
  • Nightless
  • Pregame (after role PMs, before Day 1 starts), the Mafia must place all nine players onto a 3×3 grid (with one player in each cell).
  • Instead of voting to eliminate individual players, the Day consists of voting to eliminate an entire row or column of the grid; every player in that row or column is eliminated.
  • At the start of Day 3, the Mafia must choose one non-eliminated Town-aligned player; the moderator confirms that player as Town-aligned.
  • Mafia win if town lose control over the Day vote (i.e. they ever control half the remaining votes).
  • Town win if all Mafia are eliminated, with at least one townie still remaining.


EV is not trivial to calculate due to the best strategy being non-obvious, but my current best guess is 5/12, or about 42%; this may be too high for a Nightless, but might not be (the Mafia have a lot more control over the elimination than normal because they can place strong townies in positions likely to be eliminated). Likely the win/loss balance doesn't matter much, though, due to the levels of WIFOM involved. If the setup turns out to be townsided, a simple fix is to remove the day 3 confirmation.


Spoiler: Not Known 15 - The Tower
In post 34, Not Known 15 wrote:
The Tower16 players
11 Vanilla Townies
1 Town Wanderer
4 Mafia Goons
This is the table that will be used:
(-6,7)(-5,7)(-4,7)(-3,7)(-2,7)(-1,7)(0,7)(1,7)(2,7)(3,7)(4,7)(5,7)(6,7)
(-6,6)(-5,6)(-4,6)(-3,6)(-2,6)(-1,6)(0,6)(1,6)(2,6)(3,6)(4,6)(5,6)(6,6)
(-6,5)(-5,5)(-4,5)(-3,5)(-2,5)(-1,5)(0,5)(1,5)(2,5)(3,5)(4,5)(5,5)(6,5)
(-6,4)(-5,4)(-4,4)(-3,4)(-2,4)(-1,4)(0,4)(1,4)(2,4)(3,4)(4,4)(5,4)(6,4)
(-6,3)(-5,3)(-4,3)(-3,3)(-2,3)(-1,3)(0,3)(1,3)(2,3)(3,3)(4,3)(5,3)(6,3)
(-6,2)(-5,2)(-4,2)(-3,2)(-2,2)(-1,2)(0,2)(1,2)(2,2)(3,2)(4,2)(5,2)(6,2)
(-6,1)(-5,1)(-4,1)(-3,1)(-2,1)(-1,1)(0,1)(1,1)(2,1)(3,1)(4,1)(5,1)(6,1)
(-6,0)(-5,0)(-4,0)(-3,0)(-2,0)(-1,0)(0,0)(1,0)(2,0)(3,0)(4,0)(5,0)(6,0)
(-6,-1)(-5,-1)(-4,-1)(-3,-1)(-2,-1)(-1,-1)(0,-1)(1,-1)(2,-1)(3,-1)(4,-1)(5,-1)(6,-1)
(-6,-2)(-5,-2)(-4,-2)(-3,-2)(-2,-2)(-1,-2)(0,-2)(1,-2)(2,-2)(3,-2)(4,-2)(5,-2)(6,-2)
(-6,-3)(-5,-3)(-4,-3)(-3,-3)(-2,-3)(-1,-3)(0,-3)(1,-3)(2,-3)(3,-3)(4,-3)(5,-3)(6,-3)
(-6,-4)(-5,-4)(-4,-4)(-3,-4)(-2,-4)(-1,-4)(0,-4)(1,-4)(2,-4)(3,-4)(4,-4)(5,-4)(6,-4)
(-6,-5)(-5,-5)(-4,-5)(-3,-5)(-2,-5)(-1,-5)(0,-5)(1,-5)(2,-5)(3,-5)(4,-5)(5,-5)(6,-5)
(-6,-6)(-5,-6)(-4,-6)(-3,-6)(-2,-6)(-1,-6)(0,-6)(1,-6)(2,-6)(3,-6)(4,-5)(5,-5)(6,-5)
(-6,-7)(-5,-7)(-4,-7)(-3,-7)(-2,-7)(-1,-7)(0,-7)(1,-7)(2,-7)(3,-7)(4,-7)(5,-7)(6,-7)


This is the table with designations:

[
(-6,7)
(-5,7)
(-4,7)
(-3,7)
(-2,7)
(-1,7)
(0,7)
(1,7)
(2,7)
(3,7)
(4,7)
(5,7)
(6,7)
(-6,6)(-5,6)(-4,6)(-3,6)(-2,6)(-1,6)
(0,6)
(1,6)(2,6)(3,6)(4,6)(5,6)(6,6)
(-6,5)
(-5,5)
(-4,5)(-3,5)
(-2,5)
(-1,5)
(0,5)
(1,5)
(2,5)
(3,5)(4,5)
(5,5)
(6,5)
(-6,4)(-5,4)(-4,4)(-3,4)(-2,4)(-1,4)
(0,4)
(1,4)(2,4)(3,4)(4,4)(5,4)(6,4)
(-6,3)(-5,3)(-4,3)(-3,3)(-2,3)(-1,3)
(0,3)
(1,3)(2,3)(3,3)(4,3)(5,3)(6,3)
(-6,2)
(-5,2
)
(-4,2)(-3,2)
(-2,2)
(-1,2)
(0,2)
(1,2)
(2,2)
(3,2)(4,2)
(5,2)
(6,2)
(-6,1)(-5,1)(-4,1)(-3,1)(-2,1)(-1,1)
(0,1)
(1,1)(2,1)(3,1)(4,1)(5,1)(6,1)
(-6,0)
(-5,0)
(-4,0)
(-3,0)
(-2,0)
(-1,0)
(0,0)
(1,0)
(2,0)
(3,0)
(4,0)
(5,0)
(6,0)
(-6,-1)(-5,-1)(-4,-1)(-3,-1)(-2,-1)(-1,-1)
(0,-1
)
(1,-1)(2,-1)(3,-1)(4,-1)(5,-1)(6,-1)
(-6,-2)
(-5,-2)
(-4,-2)(-3,-2)
(-2,-2)
(-1,-2)
(0,-2)
(1,-2)
(2,-2)
(3,-2)(4,-2)
(5,-2)
(6,-2)
(-6,-3)(-5,-3)(-4,-3)(-3,-3)(-2,-3)(-1,-3)
(0,-3)
(1,-3)(2,-3)(3,-3)(4,-3)(5,-3)(6,-3)
(-6,-4)(-5,-4)(-4,-4)(-3,-4)(-2,-4)(-1,-4)
(0,-4)
(1,-4)(2,-4)(3,-4)(4,-4)(5,-4)(6,-4)
(-6,-5)
(-5,-5)
(-4,-5)(-3,-5)
(-2,-5)
(-1,-5)
(0,-5)
(1,-5)
(2,-5)
(3,-5)(4,-5)
(5,-5)
(6,-5)
(-6,-6)(-5,-6)(-4,-6)(-3,-6)(-2,-6)(-1,-6)
(0,-6)
(1,-6)(2,-6)(3,-6)(4,-5)(5,-5)(6,-5)
(-6,-7)
(-5,-7)
(-4,-7)
(-3,-7)
(-2,-7)
(-1,-7)
(0,-7)
(1,-7)
(2,-7)
(3,-7)
(4,-7)
(5,-7)
(6,-7)

The colors:
PINK
:These spots are reserved for the players. The Wanderer may not occupy these spots, except their own. These spots are indestructible.
BLUE
: These spots are indestructible. The Wanderer may move over these.
YELLOW
: The Tower:The Wanderer cannot stop movement here. The tower will be issuing a nightly report(at the beginning of the next day) about Mafia moving through the tower - or not.
WHITE
: These spots can collapse.
Placement: During pregame, Mafia selects their spots. The remaining spots are randomly filled with Vanilla Townies and the Wanderer.
Death: When someone dies, the spots adjacent(including diagonally) to the spot they are standing in collapse.
Day: At the day, someone is executed. This is compulsive on Day 1 and any day following a deadly Night(at least one death)
A townie and a Mafia member not doing the Nightkill can pick any square adjacent(including diagonally) to their home spot, or the home spot itself. They will notice any movement through that spot and any adjacent (including diagonally) spots. The result will be:Movement, or No movement.
A member of the Mafia may perform the Nightkill. To perform the nightkill, Mafia temporarily moves through any designated squares they didn`t move through before until they reach their destination.e.g. (2,2)->(5,2)K, or (2,2)->(2,0)->(7,0)->(7,-5)->(5,-5)K They can NOT move diagonally.
If the spot is empty, the kill fails(no self-kills, of course). The Mafia uses the same path to relocate back to their home spot.
No member of the Mafia may kill twice in a row. The Mafia has one use of a Ninja to prevent their movement from being seen, usable at any night.
The Wanderer may relocate at night. If they leave their home spot the spots adjacent(including diagonally) to the home spot collapse either next morning or when a member of the Mafia moves over them, whichever happens earlier. If a member of the Mafia triggers the collapse, they get killed, and their night kill fails. The Wanderer cannot move next to an occupied home spot, except their own. The Wanderer can only move(not diagonally) over the blue and yellow tiles and tiles adjacent(including diagonally) to their home spot.
The Wanderer cannot move two days in a row, except if they are moving Night 1 and Night 2. Outside of their home spot, they will always notice movement adjacent(including diagonally) to their position.
Priority:
Movement investigation
then Wanderer movement
then Nightkill.
Win Conditions:
Mafia: Gain Parity.
Town: Eliminate the Mafia or see 5 nights without any kills.
Loss conditions:
Mafia:No kills in 5 nights.


Spoiler: Isis - Ever Settle
In post 38, Isis wrote:
Ever Settle
4 Mafia

13 Town


Pre game, all players are placed randomly on a 4X4 continuum board. There is one player to each square, except one square contains two mafia.
When a player is exiled day 1, the mafia choose a player to move into their space. (compulsive exile)
During N1, there is no kill. Each player is randomly dealt two cards from among Rook1, Rook2, or Bishop1. The grid is revealed to all players, showing every player's position. Each player may expend one of their cards and select a space it precisely describes to attempt to move there.
Each move has a 75% chance to fail. When a player moves, the player in the targetted space is moved to where they came from.
During D2, players can expend a card to propose marriage to an unpaired player standing in the space precisely described. That player must accept or reject immediately in their next post and the card is expended either way. Upon acceptance, the two players become lovers and get a PT.
N2, all unpaired players die, and the nightkill isn't affected by the lover ability. There are no nights after N2.


Spoiler: Ircher - Mafia Transformations
In post 52, Ircher wrote:Disclaimer: This is something I have come up with on the moment and is by no means meant to be completely balanced. The balancing will come later.
Mafia Transformations
1x Town N1 Vigilante
1x Town N2 Vigilante
1x Town N3 Vigilante
7x Vanilla Townie

3x Mafia Goon


During pregame, the mafia place all players in a 5x5 matrix with the restriction that every row and every column must contain at least one player. The matrix will be made public after pregame ends.

During the day, players vote for two things: a transformation to perform and a player to lynch. The available transormations are the following and should be voted upon using HEAL: Option.

1. Identity --> Nothing Happens
2. Rotate CW --> Rotates the matrix 90 degrees clockwise.
3. Rotate CCW --> Rotates the matrix 90 degrees counterclockwise.
4. Shift Right --> Shifts players right one cell in the matrix (wrapping around as needed).
5. Reflect Horizontal --> Reflects the matrix along the center row:

Code: Select all

Example w/ 3x3 Matrix:
A B C          G H I
D E F  becomes D E F
G H I          A B C


The transformation to perform is picked by plurality with the default being the identity transformation if no votes are cast. Tie breakers shall be selected by the moderator ahead of time and should be deterministic. In the worst case scenario, the above list should be used to break ties.

During the night phase, players and mafia act as normal EXCEPT they may only target players in an adjacent cell to them. Diagonal cells count as adjacent, and wrap-around is allowed.

When only nine players remain, the matrix shrinks to 4x4. Mafia should be given time to select a new arrangement of the matrix.
When only five players remain, the matrix restriction no longer applies.


Spoiler: Something_Smart - Dormitory Mafia
In post 55, Something_Smart wrote:I'll update it to this, for now. This fixes the issue cfj was describing. The roleblock was added to prevent town from just leashing one BG to the RA each night until the end of time.

Dormitory Mafia v2
3 Mafia Goons

11 Vanilla Townies

1 Town RA


1 - RA's Room3 - Dorm Room5 - Dorm Room7 - Dorm Room
2 - Dorm Room4 - Dorm Room6 - Dorm Room8 - Dorm Room


The game begins with the
Move-In
phase. This lasts a set period of time (for instance, 48 hours). Pairs of players may agree to become roommates by mutual agreement; to do so, one player must offer to be roommates with another player in a specific room, and the other player must accept. As soon as this is done, those players are placed in that room. Only two players may be in each room. Roommates may not choose the RA's room, and the RA may not offer or accept a roommate request.

Once the time limit is up, the thread is locked while the mafia get to take two actions: one, they can choose a player to
Befriend
. If this player is the RA, they lose all their powers. Two, they may choose any player who does not already have a roommate and assign them a room. Who (if anyone) was targeted for this will not be revealed.

Then, all remaining players are randomly assigned a roommate and a room. The RA will be assigned to the RA's room, the floor plan is publicly revealed, and the normal day/night cycle begins.

Each day, players may vote to execute a player, using normal execution rules. Players may not vote for their roommate unless there are fewer than 5 players remaining alive.
  • Each night, one mafia member may kill a player. The victim must be in an adjacent room-- orthogonally or diagonally-- to the attacker. Mafia members may never submit a kill on their own roommate. In addition, each night one mafia member may roleblock a player in an orthogonally (NOT diagonally) adjacent room, causing all the target's actions to fail. The same mafia member may roleblock and kill in the same night.
  • Once during the game, at night, each player other than the RA may take one of two actions: they may spy on their roommate, or they may guard an adjacent player. If a player chooses to guard, they must choose a player in an orthogonally or diagonally adjacent room to protect, and if that player is targeted for a kill, the player guarding them will die instead. (If that person is guarded multiple times one guarder will die randomly.) If a player chooses to spy, they will learn if their roommate was active during the night. A player is active during the night if they are using any action (spy, guard, roleblock, or kill). A mafia member may use one of these actions at the same time as one or both of their factional abilities.
  • Each night, the RA may choose any room and investigate it for suspicious activity. They will learn whether someone in that room was active during the night, but not who it was.
The town wins when all mafia members have been eliminated.
The mafia win when this is impossible. (Usually 50%, but if there are for instance 2 mafia members alive along with their 2 town roommates and one other town member, the mafia win as executing a mafia member is impossible.)


I was playing around with which actions do or don't allow diagonals. I think letting the roleblock allow diagonals makes it cost-free because it's too hard to figure out who might have roleblocked you, so it's orthogonal only. As for the bodyguard I don't think having it disallow diagonals provides that much protection for the RA, if we assume scum is in Room 2 or 3 and can RB someone as well.


Spoiler: ceejayvinoya - Scanners
In post 56, ceejayvinoya wrote:
Scanners
  • 3x3 matrix
  • 13 Players
    1 Mafia Rolecop
    1 Mafia Scanner
    1 Mafia Goon

    1 Town Cop
    1 Town Scanner
    1 Town Universal Backup
    7 Vanilla Townies

  • At pregame everyone privately chooses a coordinate on the matrix. Multiple players can pick the same coordinate.
  • Everyone is informed of how many players are on each coordinate, but not who they are.
  • When executing the night kill, Mafia chooses a player. Not a coordinate.
  • Flips upon a player's death will include the player's coordinate.
  • Town Cop may target one coordinate per night phase. They will be informed if there is Mafia on the coordinate, but not who it is.
  • Scanners may target one player per night phase. They will be informed of their target's coordinate.
  • Mafia Rolecop may target one coordinate per night phase. They will be informed of the roles of those who chose the coordinate, but not who they are.
  • Day phases follow normal rules.


Spoiler: Kerset - Matrix Conspiracy
In post 57, Kerset wrote:
Matrix conspiracy v2In pregame mod randomly selects one matrix
option 1:
[0,0]
[1,0]
[2,0]
-
[0,1]
[1,1]
[2,1]
[3,1]
[0,2]
[1,2]
[2,2]
[3,2]

option 2:
[0,0]
[1,0]
[2,0]
-
[0,1]
[1,1]
[2,1]
[3,1]
[0,2]
[1,2]
[2,2]
[3,2]

option 3:
[0,0]
[1,0]
[2,0]
-
[0,1]
[1,1]
[2,1]
[3,1]
[0,2]
[1,2]
[2,2]
[3,2]


Each cell represents one player - red means mafia goon and green vanilla townie.
Players locations are publicly known but it is not known which matrix was chosen.

Once player gets voted out, he dies with his alignment being revealed. Imminently after that his neighbors die as well but without being flipped.
Example: In matrix1 player
[3,1]
got voted out. The result was:
[3,1]
died, his role was
mafia goon.

[2,1] [3,2]
died. Their role remains as unknown.
Mafia is unable to nightkill and their win condition is parity.


This one shouldn't be breakable.
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 #76 (ISO) » Tue Sep 15, 2020 4:29 pm

Post by Something_Smart »

Something_Smart - Dormitory Mafia
callforjudgement - Matrix Elimination
TemporalLich - Matrix of Ideas
ceejayvinoya - Scanners
Not Known 15 - The Tower
Isis - Ever Settle
Ircher - Matrix Transformations
Kerset - Matrix Conspiracy
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 #77 (ISO) » Tue Sep 15, 2020 4:35 pm

Post by Ircher »

TemporalLich >> Not Known 15 > Ircher > callforjudgement >> ceejayvinoys > Something_Smart > Isis >> Kerset.
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Do you have questions, ideas, or feedback for the Scummies? Please pm me!
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Post Post #78 (ISO) » Tue Sep 15, 2020 9:58 pm

Post by TemporalLich »

TL's Matrix of Ideas
- An Idea setup? Man, I must be dreaming... Oh wait that's my setup.
Something_Smart's Dormitory Mafia
- This seems like a very interesting and fun setup.
CfJ's Matrix Elimination
- A fairly decent setup that has resisted my attempts to break it.
ceejay's Scanners
- Seems like an okay setup.
NK15's The Tower
- While this setup looks fun, it seems verbose. The tower seems useless as the Mafia would intentionally have to move through the tower to be seen by the tower, though this can avoid player detection maybe. The Wanderer is actually a pretty strong power role because of it's relocation and passive detection, but it's easily confirmable.
Ircher's Mafia Transformations
- ... do any of these transformations actually change who you're able to target?!
Isis's Ever Settle
- 75% chance of moves failing? No way dude.
Kerset's Matrix Conspiracy
- Man it must suck rolling the confirmed scum [2,2] position. Besides, this setup seems to be more of a logic puzzle than actual Mafia. I'm pretty sure this is broken as well.
time will end
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Post Post #79 (ISO) » Wed Sep 16, 2020 12:58 am

Post by ceejayvinoya »

ceejayvinoya >> CFJ >> S_S >> Kerset >> Temporal >> Ircher >> Isis >> NK15
Ceejay is only gonna get better but his logic can be on the wrong side of lazy logic sometimes. ~the worst
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Post Post #80 (ISO) » Wed Sep 16, 2020 4:03 am

Post by Something_Smart »

Just by eyeballing it, assuming Isis's vote was for me > everyone and cfj will vote for themself > everyone, it's currently a tie between me and cfj.
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 #81 (ISO) » Wed Sep 16, 2020 6:01 am

Post by Isis »

Yeah that's my ballot
"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 #82 (ISO) » Wed Sep 16, 2020 6:08 am

Post by callforjudgement »

From best to worst:

callforjudgement: I still like my idea here.
Not Known 15: I'm not sure whether this is balanced, and it could probably do with polishing, but I actually really like the basic mechanic where Mafia have to physically move to do the kill and town can hear them doing it. I wonder if it's possible to make use of a similar mechanic in a simpler setup.
ceejayvinoya: The matrix actually hardly matters in this setup (the actual arrangement into a matrix is mathematically irrelevant – you could simply just use 9 different rooms with no arrangement – and in many cases there will be a coordinate massclaim anyway). Town can get some advantages by identifying null players, and forcing them to coordinate claim so that the cop can find them. The Scanner doesn't do much, being mostly only useful for finding the Mafia who's on the same square as a townie who scanned as scum. This is, however, one of the few setups listed here that could be run in its stated form, while being likely to be balanced if broken correctly.
TemporalLich: Somehow I doubt a setup like this will ever be able to receive enough playtesting to balance it correctly, but that's inherent in most Idea setups. I'm not sure I see much of an advantage over the typical Idea designs; the matrix gives extra complexity but I don't think that complexity for the sake of complexity is particularly worth it.
Something_Smart: Town can leash the initial pairing phase to try to force scum onto the right-hand side of the matrix (at the risk of opposing the RA). This has the potential to leave most of the town out of range of nightkills. I'm not sure if it's broken, but after looking at this a bit more, the move-in phase is likely to require huge amounts of strategising and may have the majority of the gameplay there; I'm not sure if this is desirable, and even if it is, it needs a longer deadline.
Ircher: The matrix transformations do absolutely nothing; every possible choice is mathematically equivalent, because the setup is effectively on a 3×3 torus and all those transformations are symmetries of a torus.
Isis: Too much randomness in the setup (some cards are more valuable than others, and a 75% chance for night actions to fail makes strategising almost impossible, which is especially bad as the primary reason to move would be on the basis of discussions amongst the town).
Kerset: I don't think this is broken in the "100% town EV" sense. It is, however, broken in various other ways, e.g. one player is confirmed right from the start and doesn't get to play; they'll just troll or lurk out. I am also generally suspicious of setups with an EV above 50% (e.g. picking [1,0] for the D1 elimination has a 1 in 3 chance of instant loss and a 2 in 3 chance of instant win).
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #83 (ISO) » Fri Sep 25, 2020 4:46 am

Post by Something_Smart »

T-Bone wants the next challenge to get started asap and when I asked him to break the tie he just proxied his vote to me :shifty:

So I'll get the next challenge up soon. I'll also make a topic for my setup so we can try to work out the remaining issues.
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 #84 (ISO) » Fri Sep 25, 2020 5:00 am

Post by Isis »

Dung beetle and the castle setup are both better tho
"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 #85 (ISO) » Fri Sep 25, 2020 5:34 am

Post by Something_Smart »

We can work on dung beetle too, I'll draft up a new version with the changes I was talking about.
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 #86 (ISO) » Fri Sep 25, 2020 6:20 am

Post by Something_Smart »

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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