In post 42, Irrelephant11 wrote:
Marathon Weekend Open Setup Group
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Hey all! Excited and nervous to play my first game with you!
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I'm interested in seeing set-ups we could potentially add to the approved set-up list. So if there's a set-up the group likes, run it a few times.- Jingle
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This exactly - Marked for Death was an absolute hit.In post 156, Jingle wrote:Add Marked For Death. That one was hella popular last time.- u r a person 2
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I’d be interested in trying out some micros I made:
Predict the kill:
Poison Bomb:In post 0, BNL wrote:2 Mafia Goons
7 Vanilla Townies
Lynching and killing are compulsive.
Every Night, each townie may guess the night kill, and may not guess themselves. Town gets 1 point for every correct guess. Furthermore, the Mafia may give the town 1 point every Night.
The number of points earned every Night is announced at the start of the next Day. Town wins by lynching both Mafia or by earning a total of 7 points. Mafia immediately win at 50%.
Unsure of the balance, 7 points may be a bit too much, but a mass claim lets town get information every Day.I thought of a variation to Marked for Death:
2 Mafia Poisoners
7 Vanilla Townies
The Mafia have spent years working on a poison, which causes their target to die one day after ocnsumption. But these years in the lab have made them more vulnerable to the poison itself...
Every Night and pregame, the Mafia may poison someone. Poisoned players die at the end of the next Night phase, and are not informed they are poisoned. However, if a poisoned townie dies through physical means (i.e. lynch, not poison), a poisonous gas would be released that would kill all the Mafia (but not the townies).
The Mafia not only have fix their kill in advance, but make sure that their victim doesn’t die beforehand. This can be a problem if the Mafia fail to read the townie’s stances or if the townies change their reads. I have seen a few games where the Mafia fail to kill a player some Night, and town almost lynch that player the next Day.
If town are confident, they can also try to lynch the poisoned player for the win, but it’s probably a bad idea to do so because it doesn’t help town in their pirmary wincon if they’re wrong.
Another variation can also be played with one less VT and removing the pregame poison, as in Marked for Death.
Would this be fun to play? I feel like it’s awkward that town want to lynch either the scummy players or their towniest player.- themilkcartonkid
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Okay, plan to run it a few times.In post 157, the worst wrote:
This exactly - Marked for Death was an absolute hit.In post 156, Jingle wrote:Add Marked For Death. That one was hella popular last time.- Jingle
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The numbers are VERY off on that setup, btw. Not sure how I managed it (simplest guess would be my original simulation allowed players to simply lynch the same person over and over again), but it actually had like an 85% town EV as run. 9v4 has ~66%, while 10v3 has ~44%. 8v3 is 52%. 5v2 is 43%.In post 160, themilkcartonkid wrote:I'd be interested to play an open version of innocent evil with daychat
So:
Scaling, best possible EV at each player number:
5p: 3v2 60% town EV.
6p: 4v2 50% town EV.
7p: 5v2 43% town EV.
8p: 6v2 38% town EV.
9p: 6v3 62% town EV.
10p: 7v3 56% town EV.
11p: 8v3 52% town EV.
12p: 9v3 48% town EV.
13p: 10v3 44% town EV.
Adding a scum and changing to Nightstart doesn't change those numbers at all. 7p, 11p and 13p stand out as the most playable numbers. (And of course the relevant Night start shifts.)
Also, I apologize for not catching my number flub before the game, but it makes the almost scumwin WAY more impressive.This is a Parachute.- TemporalLich
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viewtopic.php?f=3&t=79631
I'd be pretty keen to run this.- PenguinPower
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I kinda want to run this. Silly theme notwithstanding, I think the idea is cool.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!- Jingle
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I'd play it with that change, but disagree that it's necessary. Especially in a marathon, getting people flipped fast isn't going to be too hard to deal with.In post 168, themilkcartonkid wrote:That game needs a voting stage at the beginning, I think it was a rough start. Maybe vote on the first forked player and go from thereThis is a Parachute.- u r a person 2
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