This forum is for discussion of individual Open Setups, including theoretical balance.
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Post #0 (ISO ) » Mon Feb 04, 2019 10:46 am
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by mith » Mon Feb 04, 2019 10:46 am
Voting details
See
[JANUARY CHALLENGE] for last month's thread.
February Challenge Create a new open setup.
Must contain the following:
An even number of players
Must contain at least one of the following:
Mafia Lover
Some new associative group which does not neatly fit into an existing (common) definition (i.e. not a faction, not Masons or Neighborhoods or ordinary Lovers).
Submit your setups as posts in this thread. You may re-submit and/or edit until February 26th, at which point we'll do a voting thing
Winner will be in charge of the requirements for next month's challenge!
Not Known 15
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Post #1 (ISO ) » Mon Feb 04, 2019 12:01 pm
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by Not Known 15 » Mon Feb 04, 2019 12:01 pm
Recruitment 3 Mafia
9 town
2 Mafia Lovers
8 Vanilla Townies
2 Applicants
Mafia have daytalk. One of the applicants is Town, the other one is Mafia. The names of the applicants are known to the Mafia. Only the lovers and a recruited Mafia Associate can kill. At night, the Mafia can, if the majority agrees(so all of them) pick an applicant to recruit the next day. If the Mafia Lovers get lynched without recruiting the Mafia applicant the applicant is endgamed. Picking the Town applicant endgames Mafia. The applicants do not flip their alignment(it is secret) but instead flip as applicant.
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Post #2 (ISO ) » Mon Feb 04, 2019 12:09 pm
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by northsidegal » Mon Feb 04, 2019 12:09 pm
ego
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Post #3 (ISO ) » Mon Feb 04, 2019 12:49 pm
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by Jingle » Mon Feb 04, 2019 12:49 pm
Love 'em and Leave 'em 1 Mafia Goon
1 Mafia Temporary Lover
1 Town Temporary Lover
1 Couple's Counselor
8 VT
Temporary lovers have a compulsive action during the confirmation stage and each night where they must target a player. Until they successfully target another player, they are lovers with that player. Neither player is notified if the action is successful.
Couple's Counselor is a Jailkeeper, but if they target a player with a lover, they also target that player's lover.
Night action resolution is Jailkeeper, Lovers, NK.
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Post #4 (ISO ) » Mon Feb 04, 2019 3:00 pm
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by northsidegal » Mon Feb 04, 2019 3:00 pm
Tough on Crime
14 players:
1 Mafia Parole Officer
1 Mafia Jailkeeper
1 Mafia Goon
1 Town Parole Officer
1 Town Vigilante
1 Town Tracker
8 Vanilla Townies
Each day, in addition to voting for a lynch, the town may vote to place someone "on parole".
The list of players who are on parole is always public.
If a player who is on parole commits a kill during the night, it will be made publicly known that someone violated parole, but not exactly whom.
Parole officers may target someone to place them on parole during the night, resolving after any kills are made.
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Post #5 (ISO ) » Mon Feb 04, 2019 3:18 pm
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by Awoo » Mon Feb 04, 2019 3:18 pm
Parole expires after a night?
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Post #6 (ISO ) » Mon Feb 04, 2019 3:18 pm
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by northsidegal » Mon Feb 04, 2019 3:18 pm
parole does not expire.
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Post #7 (ISO ) » Mon Feb 04, 2019 3:32 pm
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by Allomancer » Mon Feb 04, 2019 3:32 pm
Alright, let's do a city theme again!
City Council 16 Players
All players are told who the city councillors are, but not their alignments. The city council gets a separate thread that only they can post in, but it is viewable by all players. The Sergeant-at-Arms has a nightkill, but may only shoot councillors.
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Post #8 (ISO ) » Mon Feb 04, 2019 3:33 pm
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by Jingle » Mon Feb 04, 2019 3:33 pm
Do dead players show up in the parole list? Say someone is made a parolee and shot by the vig at the same time, are they then put on the parole list?
Additionally, say Player A is targeted by the town parole officer and performs the kill in the same nightphase. Does the player show up as guilty?
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Post #9 (ISO ) » Mon Feb 04, 2019 3:37 pm
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by northsidegal » Mon Feb 04, 2019 3:37 pm
In post 8 , Jingle wrote: Do dead players show up in the parole list? Say someone is made a parolee and shot by the vig at the same time, are they then put on the parole list?
Additionally, say Player A is targeted by the town parole officer and performs the kill in the same nightphase. Does the player show up as guilty?
i'd say that for the sake of clarity and going off of the logic of the premise, dead players probably would be removed from the list. so someone placed on parole and killed in the same night would simply never show up on the list.
parole officers' actions resolve after kills, so no, there would be no notification that someone had violated parole.
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Post #10 (ISO ) » Mon Feb 04, 2019 3:41 pm
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by BNL » Mon Feb 04, 2019 3:41 pm
When parole officers put someone on parole is the list updated
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Post #11 (ISO ) » Mon Feb 04, 2019 3:42 pm
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by northsidegal » Mon Feb 04, 2019 3:42 pm
yep, they're put on the list at the end of the night / start of the day.
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Post #12 (ISO ) » Mon Feb 04, 2019 4:02 pm
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by BNL » Mon Feb 04, 2019 4:02 pm
Wait, resolving after any kills are made? Does this mean the list is useless until all scum are on Parole?
GTKAS - BNL
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Post #13 (ISO ) » Mon Feb 04, 2019 6:26 pm
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by Irrelephant11 » Mon Feb 04, 2019 6:26 pm
Not quite useless if scum aren’t multitasking, given the town vig
@city council, why not just immediately kill the council? Surely the 50% scum death rate is worth it?
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Post #14 (ISO ) » Mon Feb 04, 2019 6:33 pm
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by northsidegal » Mon Feb 04, 2019 6:33 pm
In post 12 , BNL wrote: Wait, resolving after any kills are made? Does this mean the list is useless until all scum are on Parole?
Hm.
Given that scum will (in most cases) send someone not on parole to do the nightkill, it limits the pool for the tracker to target, increasing the chances of tracking someone to the nightkill. I also intended it such that mafia could not perform an action and kill at the same time, meaning that the mafia goon being placed on parole means one of the other mafia power rules must not act during the night.
That being said, your asking that has made me wonder if it would be something that actually ever happened. Ideally — unless town does something like lynch scum three days in a row — the parole notice would be raised at least once during each game.
I think I might change it so that being put on parole resolves before kills.
In post 13 , Irrelephant11 wrote: @city council, why not just immediately kill the council? Surely the 50% scum death rate is worth it?
I think the optimal strategy there is to always lynch from within the council, yeah.
i thought it would be a bit more interesting at 12 people but for some reason i keep forgetting that reducing VTs makes setups more scumsided
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Post #15 (ISO ) » Mon Feb 04, 2019 7:56 pm
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by Jingle » Mon Feb 04, 2019 7:56 pm
Eh. I think it's more relevant to note that if two players are put on parole, one is almost certainly town. I'd probably avoid adding anyone as the scum parole officer for that reason, especially because if the vig is put on parole the mechanic becomes useless until the vig dies, so it's not particularly damning anyway. Additionally, as scum I'd consider having someone on parole kill after there're a few names on the list to make people think that all scum are on parole. Basically, it seems like it's a bunch of extra information, but it boils down to WIFOM. I kinda like that it can be an unreliable tracker if parole happens before kill though.
In post 14 , northsidegal wrote: I think the optimal strategy there is to always lynch from within the council, yeah.
Yes. Not only do you have a 25% chance instead of a 16.7% chance of hitting scum, if you hit scum early it conftowns the remaining players AND you don't have to worry about outing your power by running them up until you find the mafia councilor. D1 Mafia councilor lynch means a D2 with 3 confirmed town. D1 Town councilor lynch means the vig shoots. You have a roughly 58% chance of a mafia flip before D2 and a 100% chance of a mafia flip before D3. So in the second best case for scum it works out to be the same as 2v9 with two days of associations. Mafia is obviously in a better position if they hit the vig N1, but that's not a very likely outcome. Honestly, I think a smaller player pool would make the game more interesting.
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Post #16 (ISO ) » Tue Feb 05, 2019 7:43 am
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by Irrelephant11 » Tue Feb 05, 2019 7:43 am
In post 13 , Irrelephant11 wrote: Not quite useless if scum aren’t multitasking, given the town vig
@city council, why not just immediately kill the council? Surely the 50% scum death rate is worth it?
Lololol I misread the setup and thought there was 1 town councilor and 1 scum councilor
I was understandably baffled, but I see my mistake
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Post #17 (ISO ) » Tue Feb 05, 2019 7:51 am
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by Irrelephant11 » Tue Feb 05, 2019 7:51 am
I’m not sure if this is interesting, play-wise, or if it will be my final submission, but i want to talk about it:
12 players in 6 lover pairs
3 scum, 9 town
Mafia chooses pairs pre-game, and then the pairs are announced
Nightless
Is this a setup already?
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Post #18 (ISO ) » Tue Feb 05, 2019 8:45 am
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by Not Known 15 » Tue Feb 05, 2019 8:45 am
In post 17 , Irrelephant11 wrote:
12 players in 6 lover pairs
3 scum, 9 town
Mafia chooses pairs pre-game, and then the pairs are announced
Nightless
Is this a setup already?
Not exactly, but
True Love comes pretty close.
This is the main difference, and then you have other numbers...
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Post #19 (ISO ) » Tue Feb 05, 2019 10:56 am
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by Allomancer » Tue Feb 05, 2019 10:56 am
City Council V2 16 Players
All players are told who the city councillors are, but not their alignments. The city council gets a separate thread that only they can post in, but it is viewable by all players. The Sergeant-at-Arms has a nightkill, but may only shoot councillors.
Every time a Town City Councillor dies, scum gets an extra nightkill the next night.
Hopefully that should get rid of breaking strategy.
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Post #20 (ISO ) » Tue Feb 05, 2019 11:15 am
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by northsidegal » Tue Feb 05, 2019 11:15 am
i don't know if i'd call lynching within the city councillors a "breaking strategy", it's just the optimal strategy
that version seems heavily scumsided to me
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Post #21 (ISO ) » Tue Feb 05, 2019 11:20 am
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by Jingle » Tue Feb 05, 2019 11:20 am
That doesn't work. After the Mafia Councillor dies the mafia just shoots the remaining Councillors for three extra kills. Maybe if you have it be every time a Town councillor is lynched, in which case you leave the Councillors to the vig, but balance via extra kills is very iffy.
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Post #22 (ISO ) » Tue Feb 05, 2019 12:14 pm
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by Irrelephant11 » Tue Feb 05, 2019 12:14 pm
In post 18 , Not Known 15 wrote: In post 17 , Irrelephant11 wrote:
12 players in 6 lover pairs
3 scum, 9 town
Mafia chooses pairs pre-game, and then the pairs are announced
Nightless
Is this a setup already?
Not exactly, but
True Love comes pretty close.
This is the main difference, and then you have other numbers...
Mm that is pretty similar
I think mine is interesting but it’s definitely less exciting now
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Post #23 (ISO ) » Tue Feb 05, 2019 3:35 pm
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by Jingle » Tue Feb 05, 2019 3:35 pm
I kinda prefer the WIFOM of letting scum choose the lovers, but it's probably a little bit scum siding. True love (And I think your numbers by extrapolation, but I'm not checking atm) is exactly 50% EV, so you might need to add something to town to make up for it/further distinguish the setup.
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Post #24 (ISO ) » Tue Feb 05, 2019 4:23 pm
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by Allomancer » Tue Feb 05, 2019 4:23 pm
City Council V3 16 Players
All players are told who the city councillors are, but not their alignments. The city council gets a separate thread that only they can post in, but it is viewable by all players. The Sergeant-at-Arms has a nightkill, but may only shoot councillors.
Every time a Town City Councillor is lynched, scum gets an extra nightkill the next night as long as the Mafia City Councillor is still alive.
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T-bone
"idk, you don't feel like an easy mislynch"—
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