[FEBRUARY CHALLENGE] Voting!

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #75 (ISO) » Sat Feb 09, 2019 7:51 am

Post by Awoo »

my thoughts exactly
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Post Post #76 (ISO) » Sat Feb 09, 2019 8:45 am

Post by Not Known 15 »

There is a strategy for an early scum lynch claim.
The two who claim a scum lynch are either both town or both scum.
Someone else is picked and then picks the two players who claimed scum result(only doable on 5v2/6v1 or 4v2/5v1).
Then one of these two townies gets lynched which confirms the other as town.
This leads to a 5v1 or 4v1 Nightless with one confirmed town. The EV for 4v1 Nightless with one conftown is obscenely high which means that this strategy should be always pursued Day 2 or Day 2 after scum lynch claims.
If those two were scum, the picker is automatically lynched, and the scum are then lynched on 4v2 or 3v2 with the appropiate strategy.
If it is 4v2(after two claimed townie lynches, which are automatically correct)
- scum lynch claim: The town either trusts that pair or not. If not, they pick someone outside the pair, who then picks one from the pair and one outside. The pair is lynched and Town wins, or the pair was Town and Mafia wins.
If they trust the pair(read:at least one person trusts the pair) then one of the pair is picked, and then picks the other member and someone they percieve to be scum. If the pair is scum, Mafia wins. If the pair is town, and the picked person is town, town loses. If the pair is town, and the picked person is Mafia, Town wins via two confirmed town.
- town lynch claim:Confirmed 3v2.
Town has to pick town, otherwise Mafia wins.
That town has to pick a townie and a Mafia, otherwise Mafia wins.
The initially picked townie is confirmed town.
They now lynch one of the secondary picks.
If it is town, Mafia wins.
If it is Mafia, mafia loses via 2 confirmed town.
The game will never descend into a standard 2v1 LYLO, although an early scum lynch may lead to a 1v1 LYLO.
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Post Post #77 (ISO) » Sat Feb 09, 2019 11:26 am

Post by BBmolla »

In post 67, Not Known 15 wrote:
In post 66, BBmolla wrote:
The Wilderness

14 players:

1 Mafia Head

2 Mafia Goons

1 Town Headhunter

8 Vanilla Townies

  • This game features
    The Wilderness
    .
    • All players may discuss and privately vote during the day phase. Votes are messaged privately to the moderator.
    • At deadline, the player who receives the most votes is lynched. In the case of a tie, the player to have reached that number of votes first is lynched.
    • Once all votes have been placed, any who recieved at least one vote and is not the lynchee is moved into
      The Wilderness
      , a Private Topic where all members may talk amongst themselves, for the night.
    • There are various things players may do in
      The Wilderness
      • Players may
        talk
        amongst themselves as much as they please.
      • All players within
        The Wilderness
        are participating in a game of
        "Ready, Aim, Fire!"
        that resolves upon the end of the night phase. They must privately submit one of the following actions:
        • Shoot PLAYER
          - Assuming the player is not protected or shoots themselves, the player dies.
        • Shoot SELF
          - If any amount of players shoot you, they die. If no one shoots you, you die.
      • Any invalid action will be switched to
        Shoot SELF
        .
      • Any shot player is killed and flips upon the start of the day phase.
      • The Wilderness
        is locked and is not to be used again. A new one is made for each night.
  • The
    Headhunter
    is an alternate win condition for the Town.
    • During the day, the
      Headhunter
      may privately message the moderator to guess the identity of the
      Mafia Head.
      If he is correct, town immediately win.
    • During the day, the
      Mafia Head
      may privately message the moderator to guess the identity of the
      Headhunter
      If he is correct, the
      Headhunter
      dies, and the
      Mafia Head
      becomes
      Deathproof
      .
      • Once
        Deathproof
        , the
        Mafia Head
        may still be voted into
        The Wilderness.

      • Once
        Deathproof
        , the Mafia win condition becomes White Flag.
    • The
      Mafia Head
      cannot
      Shoot SELF
      .
    • If the
      Headhunter
      shoots the
      Mafia Head
      in the
      The Wilderness
      and he dies, town immediately win.
    • Once a guess is made, the other Role may not guess.
    • If the guess is incorrect, the Mod posts in thread
      "An incorrect guess was made,"
      and the game continues.
  • Mafia do not have a nightkill.
  • If going into the night phase, all remaining town players are in
    The Wilderness
    , the game ends in a Mafia victory.
  • Town win if all Mafia are eliminated or one of the other Town win conditions are met.
  • Mafia win if they equal or exceed the number of remaining Town going into the dayphase or one of the other Town win conditions are met


Most of the time there will X players going to the wilderness where X is the number of Mafia, and that's probably fine.
Day 1, ten seconds after the start of the Day: "/Guess [name of Mafia Head] as Mafia Head"
Game over!
Odds of that are 1/13 so I’m okay with it.
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Post Post #78 (ISO) » Sat Feb 09, 2019 11:36 am

Post by Jingle »

In post 66, BBmolla wrote:14 players:
1 Mafia Head
2 Mafia Goons
1 Town Headhunter
8 Vanilla Townies
I just noticed that 1+1+2+8 is 12.
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Post Post #79 (ISO) » Sat Feb 09, 2019 4:20 pm

Post by Awoo »

The Boardroom 3: Shredded Documents

6 Townies

2 Mafia Goons

Daytalk
Nightless


During the day, one player is elected to go into the boardroom by majority vote. The elected player chooses two others to bring with him.

The game enters night phase for 2 IRL days and the thread is locked. During the night, the three players in the boardroom go into a private topic and participate in a 3-way vote and whoever gets 2 votes is lynched. If they don't reach a conclusion within 2 days, the mafia privately choose one of them to be lynched.
The alignment of the lynched player is only revealed to the player who cast the second vote.


To keep the timers flowing smoothly, this could be done any time during the night. The survivors return to the game after the timer is up, and it is announced which player was lynched
without an alignment flip
, and the next day begins.

If two mafia and one townie enter the boardroom, the townie is automatically lynched without any discussion and the night phase still lasts 2 days.


Now a scum flip claim doesn't imply the two survivors are the same alignment, but it might draw suspicion to the person who claimed it. But if you try to lynch him and he was a lying mafia and his partner comes in and hammers, his partner claims he was town and it's the perfect crime.
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Post Post #80 (ISO) » Sat Feb 09, 2019 6:57 pm

Post by BBmolla »

In post 78, Jingle wrote:
In post 66, BBmolla wrote:14 players:
1 Mafia Head
2 Mafia Goons
1 Town Headhunter
8 Vanilla Townies
I just noticed that 1+1+2+8 is 12.
Fixed ty
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Post Post #81 (ISO) » Sat Feb 09, 2019 11:57 pm

Post by Jingle »

I think that just having the two mafia and a town still be capable of scum bussing means you can leave alignment reveals as public. The others on a mafia flip aren't necessarily town anymore, and there's definitely an advantage to be gained from bussing.
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Post Post #82 (ISO) » Tue Feb 12, 2019 4:57 am

Post by BNL »

I just realised a setup I submitted in the micro queue is very suited here:

Three Pods3 Mafia Day 1 Lover, Pod recruiter
7 Vanilla Townie

On Day 1, if Mafia is lynched, Town wins

Otherwise, on Night 1, each Mafia recruits two townies into their pod. Two Mafia cannot recruit the same townie into their pods, so all 6 townies will be distributed among 3 Pods.

On Day 2, the thread is locked, and it's announced who is in which Pod. Each Pod will have a PT, and the alignments of everyone outside that Pod will be revealed in that Pod. Then, in each Pod, the players choose who to lynch, just like in 3p LyLo, so Day 2 is like 3 simultaneous LyLos, hidden from each other.
Town wins if they "win" a majority of LyLos, i.e. lynch at least 2/3 scum, and Mafia win if town doesn't win by then.


EV is 48.148%
GTKAS - BNL

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Post Post #83 (ISO) » Tue Feb 12, 2019 7:06 am

Post by callforjudgement »

That's basically Rarefaction adapted to ten players (which means the Micro Queue is probably the wrong place for it :-P)

The original version of the setup cancelled the D1 lynch with no flip and then split its nine players into three sets of three, but that obviously doesn't work as an Open, so changing it to two sets of three was done for the Open version. Changing it to ten players lets you go back to the three-sets-of-three version.
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #84 (ISO) » Tue Feb 12, 2019 7:57 am

Post by callforjudgement »

The Representative20 players; 6 scum, 14 town. These are arranged by the moderator into 4 groups of 5 players each; one group contains 3 scum, one contains 2 scum, one contains 1 scum, one contains 0 scum. Which players share a group with which other players is public information, chosen either during signups or during role randomization, but the number of scum in each group is not told to the town (i.e. the moderator randomly chooses which group is the 3-scum group, which is the 2-scum group, and so on).

Scum can privately communicate with each other at any time; there are no nightkills. The groups have neighbourhood functionality, with players able to talk with other members of their group via a Private Topic for the group, but only during Private phases.

The game alternates between Private phases (where it starts) and Public phases. During a Private phase, the main game thread is locked, each group elects a "representative" for the group via voting. This is compulsive; due to the potential for ties when groups can be scum-dominated, scum may specify in advance of the deadline how they wish any ties they're involved in to be broken, and if a tie happens entirely among town or scum fail to specify a tiebreak before deadline, the moderator breaks the tie secretly at random.

During a Public phase, the neighbourhoods are locked, and the identity of each group's representative is made public. Only these representatives may talk in the main game thread (although they can certainly read through their locked private topics to find points that they want the rest of their group to say). As usual, posts from the private topic cannot be posted directly in the public thread, only paraphrased.

The representatives can talk among themselves in the public game thread, and vote for an entire group to eliminate (this is compulsive, with scum able to break ties they're involved in, just as with the private discussions earlier). Once a group has been chosen, then every player in that group is eliminated; all the representatives are also eliminated, taking no further part in the game. (So at the end of Public Phase 1, eight players will be eliminated; the four representatives, plus the other four players in the eliminated group). The eliminated players all flip, but in different locations: an eliminated representative flips only in their group's private topic (without the flip being posted publicly), and a player from an eliminated group (other than the representative) flips publicly in the main game thread. (This means in turn that the representative of the eliminated group doesn't flip in a useful way at all, with only eliminated players being able to see it.)

This process repeats for six phases total, except that in Private Phase 3, each group elects two representatives rather than one (so Public Phase 3 has four players posting, not two). This means that 8 players are eliminated in Public Phase 1, 6 players in Public Phase 2, and 5 players in Public Phase 3. At this point, there will only be one player left remaining; that player's faction wins. (The game can be called early if one faction is mathematically incapable of winning, e.g. if both non-representative players in Public Phase 3 have the same alignment.)


This is a pretty confusing setup to think about. The scum will have control over many of the votes, but at least for private votes (and possibly also public votes?) they have an incentive to manipulate the votes without giving themselves away in the process (they'll have to send a town representative sometime, and they really won't want them saying "I think the rest of my group is scum"; that said, a scum representative would also be saying that about a town group!). As such, I'm not 100% certain on the balance, but it could easily be varied by adjusting the mix of groups (e.g. you could move to 3, 2, 2, 0 or 3, 2, 0, 0 to make it more scumsided or townsided respectively). The game is, however, somewhat self-balancing (as whenever scum have control over the public vote, that's fewer scum left in the groups to be potentially chosen as the final player).

For what it's worth, although the strategy in the private vote is confusing, in the
public
vote, you're just trying to get rid of as many scum as possible if town (or keep as many scum as possible alive if scum). That means that it's clearly helpful to be able to scumhunt, both as to which group contains most scum, and to figure out how many scum are in your own group.
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #85 (ISO) » Tue Feb 12, 2019 11:22 am

Post by Jingle »

Collected all the setups in the thread. I'll probably try to keep this updated, and presumably if we're saying one submission per person the last one is the submission. I did standardize formatting into spoilers.

Current Submissions
In post 1, Not Known 15 wrote:
Spoiler: 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.
In post 3, Jingle wrote:
Spoiler: 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.
In post 24, Allomancer wrote:
Spoiler: City Council V3
16 Players


2 Mafia Goons

1 Mafia City Councillor

3 Town City Councillors

1 Town Sergeant-at-Arms

9 Vanilla Townies


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.
In post 25, implosion wrote:
Spoiler: Rivalries
9 Town Rivals

3 Mafia Rivals


Rivals are paired; there are 3 town-town pairs and 3 town-mafia pairs (mafia are always paired with town). Pairs are each given a private topic.

On day one, instead of voting normally, rivalry pairs will be announced publicly and the town must vote to exonerate a member of each pair. Each townie gets six votes, one to be used on each pair. If a member of any pair reaches 7 votes, that member is exonerated and no more votes can be placed on members of that pair.

If all six exonerated players are town, a town victory is declared. Otherwise, the game becomes a normal mountainous game going into night one with all twelve players alive.

Optional variant (1): mafia choose who their rivals are in pregame, with the remaining players being paired together randomly.
Optional variant (2): when signing up, players are allowed to select rivals, with scumteams being randomized from among those possible when the game starts.
In post 28, RadiantCowbells wrote:
Spoiler: House Party
3 mafia goons
11 vanilla townies

Each day before lynching town must vote on an arbitrary sized set of players to be sent to party B instead of party A

If there is no majority it will be randed, however parties included by multiple players grow in odds more than linearly: 1 vote is one chit, 2 votes becomes 3 votes becomes 9 chits

If a scum kill requires the player to cross party lines they will be publicly confirmed as scum.
In post 39, BuJaber wrote:
Spoiler: Guidance
4 Mafia Goons (compulsive NK)
8 Town Co-Jailkeeper (compulsive)

Before the game starts the mod will randomly split the players into pairs in a way that satisfies the following conditions:
- Mafia cannot be paired with other mafia
- Each player must be paired with exactly one other player.

This is done twice, first time to assign each player's guide, and the second time to assign each player's guidee. So each player will dictate the targets of another player and have a player who will dictate their own targets. The guide/guidee may or may not be the same person.

In each player's role PM they will be told who their guidee is, but not who is guiding their own actions.

A guide chooses a target for their guidee's night action. This includes both the town's jailkeeping ability and the mafia's factional kill (if the goon being guided is the one performing the kill).

Choosing a target for your guidee is optional. If any action is attempted without being guided by another player the action will fail.

Players whose action has failed either through jailkeeping or by having no guide are not told that their action has failed.

The act of choosing a target for your guidee is never blocked.

Mafia have daytalk.
In post 42, Irrelephant11 wrote:
Spoiler: Romeo, Romeo (Romeo, Romeo, Romeo, Mercutio)
3 goons

8 vts

1 Mercutio


Nightless.
Pre-game, Mafia put all players in lover pairs, which are then announced at the start of D1.
Mafia win by achieving parity
When Mercutio dies, he may un-pair two other lovers. Once per game, any time before this happens, scum may guess Mercutio’s identity in their PT, and if they guess correctly he becomes a vt.
In post 57, Something_Smart wrote:
Spoiler: three strikes
2 Mafia Lovers
1 Town Innocent Child
7 Vanilla Townies

Nightless. Town win if a Mafia member is lynched. Mafia win if they are both alive at the start of Day 4.
In post 66, BBmolla wrote:
Spoiler: The Wilderness
14 players:

1 Mafia Head

2 Mafia Goons

1 Town Headhunter

10 Vanilla Townies
[/b]
  • This game features
    The Wilderness
    .
    • All players may discuss and privately vote during the day phase. Votes are messaged privately to the moderator.
    • At deadline, the player who receives the most votes is lynched. In the case of a tie, the player to have reached that number of votes first is lynched.
    • Once all votes have been placed, any who recieved at least one vote and is not the lynchee is moved into
      The Wilderness
      , a Private Topic where all members may talk amongst themselves, for the night.
    • There are various things players may do in
      The Wilderness
      • Players may
        talk
        amongst themselves as much as they please.
      • All players within
        The Wilderness
        are participating in a game of
        "Ready, Aim, Fire!"
        that resolves upon the end of the night phase. They must privately submit one of the following actions:
        • Shoot PLAYER
          - Assuming the player is not protected or shoots themselves, the player dies.
        • Shoot SELF
          - If any amount of players shoot you, they die. If no one shoots you, you die.
      • Any invalid action will be switched to
        Shoot SELF
        .
      • Any shot player is killed and flips upon the start of the day phase.
      • The Wilderness
        is locked and is not to be used again. A new one is made for each night.
  • The
    Headhunter
    is an alternate win condition for the Town.
    • During the day, the
      Headhunter
      may privately message the moderator to guess the identity of the
      Mafia Head.
      If he is correct, town immediately win.
    • During the day, the
      Mafia Head
      may privately message the moderator to guess the identity of the
      Headhunter
      If he is correct, the
      Headhunter
      dies, and the
      Mafia Head
      becomes
      Deathproof
      .
      • Once
        Deathproof
        , the
        Mafia Head
        may still be voted into
        The Wilderness.

      • Once
        Deathproof
        , the Mafia win condition becomes White Flag.
    • The
      Mafia Head
      cannot
      Shoot SELF
      .
    • If the
      Headhunter
      shoots the
      Mafia Head
      in the
      The Wilderness
      and he dies, town immediately win.
    • Once a guess is made, the other Role may not guess.
    • If the guess is incorrect, the Mod posts in thread
      "An incorrect guess was made,"
      and the game continues.
  • Mafia do not have a nightkill.
  • If going into the night phase, all remaining town players are in
    The Wilderness
    , the game ends in a Mafia victory.
  • Town win if all Mafia are eliminated or one of the other Town win conditions are met.
  • Mafia win if they equal or exceed the number of remaining Town going into the dayphase or one of the other Town win conditions are met
In post 79, Awoo wrote:
Spoiler: The Boardroom 3: Shredded Documents
6 Townies

2 Mafia Goons

Daytalk
Nightless
[/b]

During the day, one player is elected to go into the boardroom by majority vote. The elected player chooses two others to bring with him.

The game enters night phase for 2 IRL days and the thread is locked. During the night, the three players in the boardroom go into a private topic and participate in a 3-way vote and whoever gets 2 votes is lynched. If they don't reach a conclusion within 2 days, the mafia privately choose one of them to be lynched.
The alignment of the lynched player is only revealed to the player who cast the second vote.


To keep the timers flowing smoothly, this could be done any time during the night. The survivors return to the game after the timer is up, and it is announced which player was lynched
without an alignment flip
, and the next day begins.

If two mafia and one townie enter the boardroom, the townie is automatically lynched without any discussion and the night phase still lasts 2 days.
In post 82, BNL wrote:
Spoiler: Three Pods
3 Mafia Day 1 Lover, Pod recruiter
7 Vanilla Townie

On Day 1, if Mafia is lynched, Town wins

Otherwise, on Night 1, each Mafia recruits two townies into their pod. Two Mafia cannot recruit the same townie into their pods, so all 6 townies will be distributed among 3 Pods.

On Day 2, the thread is locked, and it's announced who is in which Pod. Each Pod will have a PT, and the alignments of everyone outside that Pod will be revealed in that Pod. Then, in each Pod, the players choose who to lynch, just like in 3p LyLo, so Day 2 is like 3 simultaneous LyLos, hidden from each other.
Town wins if they "win" a majority of LyLos, i.e. lynch at least 2/3 scum, and Mafia win if town doesn't win by then.
In post 84, callforjudgement wrote:
Spoiler: The Representative
20 players; 6 scum, 14 town. These are arranged by the moderator into 4 groups of 5 players each; one group contains 3 scum, one contains 2 scum, one contains 1 scum, one contains 0 scum. Which players share a group with which other players is public information, chosen either during signups or during role randomization, but the number of scum in each group is not told to the town (i.e. the moderator randomly chooses which group is the 3-scum group, which is the 2-scum group, and so on).

Scum can privately communicate with each other at any time; there are no nightkills. The groups have neighbourhood functionality, with players able to talk with other members of their group via a Private Topic for the group, but only during Private phases.

The game alternates between Private phases (where it starts) and Public phases. During a Private phase, the main game thread is locked, each group elects a "representative" for the group via voting. This is compulsive; due to the potential for ties when groups can be scum-dominated, scum may specify in advance of the deadline how they wish any ties they're involved in to be broken, and if a tie happens entirely among town or scum fail to specify a tiebreak before deadline, the moderator breaks the tie secretly at random.

During a Public phase, the neighbourhoods are locked, and the identity of each group's representative is made public. Only these representatives may talk in the main game thread (although they can certainly read through their locked private topics to find points that they want the rest of their group to say). As usual, posts from the private topic cannot be posted directly in the public thread, only paraphrased.

The representatives can talk among themselves in the public game thread, and vote for an entire group to eliminate (this is compulsive, with scum able to break ties they're involved in, just as with the private discussions earlier). Once a group has been chosen, then every player in that group is eliminated; all the representatives are also eliminated, taking no further part in the game. (So at the end of Public Phase 1, eight players will be eliminated; the four representatives, plus the other four players in the eliminated group). The eliminated players all flip, but in different locations: an eliminated representative flips only in their group's private topic (without the flip being posted publicly), and a player from an eliminated group (other than the representative) flips publicly in the main game thread. (This means in turn that the representative of the eliminated group doesn't flip in a useful way at all, with only eliminated players being able to see it.)

This process repeats for six phases total, except that in Private Phase 3, each group elects two representatives rather than one (so Public Phase 3 has four players posting, not two). This means that 8 players are eliminated in Public Phase 1, 6 players in Public Phase 2, and 5 players in Public Phase 3. At this point, there will only be one player left remaining; that player's faction wins. (The game can be called early if one faction is mathematically incapable of winning, e.g. if both non-representative players in Public Phase 3 have the same alignment.)
In post 86, Bicephalous Bob wrote:
Spoiler: Face Eaters
3 Face Eaters
1 Town Patroller
1 Town Widow
1 Town Face Recognizer
1 Town Dentist
1 Town Janitor
1 Town Make-up Artist
1 Town Stomach Pumper
1 Town Vengeful Face Licker
1 Town Face Psychiatrist

(12 players)

Face Eaters can communicate during the Night, but they do not have a factional kill. Instead, every Face Eater can target any number of town-aligned players, alive or dead, to guess their starting roles. Face Eaters can't target the same player simultaneously, and the faces of the targeted players must still be intact. If all guesses by all Face Eaters are correct, the Face Eaters independently devour the faces of the players they targeted, killing them and gaining their starting abilities. If any Face Eater makes an incorrect guess, nothing happens. By default, players flip with their starting role name. Players killed by face removal just flip as Town. The consumption of dead players' faces is silent and does not trigger an additional flip.

The Patroller targets two living players, learning whether their first target targeted their second target in the same Night.

The Widow can visit a living player and a dead player every Night to determine whether the former targeted the latter in the same Night.

The Face Recognizer can target another living player to guess their starting role. The guessed role has to be town role. The result is "Correct" or "Incorrect".

From Night 2 onward, the Dentist can target a living player and a dead player to determine whether the former ate the latter's face in a previous Night.

Every Night, the Janitor may target at most nine living players to guess their starting roles. All guesses must be for unique town roles. If the role of the lynched player was correctly guessed by the Janitor on the Night before, the player just flips as Town.

The Make-up Artist can give a living player a make-over. To do so, the Make-up Artist must guess the player's real role and specify their apparent role. If the guess is correct, the targeted player will flip as the specified role when lynched or vengekilled. Because the make-over occurs in the dark while the target is sleeping, the target is unaware of it and the Make-up Artist receives no indication of its success. This overrides the Janitor's ability.

The Stomach Pumper can target a living player. If the target is a Face Eater, they lose all abilities gained from other players, as well as any abilities they would have gained that Night.

The Vengeful Face Licker can target another player during the Night. That player is informed their face is licked. When lynched, the Vengeful Face Licker can kill one player with a licked face (a Face Eater with this ability is informed of all licked living players when lynched).

The Face Psychiatrist can target another player to determine whether they have face-related frustrations. A Face Eater has face-related frustrations if they have never successfully eaten a face and they are not in the process of successfully eating a face.

Lynches are compulsive. Face Eaters can use all of their abilities in one Night.
In post 97, northsidegal wrote:
Spoiler: 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
[/b]
  • 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.
    • Parole does not expire.
    • 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 during the night to place them on parole, resolving
    before
    any kills are made. Thus, if anyone commits a kill the same night they are targeted to be placed on parole, the parole notice will be raised. The updated list is made public at the start of each day.
  • The Mafia may not perform an action and perform the nightkill in the same night.


Previous Submissions
In post 4, northsidegal wrote:
Spoiler: 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
[/b]
  • 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.
In post 7, Allomancer wrote:
Spoiler: City Council
16 Players


2 Mafia Goons

1 Mafia City Councillor

3 Town City Councillors

1 Town Sergeant-at-Arms

9 Vanilla Townies


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.
In post 17, Irrelephant11 wrote:
Spoiler: 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
In post 19, Allomancer wrote:
Spoiler: City Council V2
16 Players


2 Mafia Goons

1 Mafia City Councillor

3 Town City Councillors

1 Town Sergeant-at-Arms

9 Vanilla Townies


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.
In post 36, BNL wrote:
Spoiler: The Councillors
2 Mafia Goon
1 Mafia Traitor Councillor
8 Vanilla Townies
3 Town Councillors

The traitor and Goons know each other, but don't share a PT. If both goons die, the traitor inherits the Nightkill.

The councillors together form the Council. They all share a PT. Furthermore, they all control an extra vote listed on the VC as "Council", controlled by majority vote in the Council PT.

Scum must kill all townies to win, not just obtain majority. 1 Goon vs 1 Town Councillor is a town win because the goon has only one vote but the Councillor has two votes: their own, and the Council vote which is in full control of the town councillor.
In post 48, BBmolla wrote:
Spoiler: The Wilderness
14 players:

1 Mafia Head

2 Mafia Goons

1 Town Headhunter

8 Vanilla Townies
[/b]
  • There is no lynch during the day phase, instead this game features
    The Wilderness
    .
    • All players may discuss and vote during the day phase.
    • Once all votes have been placed, all players who were voted for are moved into
      The Wilderness
      , a Private Topic where all members may talk amongst themselves, for the night.
    • There are various things players may do in
      The Wilderness
      • Players may
        talk
        amongst themselves as much as they please.
      • If there is a unanimous
        vote
        on a player in the Wilderness (excluding the player being voted), that player is lynched at the end of the night phase.
      • All players within
        The Wilderness
        are participating in a game of
        "Ready, Aim, Fire!"
        that resolves upon the end of the night phase. They must privately submit one of the following actions:
        • Shoot PLAYER
          - Assuming the player is not protected or shoots themselves, the player dies.
        • Shoot SELF
          - If any amount of players shoot you, they die. If no one shoots you, you die.
        • Shoot SKY
          - Do nothing.
        • Protect PLAYER
          - If that player is shot by anyone excluding themselves, you will die instead.
          • If two players protect each other, both protection fails.
      • A lynched player does not participate in the game of
        "Ready, Aim, Fire!"
        Any actions targeting them will be considered invalid and changed to
        Shoot SKY
        .
      • Any shot player is killed and flips upon the start of the day phase.
      • The Wilderness
        is locked and is not to be used again. A new one is made for each night.
  • The
    Headhunter
    is an alternate win condition for the Town.
    • At any time, when able, the
      Headhunter
      may publicly guess the identity of the
      Mafia Head.
      If he is correct, town immediately win.
    • At any time, when able, the
      Mafia Head
      may publicly guess the identity of the
      Headhunter
      If he is correct, the
      Headhunter
      dies, and the
      Mafia Head
      becomes
      Deathproof
      .
      • Once
        Deathproof
        , the
        Mafia Head
        may choose to "No Vote" during the day. He may still be voted into
        The Wilderness.

      • Once
        Deathproof
        , the Mafia win condition becomes White Flag.
      • Once
        Deathproof
        , Mafia gain an additional nightkill during the next possible night. This only lasts for that night.
    • If the
      Headhunter
      shoots the
      Mafia Head
      in the
      The Wilderness
      , town immediately win.
    • Once a guess is made, the other Role may not guess.
    • If the guess is incorrect, the Mod responds to the guess with a simple
      "Incorrect,"
      and the game continues.
  • During the night, Mafia may select someone who is
    NOT
    in
    The Wilderness
    to die. Players within
    The Wilderness
    may not be targeted with the Mafia's nightkill.
  • If going into the night phase, all remaining town players are in
    The Wilderness
    , the game ends in a Mafia victory.
  • Town win if all Mafia are eliminated or one of the other Town win conditions are met.
  • Mafia win if they equal or exceed the number of remaining Town going into the dayphase or one of the other Town win conditions are met
In post 68, Awoo wrote:
Spoiler: The Boardroom

6 Townies

2 Mafia Goons

Daytalk
Nightless


During the day, one player is elected to go into the boardroom by majority vote. The elected player chooses two others to bring with him.

The game enters night phase for 2 IRL days and the thread is locked. During the night, the three players in the boardroom go into a private topic and participate in a 3-way vote and whoever gets 2 votes is lynched. If they don't reach a conclusion within 2 days, the mafia privately choose one of them to be lynched. To keep the timers flowing smoothly, this could be done any time during the night. The survivors return to the game after the timer is up, and it is announced which player was lynched, and the next day begins.

If two mafia and one townie enter the boardroom, the townie is automatically lynched without any discussion and the night phase still lasts 2 days.
In post 73, Awoo wrote:
Spoiler: The Boardroom 2: Corporate Secrets
6 Townies

2 Mafia Goons

Daytalk
Nightless
[/b]

During the day, one player is elected to go into the boardroom by majority vote. The elected player chooses two others to bring with him.

The game enters night phase for 2 IRL days and the thread is locked. During the night, the three players in the boardroom go into a private topic and participate in a 3-way vote and whoever gets 2 votes is lynched. If they don't reach a conclusion within 2 days, the mafia privately choose one of them to be lynched.
The alignment of the lynched player is only revealed in the boardroom private topic.


To keep the timers flowing smoothly, this could be done any time during the night. The survivors return to the game after the timer is up, and it is announced which player was lynched
without an alignment flip
, and the next day begins.

If two mafia and one townie enter the boardroom, the townie is automatically lynched without any discussion and the night phase still lasts 2 days.
Last edited by Jingle on Thu Feb 14, 2019 6:12 am, edited 1 time in total.
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Post Post #86 (ISO) » Wed Feb 13, 2019 1:03 am

Post by Bicephalous Bob »

Face Eaters


3 Face Eaters
1 Town Patroller
1 Town Widow
1 Town Face Recognizer
1 Town Dentist
1 Town Janitor
1 Town Make-up Artist
1 Town Stomach Pumper
1 Town Vengeful Face Licker
1 Town Face Psychiatrist

(12 players)

Face Eaters can communicate during the Night, but they do not have a factional kill. Instead, every Face Eater can target any number of town-aligned players, alive or dead, to guess their starting roles. Face Eaters can't target the same player simultaneously, and the faces of the targeted players must still be intact. If all guesses by all Face Eaters are correct, the Face Eaters independently devour the faces of the players they targeted, killing them and gaining their starting abilities. If any Face Eater makes an incorrect guess, nothing happens. By default, players flip with their starting role name. Players killed by face removal just flip as Town. The consumption of dead players' faces is silent and does not trigger an additional flip.

The Patroller targets two living players, learning whether their first target targeted their second target in the same Night.

The Widow can visit a living player and a dead player every Night to determine whether the former targeted the latter in the same Night.

The Face Recognizer can target another living player to guess their starting role. The guessed role has to be town role. The result is "Correct" or "Incorrect".

From Night 2 onward, the Dentist can target a living player and a dead player to determine whether the former ate the latter's face in a previous Night.

Every Night, the Janitor may target at most nine living players to guess their starting roles. All guesses must be for unique town roles. If the role of the lynched player was correctly guessed by the Janitor on the Night before, the player just flips as Town.

The Make-up Artist can give a living player a make-over. To do so, the Make-up Artist must guess the player's real role and specify their apparent role. If the guess is correct, the targeted player will flip as the specified role when lynched or vengekilled. Because the make-over occurs in the dark while the target is sleeping, the target is unaware of it and the Make-up Artist receives no indication of its success. This overrides the Janitor's ability.

The Stomach Pumper can target a living player. If the target is a Face Eater, they lose all abilities gained from other players, as well as any abilities they would have gained that Night.

The Vengeful Face Licker can target another player during the Night. That player is informed their face is licked. When lynched, the Vengeful Face Licker can kill one player with a licked face (a Face Eater with this ability is informed of all licked living players when lynched).

The Face Psychiatrist can target another player to determine whether they have face-related frustrations. A Face Eater has face-related frustrations if they have never successfully eaten a face and they are not in the process of successfully eating a face.

Lynches are compulsive. Face Eaters can use all of their abilities in one Night.
Last edited by Bicephalous Bob on Wed Feb 13, 2019 2:59 am, edited 1 time in total.
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Post Post #87 (ISO) » Wed Feb 13, 2019 2:19 am

Post by Irrelephant11 »

What prevents D1 massclaim from breaking that setup? Obviously town will lose all their powers, but half of town would become conftown by virtue of not being cc’d
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Post Post #88 (ISO) » Wed Feb 13, 2019 2:52 am

Post by Bicephalous Bob »

If your face gets eaten, you die.
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Post Post #89 (ISO) » Wed Feb 13, 2019 3:04 am

Post by Bicephalous Bob »

the vengeful face licker probably should have face-related frustrations. as should the face recognizer when they haven't recognized any faces. don't know about the balance though.
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Post Post #90 (ISO) » Wed Feb 13, 2019 3:31 am

Post by Not Known 15 »

In post 87, Irrelephant11 wrote:What prevents D1 massclaim from breaking that setup? Obviously town will lose all their powers, but half of town would become conftown by virtue of not being cc’d
Day 1 massclaim
Day 1 lynch:Face Eater
Night 1: The Face Eaters eat the faces of the whole town.
Day 2: 2 Face Eaters are alive. The Face Eaters win.
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Post Post #91 (ISO) » Wed Feb 13, 2019 3:35 am

Post by Jingle »

I might be missing something but what is the associative group?
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Post Post #92 (ISO) » Wed Feb 13, 2019 3:39 am

Post by Not Known 15 »

In post 91, Jingle wrote:I might be missing something but what is the associative group?
Good point - the Face Eaters are a faction; the submission is invalid.
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Post Post #93 (ISO) » Wed Feb 13, 2019 3:48 am

Post by Jingle »

Cool setup though.
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Post Post #94 (ISO) » Wed Feb 13, 2019 3:55 am

Post by Jingle »

I think the way to play it as town is to never claim roles. Janitor/Licker holster, and everyone else looks for guilties or innos. Scum is then incentivized to only guess one role per night while eating corpses because two guesses cuts their information drastically.
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Post Post #95 (ISO) » Wed Feb 13, 2019 6:20 am

Post by Irrelephant11 »

In post 90, Not Known 15 wrote:
In post 87, Irrelephant11 wrote:What prevents D1 massclaim from breaking that setup? Obviously town will lose all their powers, but half of town would become conftown by virtue of not being cc’d
Day 1 massclaim
Day 1 lynch:Face Eater
Night 1: The Face Eaters eat the faces of the whole town.
Day 2: 2 Face Eaters are alive. The Face Eaters win.
Lol my questions sometimes sure do have some quick and easy answers
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Post Post #96 (ISO) » Wed Feb 13, 2019 10:03 am

Post by BBmolla »

Yeah that’s a tight setup
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Post Post #97 (ISO) » Wed Feb 13, 2019 2:52 pm

Post by northsidegal »

just updating

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.
    • Parole does not expire.
    • 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 during the night to place them on parole, resolving
    before
    any kills are made. Thus, if anyone commits a kill the same night they are targeted to be placed on parole, the parole notice will be raised. The updated list is made public at the start of each day.
  • A Mafia member may not perform an action and perform the nightkill in the same night.
Last edited by northsidegal on Sun Feb 17, 2019 3:22 pm, edited 2 times in total.
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Post Post #98 (ISO) » Thu Feb 14, 2019 12:35 am

Post by Bicephalous Bob »

ah that's great, I removed the associative group to make place for more interesting roles. I can fix this.
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Post Post #99 (ISO) » Thu Feb 14, 2019 5:33 am

Post by callforjudgement »

Town could probably break the Face Eaters setup by dividing the roles into three groups of three, then having every player claim which group they're in. This gives town a huge amount of information, without giving the Face Eaters much additional opportunity to get a large set of guesses correct at once.
scum
· scam · seam · team · term · tern · torn ·
town
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