[SETUP] Guns & Roses

This forum is for discussion of individual Open Setups, including theoretical balance.
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[SETUP] Guns & Roses

Post Post #0 (isolation #0) » Mon Feb 25, 2019 1:23 pm

Post by FakeGod »

Everyone chooses a day and either a
gun
or a
rose
. This decision is sent to the mod and kept secret.

During their chosen day, players are revealed to have a gun or a rose.

People with
guns
have double-vote during their day, and 1-shot vig during their night.
People with
roses
have lynch immunity during their day, and night-kill immunity during their night.

I'm thinking a 3 Mafia vs 14 Town setup.
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Post Post #3 (isolation #1) » Mon Feb 25, 2019 2:42 pm

Post by FakeGod »

Yes, they kill as normal.
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Post Post #5 (isolation #2) » Mon Feb 25, 2019 3:02 pm

Post by FakeGod »

Oh, I don't know.

Do you think they should be gated?
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Post Post #7 (isolation #3) » Mon Feb 25, 2019 4:04 pm

Post by FakeGod »

Image
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Post Post #9 (isolation #4) » Mon Feb 25, 2019 4:16 pm

Post by FakeGod »

It's true that if the players decide to collude, scum is in trouble.

Maybe I won't declare who picked what. Lynchproof and doublevotes are now invisible.
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Post Post #11 (isolation #5) » Mon Feb 25, 2019 4:34 pm

Post by FakeGod »

Invisible doublevotes sound like pain in the ass to mod.

What alternatives do you guys recommend?
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Post Post #19 (isolation #6) » Tue Feb 26, 2019 11:56 am

Post by FakeGod »

I could randomize the days, but then I feel like the whole point of the setup is undermined.

I'll keep thinking.
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Post Post #21 (isolation #7) » Tue Feb 26, 2019 12:49 pm

Post by FakeGod »

That is very interesting.

It does add an additional bit of overhead for the mod, to keep track of which player got what vs what mafia guessed, but it does solve the game-solve of d1 all guns.

However, I don't think it's a perfect solve, since I think the dominating (but not perfectly dominating) strategy becomes mafia to intercept d1 guns for every player, and every player to pick d2 guns.
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Post Post #24 (isolation #8) » Tue Feb 26, 2019 1:22 pm

Post by FakeGod »

Interesting. Do you believe that invisible roses are better for town?

I'd predict that there are many more town-controlled vigs running around than scum controlled ones.
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Post Post #26 (isolation #9) » Sun Apr 28, 2019 11:30 am

Post by FakeGod »

Reimagined:

Everyone chooses a day and either a
gun
or a
rose
. This decision is sent to the mod and kept secret.
Mod tellies up the choices, and the day that the largest number of players picked is blocked. (the players who picked that day receives neither a gun or a rose)

During their chosen day, players are revealed to have a gun or a rose.
If it's the blocked day, it is instead revealed that this day is blocked.

People with
guns
have 1-shot vig during their night.
People with
roses
have lynch immunity during their day, and night-kill immunity during their night.

I'm thinking a 3 Mafia vs 14 Town setup.
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Post Post #30 (isolation #10) » Sun Apr 28, 2019 1:42 pm

Post by FakeGod »

Image

Reimagined again:

Everyone chooses a night and either a gun or a rose. This decision is sent to the mod and kept secret.

During their chosen day, players are revealed to have a gun or a rose.

People with guns have 1-shot vig during their night.

If there are no town-aligned player with a rose, mafia wins, even if there are no mafia aligned player remaining.
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Post Post #46 (isolation #11) » Sun Apr 28, 2019 3:55 pm

Post by FakeGod »

I assumed the whole game as well. "Mafia needs to kill all the town rose players".
In post 33, Awoo wrote:Top [mafia + 1] people on the playerlist pick a rose.

If anyone else has a rose, they're scum.
I think you crafted this strategy assuming roses still have vig-immunity.
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Post Post #48 (isolation #12) » Mon Apr 29, 2019 11:48 am

Post by FakeGod »

If top 4 players pick rose and rest of the players pick day 1 guns, then mafia has enough shots to kill all rose players on night 1 and win, assuming mafia wasn't lynched on day 1.
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Post Post #49 (isolation #13) » Mon Apr 29, 2019 6:08 pm

Post by FakeGod »

Image

I'm toying with the blackout mechanic (day that is most picked = no reveal + guns do nothing) to reduce swing, but I'm not sure what the town's optimal strategy is in the first place here.

If top 5 slots pick rose and rest of the players pick day 1 gun and kill each other, then mafia wins 77%ish which is the chance of top 5 containing at least one mafia member.

Perhaps there is no optimal strategy and it's up to town to pick some mix of roses/guns and varying days?
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Post Post #51 (isolation #14) » Wed May 01, 2019 1:14 am

Post by FakeGod »

Hmm... I need a way to incentivize roses from picking day 10000.

There has to be a gamble option for picking early day rose. Thoughts?
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Post Post #53 (isolation #15) » Thu May 02, 2019 3:25 am

Post by FakeGod »

Right. Roses would just pick day infinity to avoid being outed as a rose.

Can you think of anything that would incentivize roses to pick an earlier day?
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Post Post #54 (isolation #16) » Thu May 02, 2019 3:26 am

Post by FakeGod »

Or maybe just accept it as part of the game?

You pick a night + Gun or rose.
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Post Post #57 (isolation #17) » Thu May 02, 2019 2:13 pm

Post by FakeGod »

Hmm, so if rose/gun are not revealed, then mafia needs to solve the game old-fashioned way, which can be ok. Scum being bulletproof will only fix the N1 cheese I guess, since the vig will just tell people that "hey this guy was bulletproof last night - he's mafia".

I think I want to explore some other options though.
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Post Post #59 (isolation #18) » Fri May 03, 2019 1:09 am

Post by FakeGod »

I slept on it, and I think a more elegant solution may be:

NO reveal on rose/gun - only when the player flips, they will be revealed their role
Guns pick a night and can shoot during that night
Rose pick a night and is bulletproof during that night
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Post Post #60 (isolation #19) » Sat May 04, 2019 5:11 am

Post by FakeGod »

I think the setup is still missing something.

What if I made the number of town roses alive public?
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Post Post #62 (isolation #20) » Mon May 06, 2019 6:30 pm

Post by FakeGod »

Setup


  • 9
    Town players
    vs 2
    Mafia players

  • All players must secretly pick either a
    gun
    or a
    rose
    .
  • All players must also secretly pick a night.
  • A player who picked a
    gun
    is a
    1-shot vigilante
    during his/her
    chosen night
    .
  • A player who picked a
    rose
    is
    immune to night kills
    during his/her
    chosen night
    .
  • Upon
    death
    , it will be revealed whether the
    dead
    player picked a
    rose
    or a
    gun
    .
  • Number of remaining
    Town
    -aligned
    rose
    players will be announced at the
    beginning of each day
    .
  • If there are no
    Town
    -aligned player who picked a rose,
    Mafia
    immediately
    wins
    the game, regardless of whether there are any living
    Mafia
    members in the game.
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Post Post #64 (isolation #21) » Tue May 07, 2019 3:51 am

Post by FakeGod »

I can run some EV calculations as soon as I know what kind of assumptions I can make.

I'm testing with low numbers to see the setup in action.
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