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I’d be interested in trying out some micros I made:
Predict the kill:
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.
Poison Bomb:
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.
There are some similarities to Angel Nightless here (in particular, there's an obvious HURT: /HEAL: tag usage), but the setup seems notably different in nature as it's mostly about saving people, rather than about throwing them out. (The "hurt" action is there as a safety valve against trolling scum; I suspect that most of the time, it would be a bad idea to use it. Both "hurt" and "heal" leave the town/scum balance of food the same if used correctly, and shift it by 2 if used on the wrong alignment, though, so they may turn out to be equally viable.)
The "two townies must live" rule seems to be necessary to avoid breaking strategies (such as choosing the most obvious townie and forcing everyone to pile up their food onto that player). That's a bit of a pain, as it makes the (otherwise very simple) setup a bit harder to explain, but I guess we'll have to live with it.
Can anyone see a breaking strategy here and/or does anyone think this is unbalanced? If not, I'm considering running it.
Oh, and for modding purposes, it's probably easier to use "You need X food to be alive X minutes into the game" rather than "You lose 1 food every minute". Both are equivalent, but the first is a lot easier on the brain.