(a 13 player setup)
Mostly mountainous, with one fun powerup!
During
If you are the
Survivor outs themselves and chooses 12.In post 14, Ircher wrote:Surviving Ropes and Guns
13p setup: 9 Town, 3 Mafia, 1 Neutral Survivor
This game is night start, but there is no kill n0. During night zero, the survivor must choose how many lynches the town gets the following day (think like Double Day). After n0 ends, the town gets to play through that many days. Then, the game enters an equivalent number of nights. At the end of the last night, the neutral survivor (if still alive) gets to choose how many lynches town gets like on night 0. This process continues until the town or mafia have won. If at any point, the survivor is dead, the game goes back to a normal day/night cycle.
Changed to 13p because 9p doesn't let the power really do stuff.In post 1, chennisden wrote:Pick A Neighbor
(a 13 player setup)
Mostly mountainous, with one fun powerup!
Duringany day,you may vote to give thePass-it-On-Neighborizerpower to someone.Make sure that the scum don't get it!
If you are thePass-it-on-Neightborizer,you target someone during the night and you give them your power. They become your neighbor for the followingday-phaseONLY. If you are killed, the power still passes to the other person. They just don't get a neighborhood. If your target is killed, you keep your power, but you don't get a neighborhood.
There's no reason to lynch the survivor. If the town and survivor can agree that they'll turn it into the townsided nightless and town can agree not to lynch the survivor then gg ezIn post 29, Ircher wrote:By definition, lynching the survivor causes them to lose as they did not manage to survive.
Still, here's a somewhat modified version:
Surviving Ropes and Gunsv2.0.0.0
13p setup: 9 Town, 3 Mafia, 1 Neutral Survivor
This game is night start, but there is no kill n0. During night zero, the survivor must choose how many lynches the town gets the following day (think like Double Day). This number must be at least one and cannot exceed three. After n0 ends, the town gets to play through that many days. Then, the game enters an equivalent number of nights. At the end of the last night, the neutral survivor (if still alive) gets to choose how many lynches town gets like on night 0. This process continues until the town or mafia have won. If at any point, the survivor is dead, the game immediately shifts to night if the death occurred in the day and to day if the death occurred at night. The game then proceeds with a normal day/night cycle.
No, maybe alternate between town voting and mafia choosing.In post 35, Ircher wrote:In that case, I'd have to make the number of phases random? I dunno; seems like that defeats the purpose of the setup.
nice!In post 55, Ircher wrote:The Four Seasons
9x Vanilla Townie
1x Town 1-Shot Seasonal Sensor
3x Mafia Goon
During a special pregame/Dawn phase (after everyone has received alignment; mafia can chat during this phase), players privately choose one of the four seasons: winter, spring, summer, or autumn. Players that do not pick in a timely manner are automatically assigned to Winter.
Once the Dawn phase ends, players become neighbors with players that chose the same season as them. Who is in what neighborhood is not publicly revealed. The game then continues like a normal game.
Once per game, the Seasonal Sensor can choose a season. They will learn how many scum-aligned players (both living and dead) are in that season's neighborhood.
force it to be used before first mafia dies.In post 56, OkaPoka wrote:
Inspired by liars v millers by psyche and the 1of4 ability in gameshow mafia by BNP
With one mafia dead, it clears effectively half the playerlist upon selection of the ability.
also please criticize
esp balance i dont know how to calculate balance
In addition to NK15's strategy, each neighborhood should decide on an investigation target. If it fails you know your hood has mafia and if it succeeds... well, that's self explanatory.In post 67, Cinnamon wrote:
Thought it would be fun to do one of these, let me know how it looks. Not positive this ratio is best for balance.
Sorry that's on meIn post 93, Carl Tuckerson wrote:I don't get the verb form of that. I got what IC was but not "ICed"In post 92, popsofctown wrote:Innocent Child
Sucks to be the nightkill victimIn post 90, popsofctown wrote:String of Disappearances Mafia
8 Vanilla Townies
2 Mafia Goons
On Day One, the town may give up to one player Night 1 Bulletproof. There isn't a lynch day 1.
Night One, the mafia can neither no-kill nor target the bulletproof player.
On the verge of the nightkill victim's death, that mod has that player investigate another player, then vig another player (this can be compressed into one PM with an if X then Y statement).
If the vig victim is mafia aligned, this is over, but if the vig victim is town-aligned, this chain repeats indefinitely.
Uh TL I have a non-joke setup pls lookIn post 1, chennisden wrote:Pick A Neighbor
(a 13 player setup)
Mostly mountainous, with one fun powerup!
Duringany day,you may vote to give thePass-it-On-Neighborizerpower to someone.Make sure that the scum don't get it!
If you are thePass-it-on-Neightborizer,you target someone during the night and you give them your power. They become your neighbor for the followingday-phaseONLY. If you are killed, the power still passes to the other person. They just don't get a neighborhood. If your target is killed, you keep your power, but you don't get a neighborhood.
also re: my setup i think it's obvious that was a joke setup/not my entry and i have a legitimate setup - "pick a neighbor"In post 121, Ircher wrote:In order from most favored to least favored setup:
1. The Four Seasons (Ircher): First of all, it is my own setup. Though it may be swingy, I really like the choose your neighbors-type mechanic in it. It also reminds me of another game I played here that actually did feature that part of the mechanic.
2. Group Investigation (Cinnamon): While a simple setup, I like the idea.
3. Take Two (mith): It's an interesting setup, though it may be a little frustrating since there are no flips.
4. Open Box of Silver (Irrelephant11): I think it's a cool setup, and I like how you model it after a series of closed games. That said, I don't think randomness is that great of a thing, and I also think watcher abilities tend to lead setups that swing too wildly against scum. Jailkeeper is also apparently a strong power to give out as well, so I think the balance of the setup may significantly favor town.
5. 1 of N/2 + 1 (OkaPoka): Having played Liars and Millers by Psyche, which was very similar to this, I'd say this mechanic is pretty fun. The only concern I have is again balance--in Liars and Millers, the setup swung wildly in town's favor. This version seems to be even more swingy especially the longer people wait on doing this power.
6. Dance Party Mafia (Carl Tuckerson): The setup seems interesting, but not one that I'd personally like to play.
7. Don't Gooch Your Neighbor (Boonskiies): This seems like a wild and fun setup, but I'm not sure I fully understand it. If I did, this setup would probably have been higher in my list.
8. Divide and Conquer (Skygazer): A simpler setup that seems to be balanced. (It's a lot less fun though when scum get to choose neighborhoods.)
9. The Scythes (popsofctown): This setup just didn't really interest me that much.
10. Job Application (Oversoul): This setup doesn't look balanced at a glance. It also didn't interest me that much, sorry!
11. Soul Gem Mafia (TemporalLich): While I like the mechanic, this setup is basically 7-2 mountainous, and the site as a whole agrees that pure mountainous setups are bad.
12. Council Infilitration (Not Known 15): While you tried your best to shorten it down, it is still too long and complicated for me to really even try to understand it. I could if I had unlimited time, but I do not. Furthermore, I think that will be a large problem when running the setup in practice--people will not understand how it works because it is so long and so complicated.
13. Invite the Neighbors (chennisden): This setup does not fit the spirit of the rules and should be disqualified.
He did but I changed it slightly to make it work.In post 132, TemporalLich wrote:gonna edit that in and change my vote... I swear I thought singletonking disqualified that setup but it is a valid setup.
oh right 3 scumIn post 140, mith wrote:Spoiler: chennisden, Carl Tuckerson
Final list [edit]including setup names, and some rearranging within "tiers"[/edit]
Take Two (mith)
1 of N/2+1 (OkaPoka)
Group Investigation (Cinnamon)
The Four Seasons (Ircher)
Dance Party (Carl Tuckerson)
Descent Into Madness (popsofctown)
Divide and Conquer (Skygazer)
Soul Gem (TemporalLich)
Open Box of Silver (irrelephant11)
Council Infiltration (Not Known 15)
Pick A Neighbor (chennisden)
Job Application (Oversoul)
Don't Gooch Your Neighbor (Boonskiies)