Team Mafia 2020
deserves a truly special Open Setup. In an effort to bring in as many ideas as possible, I've decided to enlist the community's help. This special challenge is an opportunity for game designers to submit a setup for consideration to be used in Team Mafia 2020. Submissions can be made by posting in this thread before the deadline of December 8th. Me and the other Team Mafia moderators hope to select a setup from or heavily inspired by this challenge to be used for the event.
Spoiler: TemporalLich
In post 18, TemporalLich wrote:Here's an attempt at a setup with some flavor-mechanics.
Standard alignment means no multiball chaos or WIFOM involving third parties that are mostly just motivated to townside (damn I wanted a singleball Unjester setup), and low swing means stuff like smalltown and ++ setups are out...
Even though this isn't a semi-open, I am still feeling this setup is innovative and new while still fitting the challenge conditions (15p, standard alignment, scum factional nightkill, semi-balance, low swing).
Spoiler: BBmolla
In post 24, BBmolla wrote:
Spoiler: popsofctown
In post 25, popsofctown wrote:Open Cyclic Mafia
12 Townies
3 Scum
Smalltown distribution of powers. Multiacting is inherent to the setup. All powers are cyclic, which means they can be used up to one time, and either way they are passed to another player after all other night actions resolve. A player holding multiple powers chooses a unique living target to pass his power to for each power, if able. Roles don't disrupt passing, but a dead player can't pass on their role, and when a player dies just before they receive a role it is discarded.
1 Cyclic Loyal Vigilante
1 Cyclic Tracker
1 Cyclic Psychologist
1 Cyclic Rolecop
1 Cyclic Compulsive Loud Visitor
1 Cyclic Compulsive Fruit Vendor
1 Cyclic Bodyguard
1 Cyclic Simple Doctor
1 Cyclic Neighborizer :the player who starts with this starts as a neighbor
1 Cyclic Scavenger : if the targeted player dies that night or the following day, his or her wishes regarding passing on cyclic powers are honored anyway.
1 Cyclic Complex Roleblocker
1 Cyclic Asceticizer
1 Cyclic Complex Bodyguard
1 Cyclic Motion Detector
1 Cyclic Hated
This is maybe an ambitious shitpost but I always wished the Eruci setup got used more.
Spoiler: TemporalLich
In post 26, TemporalLich wrote:Altered the setup by removing the scum 1-shot role cop, removing the town masons, changing the double neighborizer to town, and adding a scum 1-shot role reflavorer.
Hopefully this is a step in the right direction balance and swing-wise.
Spoiler: Klick
In post 35, Klick wrote:
It's half 2 in the morning and I know nothing about open setup balance, but idk, it feels like it has potential to be fun with a bit of tweaking? The idea is that the town numbers imbalance is offset by them having a bunch of mostly situational roles (while still having some fun roles in the setup). The vig should probably be X-shot but idk how many shots so I just left it.
Spoiler: Gamma Emerald
In post 37, Gamma Emerald wrote:
Idea based on Tit for Tat, I’ve always wanted to renovate the setup because I just don’t like the backup idea. So instead each side has a Rolecop and Jailkeeper, arranges so one side’s Rolecop acts the night the other side’s Jailkeeper acts. Mafia has Rolecop on odds and Jailkeeper on evens which makes the setup still carry some of the old feel imo. Also no one has thought to suggest an 11:4 game yet so figured I would.
As for other submissions I like BBMolla’s idea and think it is worth discussion
Spoiler: Alisae
In post 39, Alisae wrote:there was also this MU setup I played a lot and I think could be adapted to 15p since this setup is 17p Mulch actually made this setup I think.
x1 Mafia Role Cop
x3x2 Mafia Goon
x1 Town Day Vigilante | Even Night
x11x10 Vanilla Town
x1 Town Vigilante | Odd Night
Spoiler: Not Known 15
In post 47, Not Known 15 wrote:Ok. Two factions.... uninformed majority vs...
informed minority.
Balanced.
Little swing(e.g. no Vigilante, at least not until the end of the game)
Enjoyable to play(e.g. not Mountainous)
Spoiler: callforjudgement
In post 58, callforjudgement wrote:
Inspired by White Flag, Red Flag and Desperation Day: days 1, 3, and 5 are all important (but lynching scum is still beneficial on days 2, 4, and 6).
Assuming I haven't messed my calculations up, EV is 38.98% to town, which seems about right for this mechanic.
Spoiler: popsofctown
In post 60, popsofctown wrote:
Spoiler: Gammagooey
In post 68, Gammagooey wrote:Personally I'd want to keep the setup relatively simple and understandable, and not include a cop that can largely eliminate how much one player/team's effort into the game matters by giving the town a 100% unquestionable alignment check. 1-shot cop could maybe be fine but even then I'd prefer alternative roles than that to include.
My two suggestions:
Modified Tit for Tat
1 Town 2-shot Vigilante
1 Town Jailkeeper
1 Town Backup Rolecop (Becomes Rolecop once the Mafia Rolecop dies, returns vanilla on VTs and the Mafia Goon, full role on everyone else)
9 Vanilla Townies
1 Mafia Rolecop
1 Mafia Backup Jailkeeper (Becomes Jailkeeper once the Town Jailkeeper dies)
1 Mafia Goon
It's probably a little swingier than I'd like but it's fairly simple and gives the Mafia a big incentive to keep the Rolecop alive and find and eliminate town power roles in a fairly simple Mafia game.
Spoiler: Gammagooey
In post 68, Gammagooey wrote:(mostly stolen from Patrick's version here with a few changes: viewtopic.php?f=3&t=14723)Modified Pick your Poison
Special Rules
The setup in this game is semi-open. There are only two factions: a three person mafia v a twelve person town. Initially you will receive one of the following PMs:
Mafia wrote:You are a part of the mafia, along with Y and Z. Your organisation would like to take over the town, but a direct assault is out of the question; look how many of them there are! Instead you operate in secrecy, attempting to turn the town against itself before they can weed out and kill your entire family. You can talk to your partners at any point in the game, and at night you may choose to send one of your number to kill someone in the town. You've also sabotaged some of the town's resources; but you'll have to decide what poweroles they have left before the game starts. You have 96 hours to talk pregame to decide on three town poweroles; see the third post for more details. Please use this quicktopic for all mafia communication: XXXXX.
You win when the town no longer has the majority, regardless of what roles are still alive.
During the pregame stage, the mafia have a maximum of 96 hours as a group to decide on three town poweroles, from the list given below. Doubling up on the same role is allowed, but not tripling.Townsperson wrote:You are a townsperson. You've taken a vow to protect your town and destroy the mafia terrorising it, even if your own life is lost in the process. Of course, that would be alot easier if you knew where to look. You may well have some useful ability, but you'll have to wait until day 0 starts to find out.
You win when the mafia has been eliminated.
Weak Doctor wrote:You are a weak doctor. Every night youmustsend me the name of a player to protect; all nightkills against them that night will fail. If you protect a member of the mafia, they will kill you without a shadow of a doubt. Note that even doc protection would not save you in this scenario.Jailkeeper wrote:You are a jailkeeper. Each night you can choose to jail someone if you so wish; they will be made immune to all kills that night, and will also be roleblocked.Tracker wrote:You are a tracker. Each night you can send me the name of a player you wish to follow; I'll tell you whether or not they took a night-action, and if they did, I'll also tell you who they targetted.Hider wrote:You are a hider. Each night you may choose to hide with someone if you so wish. Any nightkills targetted directly at you will fail, but if the person you're hiding with is killed, you will die with them. If you hide with a member of the mafia, they will kill you without a shadow of a doubt. Note that even doc protection would not save you in this scenario.When the mafia have chosen, the poweroles are immediately distributed randomly to three town players. Then day 0 begins. During the day 0, everyone has to vote for two perks to give the mafia, from the following list:3-shot Vigilante wrote:You are a 3-shot vigilante. Why stand by passively when you just happen to own a gun? Each night you may choose to kill another player if you wish. You have 3 shots, but can only use one per night.
Day Rolecop wrote:You are a day rolecop. Every day you can send me the name of a player and I'll tell you their role. Note that twilight is too late to send me a choice.3-shot Roleblocker wrote:You are a roleblocker with 3 shots. On any night you may roleblock another player, preventing them from taking any action that night. If you roleblock a powerole, they will show up to a tracker as not having gone anywhere.1-shot Janitor wrote:You are a one shot janitor. Once in the game, during the day, you can ask me to cover up the role of the player lynched that day; they will show up as ???? for the rest of the game. Twilight is too late to send me a choice. Note that you can cover up your own alignment in this way.During day 0, you can vote and unvote as normal, except that you have two votes, since you're giving the mafia two perks. You can't put both your votes on the same perk. Once both perks are chosen, the game starts straight away with day 1, and continues as a normal game. During the first 24 hours of day 1, the mafia have to choose which of their members gets which perk and which two stay as goons. No lynch can occur during the first 24 hours, not that that would ever happen anyway with so many seasoned players.Assassin wrote:You are an assassin, and you have the power to perform two extra nightkills, on top of the normal mafia kill. Unfortunately, there are two restrictions:
(1) You can't use an extra kill if it could potentially end the game with an immediate mafia win.
(2) Your kills only work on town poweroles. If a kill goes through on a vanilla townie, it fizzles and you don't get it again. If a kill fails for some other reason, you do get to try it again.
Clarifications(list may grow if people ask me questions)
- Two hiders hiding with each other makes them both unightkillable, assuming no roleblocking inteference.
- Two jailkeepers jailing each other doesn't protect either, and if either were tracked they would show as going nowhere.
- A mafia member can't kill and use their night action on the same Night.
- An assassin can't use both extra kills on the same Night.
- Tracker is the only role that gets told if it was blocked from performing its action.
- An assassin always knows how many shots it has left to try.
- A janitor does receive their shot back if No Lynch occurs on the Day they use it.
- A janitor may retract their shot anytime before Lynch happens.
Spoiler: Not Known 15
In post 73, Not Known 15 wrote:
Spoiler: OkaPoka
In post 86, OkaPoka wrote:
Spoiler: RadiantCowbells
In post 141, Something_Smart wrote:
Spoiler: Volpe
In post 128, Volpe14 wrote:
Spoiler: popsofctown
In post 131, popsofctown wrote:
Spoiler: Ircher
In post 132, Ircher wrote:Mafia Exam
15 Players: 11 Town, 4 Mafia
Daytalk is allowed and standard lynch and night kill mechanics applywith the exception that "No Lynch" is not a valid vote.Added in version 2.0.
Each night, every town player must submit a list to the mod of who they believe is scum. Players may include as many names as they like (including all of them), but they must include at least as many names as there are scum remaining. At the start of the following day, each player will receive back a percentage from the moderator indicating how accurate their guess was. The person who scores highest is rendered bulletproof the following night; however, if there is a tie for highest, no one becomes bulletproof.Deleted in version 2.0.
For instance, suppose the remaining players are Alex, Bob, Charles, Diana, Esther, Fiona, and Giles. Of those seven players, Alex and Fiona are scum. Suppose Bob guesses that Alex, Diana, and Esther are scum. Then Bob will receive "33% correct" back at daybreak since 1/3 of his guesses is correct.
At the end of each day until only one scum remains, every town player will receive a pm from the moderator noting the percentage of their votes that were on scum during the day. The town player(s) with the lowest percentage die at the end of the night while the town player(s) with the highest percentage are rendered bulletproof that night. (Note that voting the same person twice in a row does not count. If Alex, Bob, Charles, Diana, and Esther are playing and Alex and Bob are scum and Charles votes Alex --> Diana --> Alex --> Alex --> Diana, then Charles should get back 50% since the fourth vote shouldn't be counted.) Added in version 2.0
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Maybe this setup is too swingy, but I think it leads to an interesting game. I don't think there is a breaking strategy as scum can fakeclaim even if someone receives 100% back. I could also drop the bulletproof reward for being the most accurate.
Edit: Changed it to be based on votes since flips broke the previous version of the setup. The elimination of the player(s) with the lowest percentage disincentives people from voting only a few times. This also reduces the odds of someone receiving 100%.
Spoiler: gobbledygook
In post 135, gobbledygook wrote:
I like the fact that mafia have a lot of choice in how to play this game starting in pre-game. I also like how this messes with the race to the bottom that we commonly see in games like the Flags and other mostly vanilla games.
I have no idea if this is balanced, but I think we should probably aim for something that is 30-40% winnable for town seeing as the Team Mafia mechanic is inherently townsided.
Spoiler: Farkran
In post 147, Farkran wrote:Hello, decided to try this because it sounded fun while i was thinking about it
Heavily PR loaded setup to encourage PR hunting by scum and nk/rb dodging by town. Massclaim is very dangerous.