[CHALLENGE] October Challenge

This forum is for discussion of individual Open Setups, including theoretical balance.
Not Known 15
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Post Post #2 (isolation #0) » Fri Sep 25, 2020 1:03 pm

Post by Not Known 15 »

In post 1, Ircher wrote:
Won't You Be My Neighbor
9x Vanilla Townie

4x Mafia Goon


This setup is nightless except for a draft that occurs night 1.

During night 1, players participate in a draft. They are to send the moderator a number and a list of up to five other players. Players do not have to send five players; they may send as few as a one name. Players
are
required to send in at least one name. The lists should be ordered. At the end of the night, the moderator will organize the players into a list by the draft numbers were sent. The standard procedure as used in Pick Your Power X/Y is used: the player who sends the lowest number without repeats is at the top of the list whereas players who sent in repeat numbers (or very high numbers) end up at the bottom of the list. Ties are broken by playerlist order. Once the moderator has this list, the moderator follows the following instructions:

1. For the person at the top of the list (let's call this person X), look at the list of names that player sent.
2a. If the name at the top of X's list (who we shall refer to as Y) does not already have two other neighbors, then X and Y become neighbors. Remove Y's name from X's list. Check if X already has a neighbor (who we will call Z). If so, Z also becomes neighbors with Y.
2b. If Y already has two other neighbors OR if Y is already neighbors with X, remove Y's name from X's list and move onto the next entry. Repeat step 2a and 2b until either X's list is empty or you find a player on X's list that does not already have two other neighbors.
3. If X does not currently have two neighbors AND x's list is not empty, put X at the bottom of the drafting list. Otherwise, erase X's name from the drafting list.
4. Move onto the next person on the drafting list. Check if that player has two neighbors already. If so, erase their name from the drafting list and move onto the next player until you find a player without two neighbors. Then, start again from step 1. Repeat this process until everyone has two other neighbors or until the drafting list is empty.

Once the neighbors are selected, neighborhood threads should be created. If a player only has one neighbor, then the thread only includes that pair. If a player has two neighbors, a single thread should be made; that is, all three neighbors are a part of the thread. Daytalk is obviously allowed. Neighborhood memberships are publicly posted at the start of Day 2.

Example 1:

Suppose A sends the mod the names {B, C, D} and the number 1. Suppose B sends the mod the names {A, C, E} and the number 2. Suppose C sends the mod the names {E} and the number 5. Suppose D sends the mod the names {A, E} and the number 3. Suppose E sends the mod the names {B, C, D} and the number 2. Then the drafting list (with the players picks included) looks like this:

1. A (B -> C -> D)
2. D (A -> E)
3. C (E)
4. B (A -> C -> E)
5. E (B -> C -> D)

So A is currently at the top of the list, so we look at their choices B -> C -> D. Is B already neighbors with A? No. Does B already have two neighbors? No. Thus, we go to step 2a above. A and B are now neighbors, and we remove B from A's list. Then with step 3, we check if A's list is empty or if A has two neighbors. Since neither are true, we move A to the bottom of the drafting list. So the drafting list now looks like this (with choices in parenthesis and neigbhors in brackets):

2. D (A -> E)
3. C (E)
4. B (A -> C -> E) [A]
5. E (B -> C -> D)
1. A (C -> D)


Now, D is at the top of the list. Thus, we look at D's choices: A -> E. Is A already neighbors with D? No. Does A already have two neighbors? No. Thus, we once again go to step 2a above and make A and D neighbors. Now, we need to be careful here. A is already neighbors with B. Thus, B also becomes D neighbor. (Not doing this will result in some players actually having more than two neighbors.) This gives D two neighbors, so we remove D from the drafting list. Our drafting list now looks like this (with the "erased" names below the dashed (---) line):

3. C (E)
4. B (A -> C -> E) [A, D]
5. E (B -> C -> D)
1. A (C -> D) [B, D]
---
2. D (E) [A, B]

C only gave one preference: E. E is not currently neighbors with C, and E does not currently have two neighbors. Thus, C and E become neighbors. The drafting list now looks like this (again, below the dashed line are "erased" names):

4. B (A -> C -> E) [A, D]
5. E (B -> C -> D) [C]
1. A (C -> D) [B, D]
3. C [E]
---
2. D (E) [A, B]

B is now at the top of the list. Notice that B already has two neighbors. We can therefore remove them from the drafting list. The drafting list now looks like this (with erased names below the dashed line):

5. E (B -> C -> D) [C]
1. A (C -> D) [B, D]
3. C [E, B]
---
2. D (E) [A, B]
4. B (A -> C -> E) [A, D]

E is now at the top of the list. E's first preference is B, but B already has two neighbors: A and C. Thus, we remove B's name from E's list. Next, we look at C but note that C is already neighbors with E. Once again, we remove C from E's list. Notice that D also has two neighbors. Thus, E's list is empty, so we remove E from the drafting list. Here's the new list:

1. A (C -> D) [B, D]
3. C [E, B]
---
2. D (E) [A, B]
4. B (A -> C -> E) [A, D]
5. E [C]

Since A has two partners, we can erase their name. Since C also has two neighbors, we can erase their name from the drafting list as well. The drafting list then becomes empty, so we are done. The neighborhoods become as follows:

A, B, D are in a neighborhood.
C and E are in a neighborhood.


The basic idea is that you are drafting your neighbors, but the rules have to be specific enough to give everyone a chance at their pick while rewarding those people who are better at the drafting mind game.
9v4?
And only neighbors?
10v3 mountainous is scumsided.
Neighbors aren't townsided.
Er... where did you get that balancing from?
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Post Post #3 (isolation #1) » Fri Sep 25, 2020 1:54 pm

Post by Not Known 15 »

Darkness10 Vanilla Townies
3 Mafia Goons
During Day 1, (and possibly Day 3 and/or Day 4) the players decide someone to be the Light Bearer instead of executing people.
Day 2, Day 4 and Day 5 are Underground Days, and Night 1, Night 3 and Night 4 are Underground Nights. Twilight 1 and 3, as well as Morning 2,4 and 5 are short phases.
If the next day is an Underground day and the Light Bearer is dead, a new one is selected instead of an execution
In Twilight 1 and 3, the Light Bearer publicly selects a cop/tracker; a Night 1 Cop on Twilight 1 and a Night 3+4 tracker+ on Twilight 3. This cannot be the same person.
During the Underground Nights, the following applies:
1.The Light Bearer and the cop/tracker active that night can target whoever they want(the Night 1 cop only on Night 1).
2.Vanilla roles and roles that are not a cop or tracker+ that night can only target the Light Bearer.
During Morning phases the following applies:
1.If the Light Bearer is dead, the last appointed Power Role becomes provisional Light Bearer.
2.The Light Bearer selects 6 other people. Only these can vote in the next Underground Day. The others have to stay in the shadows, having only their voice(if there are 7 or less people alive everyone can vote, and this is skipped).

Day 7:Double Day - two executions in a row.

The Tracker+ can use their power twice, on the same person. If they do, their second visit acts like a cop.
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Post Post #7 (isolation #2) » Sat Sep 26, 2020 11:25 am

Post by Not Known 15 »

In post 4, Ircher wrote:
In post 2, Not Known 15 wrote:9v4?
And only neighbors?
10v3 mountainous is scumsided.
Neighbors aren't townsided.
Er... where did you get that balancing from?
It's a nightless setup, so generally, you want the number of scum to be a bit higher. I should clarify though that mafia don't have a night kill Night 1; night 1 exists simply to facilate the draft.

By the Nightless Expectation Rule, a nightless setup with no power roles is balanced (by EV standards) if scum make up a quarter of the number of players. I've made it 4 scum though because in practice, town performs better in nightless setups.
Sorry, missed that Nightless bit.
But 9v4 Nightless could drag out for a long time. I don't like big nightless setups. Especially not setups like these. All that's happening here is the execution and talking about that execution. No mafia elimination powers(Nightkill). No active power roles. No events, except that neighbor event at the beginning. Only neighbors. Not even nightkills.
And that all for a maximum of
eleven days
. Doesn't look fun to me. There should be at least something other than neighbor powers to spice things up. Even Mountainous has nightkills and the suspense of who will survive nights. Here? If you call setups with a nightkill and no power roles/only non-alignment determining neighbors mountainous/mountainous-like, then Nightless mafia with moutainous characteristics could be called monotonous.
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Post Post #13 (isolation #3) » Tue Sep 29, 2020 7:07 am

Post by Not Known 15 »

In post 11, Isis wrote:
In post 7, Not Known 15 wrote:
In post 4, Ircher wrote:
In post 2, Not Known 15 wrote:9v4?
And only neighbors?
10v3 mountainous is scumsided.
Neighbors aren't townsided.
Er... where did you get that balancing from?
It's a nightless setup, so generally, you want the number of scum to be a bit higher. I should clarify though that mafia don't have a night kill Night 1; night 1 exists simply to facilate the draft.

By the Nightless Expectation Rule, a nightless setup with no power roles is balanced (by EV standards) if scum make up a quarter of the number of players. I've made it 4 scum though because in practice, town performs better in nightless setups.
Sorry, missed that Nightless bit.
But 9v4 Nightless could drag out for a long time. I don't like big nightless setups. Especially not setups like these. All that's happening here is the execution and talking about that execution. No mafia elimination powers(Nightkill). No active power roles. No events, except that neighbor event at the beginning. Only neighbors. Not even nightkills.
And that all for a maximum of
eleven days
. Doesn't look fun to me. There should be at least something other than neighbor powers to spice things up. Even Mountainous has nightkills and the suspense of who will survive nights. Here? If you call setups with a nightkill and no power roles/only non-alignment determining neighbors mountainous/mountainous-like, then Nightless mafia with moutainous characteristics could be called monotonous.
I think there's currently a sizable portion of the site that looks for setups like Nightless Vanilla and a sizable portion of the site that avoids setups like Nightless Vanilla.
I actually doubt that there's a sizable portion of the site that looks for setups like long Nightless Vanilla. Mountainous? Probably. Small Nightless Vanilla? Maybe. Setups with few, weak power roles? Sure. Nightless with some general events? Likely. But Monotonous(big Nightless Vanilla)? No, I don't think so. It excessively values townreading over scumreading(that's bad because people bad at scum become townread and you can't get rid of them, excessively punishing your team for bad scum players in
any
team).
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Post Post #48 (isolation #4) » Mon Nov 02, 2020 10:00 am

Post by Not Known 15 »

Yes. It is time to vote.
Spoiler: Ircher
In post 22, Ircher wrote:
Won't You Be My Lover
9x Vanilla Townie

4x Mafia Goon


This setup is nightless except for a draft that occurs night 1. Mafia do not have a factional kill at all.


During night 1, players participate in a draft. They are to send the moderator a number and a list of up to five other players. Players do not have to send five players; they may send as few as a one name. Players
are
required to send in at least one name. The lists should be ordered. At the end of the night, the moderator will organize the players into a list by the draft numbers were sent. The standard procedure as used in Pick Your Power X/Y is used: the player who sends the lowest number without repeats is at the top of the list whereas players who sent in repeat numbers (or very high numbers) end up at the bottom of the list. Ties are broken by playerlist order. Once the moderator has this list, the moderator follows the following instructions:

1. For the person at the top of the list (let's call this person X), look at the list of names that player sent.
2a. If the name at the top of X's list (who we shall refer to as Y) does not already have two other lovers, then X and Y become lovers. Remove Y's name from X's list. Check if X already has a lover (who we will call Z). If so, Z also becomes lovers with Y.
2b. If Y already has two other lovers OR if Y is already lovers with X, remove Y's name from X's list and move onto the next entry. Repeat step 2a and 2b until either X's list is empty or you find a player on X's list that does not already have two other lovers.
3. If X does not currently have two lovers AND x's list is not empty, put X at the bottom of the drafting list. Otherwise, erase X's name from the drafting list.
4. Move onto the next person on the drafting list. Check if that player has two lovers already. If so, erase their name from the drafting list and move onto the next player until you find a player without two lovers. Then, start again from step 1. Repeat this process until everyone has two other lovers or until the drafting list is empty.

Once the lovers are selected, lover threads should be created. If a player only has one lover, then the thread only includes that pair. If a player has two lovers, a single thread should be made; that is, all three lovers are a part of the thread. Daytalk is obviously allowed. The lover pairings are publicly posted at the start of Day 2.

Example 1:

Suppose A sends the mod the names {B, C, D} and the number 1. Suppose B sends the mod the names {A, C, E} and the number 2. Suppose C sends the mod the names {E} and the number 5. Suppose D sends the mod the names {A, E} and the number 3. Suppose E sends the mod the names {B, C, D} and the number 2. Then the drafting list (with the players picks included) looks like this:

1. A (B -> C -> D)
2. D (A -> E)
3. C (E)
4. B (A -> C -> E)
5. E (B -> C -> D)

So A is currently at the top of the list, so we look at their choices B -> C -> D. Is B already lovers with A? No. Does B already have two lovers? No. Thus, we go to step 2a above. A and B are now lovers, and we remove B from A's list. Then with step 3, we check if A's list is empty or if A has two lovers. Since neither are true, we move A to the bottom of the drafting list. So the drafting list now looks like this (with choices in parenthesis and neigbhors in brackets):

2. D (A -> E)
3. C (E)
4. B (A -> C -> E) [A]
5. E (B -> C -> D)
1. A (C -> D)


Now, D is at the top of the list. Thus, we look at D's choices: A -> E. Is A already lovers with D? No. Does A already have two lovers? No. Thus, we once again go to step 2a above and make A and D lovers. Now, we need to be careful here. A is already lovers with B. Thus, B also becomes D lover. (Not doing this will result in some players actually having more than two lovers.) This gives D two lovers, so we remove D from the drafting list. Our drafting list now looks like this (with the "erased" names below the dashed (---) line):

3. C (E)
4. B (A -> C -> E) [A, D]
5. E (B -> C -> D)
1. A (C -> D) [B, D]
---
2. D (E) [A, B]

C only gave one preference: E. E is not currently lovers with C, and E does not currently have two lovers. Thus, C and E become lovers. The drafting list now looks like this (again, below the dashed line are "erased" names):

4. B (A -> C -> E) [A, D]
5. E (B -> C -> D) [C]
1. A (C -> D) [B, D]
3. C [E]
---
2. D (E) [A, B]

B is now at the top of the list. Notice that B already has two lovers. We can therefore remove them from the drafting list. The drafting list now looks like this (with erased names below the dashed line):

5. E (B -> C -> D) [C]
1. A (C -> D) [B, D]
3. C [E, B]
---
2. D (E) [A, B]
4. B (A -> C -> E) [A, D]

E is now at the top of the list. E's first preference is B, but B already has two lovers: A and C. Thus, we remove B's name from E's list. Next, we look at C but note that C is already lovers with E. Once again, we remove C from E's list. Notice that D also has two lovers. Thus, E's list is empty, so we remove E from the drafting list. Here's the new list:

1. A (C -> D) [B, D]
3. C [E, B]
---
2. D (E) [A, B]
4. B (A -> C -> E) [A, D]
5. E [C]

Since A has two partners, we can erase their name. Since C also has two lovers, we can erase their name from the drafting list as well. The drafting list then becomes empty, so we are done. The lover pariings become as follows:

A, B, D are lovers.
C and E are lovers.


The basic idea is that you are drafting your lovers, but the rules have to be specific enough to give everyone a chance at their pick while rewarding those people who are better at the drafting mind game.

--Changes:
--*Instead of neighbors, it is now lover pairs.
--*Still nightless.
--*Number of scum increased to 5.

--- Not sure if this is worse or better than the previous version. It definitely will finish faster than the last version, which helps keep the game from continuing on forever. It also makes it where the lover drafting stage is more important. At the same time, the balance is a lot trickier to determine now.

Spoiler: Not Known 15
In post 3, Not Known 15 wrote:
Darkness10 Vanilla Townies
3 Mafia Goons
During Day 1, (and possibly Day 3 and/or Day 4) the players decide someone to be the Light Bearer instead of executing people.
Day 2, Day 4 and Day 5 are Underground Days, and Night 1, Night 3 and Night 4 are Underground Nights. Twilight 1 and 3, as well as Morning 2,4 and 5 are short phases.
If the next day is an Underground day and the Light Bearer is dead, a new one is selected instead of an execution
In Twilight 1 and 3, the Light Bearer publicly selects a cop/tracker; a Night 1 Cop on Twilight 1 and a Night 3+4 tracker+ on Twilight 3. This cannot be the same person.
During the Underground Nights, the following applies:
1.The Light Bearer and the cop/tracker active that night can target whoever they want(the Night 1 cop only on Night 1).
2.Vanilla roles and roles that are not a cop or tracker+ that night can only target the Light Bearer.
During Morning phases the following applies:
1.If the Light Bearer is dead, the last appointed Power Role becomes provisional Light Bearer.
2.The Light Bearer selects 6 other people. Only these can vote in the next Underground Day. The others have to stay in the shadows, having only their voice(if there are 7 or less people alive everyone can vote, and this is skipped).

Day 7:Double Day - two executions in a row.

The Tracker+ can use their power twice, on the same person. If they do, their second visit acts like a cop.

Spoiler: Kanna
In post 8, Kanna wrote:i think this qualifies?

The Council Has Spoken
7 Vanilla Townies

2 Mafia Goons


Every day, players vote with heal tags for 3 people to become The Council. These 3 people are made elimination-proof for the day and put into a PT the following night. Should there be no council decided before an elimination is hammered, there will be no council.

During the night, council members vote for one person to
track
and one person to
protect
in their PT. These function as tracker and doctor actions, however the group collectively performs them. Same person targeting is allowed.

When day starts, council members receive the results of the investigation.

The setup becomes vanilla on Day 4.

Town win when both mafia are eliminated. Mafia win when they achieve parity.

Spoiler: Isis
In post 10, Isis wrote:
Fae of Wishes
11 Townies

3 Mafia

During day 1, players may first/second/nth a motion to invite a player from outside the game to become a faerie. The moderator will contact users who are "6thed" and confirm up to three acceptances in the thread. Faeries win with the town.
Night 1, there is no factional nightkill and a random
Townie
becomes
Favoured by the Fae
. The following things are true about you if you are
Favoured by the Fae
for as long as you are
Favoured by the Fae
:
  • You are eliminationproof
  • You have daytalk and nighttalk in the Fae PT, where all three faeries also have daytalk and nighttalk
  • You have a night action that will cause you to no longer be
    Favoured by the Fae
    and will cause your target to become
    Favoured by the Fae
    . It will fail if the target is mafia or is being visited by mafia.
The mafia are multiacting and have a factional roleblock. Faeries have no activity requirement and won't be replaced.

Spoiler: Ceejayvinoya
In post 14, ceejayvinoya wrote:
Pick Your Player13 Players
3 Mafia Goons

10 Vanilla Townies


Each player starts out with two power points.

During the day, each player may anonymously send points to another player. The players may acquire temporary power roles for the night depending on the number of points they had at the end of the day.

3 or less - Vanilla Townie/Mafia Goon
4 - Town Doctor/Mafia Rolecop
5 - Town Tracker/Mafia Roleblocker
6 - Vanilla Townie/Mafia Goon
7 or more - Town Cop/Godfather

When a player dies, the points they have are also removed from the game.

Spoiler: PookyTheMagicalBear
In post 15, PookyTheMagicalBear wrote:
Flagbearer Nightless
6 Vanilla Townies

3 Mafia Goons


During the Pre-Game, the Mafia select 1 Flagbearer for the Mafia and 1 Flagbearer for the Town - the Town Flagbearer is informed of their status as the Flagbearer for the Town.

If the Mafia Flagbearer is executed - the town wins.
If the Town Flagbearer is executed - the mafia wins.

The Mafia also win if they establish parity with the town

Spoiler: Jake the Wolfie
In post 18, Jake The Wolfie wrote:
Tricks and Treats
8 Vanilla Towns

3 Mafia Goons


During N0, all players must choose to become either a
Modified Fruit Seller
or a
Visitor
.
All items gained from the
Modified Fruit Seller
are used at night.

Modified Fruit Seller


During the day, you may choose one of the following items to sell to any visitors the next night. They will be notified about what they receive as well as it's effects.

Candy
- During the next night, your action cannot be blocked. Alternatively, you may take another action.
Magician's Cloak
- Roleblock a target player.
Nothing
- Instead of a visitor receiving an item, you learn who visits you this night.
Toy Med Kit
- Heal a target player.
Witches' Brew
- Poisons a target player, unless they have already been poisoned, in which case this heals their poison.
Wooden Pipe
- Determine the alignment of a target player. If you are Mafia, instead determine their role and any items they have.


Visitor


Each night, you may choose to visit a target player.

Spoiler: Hectic
In post 20, Hectic wrote:
Bazaar
10 Vanilla Townies

3 Mafia Goons


Each town has 100 coins. Each mafia has 150 coins.

During N0, players may place bids on the following list of 26 1-shot abilities:

• Night Vigilante
• Day Vigilante
• Paranoid Gun Owner
• Rolestopper
• Bodyguard
• Jailkeeper
• Doctor
• Tracker
• Watcher
• Follower
• Voyeur
• Cop
• Gunsmith (checks for ability to kill and unused abilities in player's possession. If player is holding a Doctor, result will be negative)
• Fruit Vendor
• Neighbouriser
• Mailman
• Modposter
• Commuter
• Bulletproof (not passive, needs to be activated on the night)
• Hider
• Gladiator
• Framer
• Redirector
• Roleblocker
• Strongman (May be used with a vigilante or factional kill)
• Multitask Enabler (Using it allows the user to use as many abilities/kills they'd like that night)

For example: Tony the Townie places 50 on Gunsmith, 25 on Framer, 24 on Hider, and 1 on Fruit Vendor. Meanwhile, Mary the Mafioso places 101 on Day Vigilante, 21 on Strongman, 16 on Follower, and 12 on Framer.

Bids are all placed simultaneously and anonymously during N0. In the event of ties, the winner will be randomised. Players are informed of their winnings start of day 1.
The game has night phases. No one is multitasking. Mafia has daychat (including N0), and wins when achieving parity or majority. Town wins when all mafia are dead.

Unsure if this is balanced or breakable. Please roast me.

Spoiler: T-Bone
In post 35, T-Bone wrote:
Primed for Ignition10 Vanilla Townies
3 Mafia Arsonists

During Night 0 the Mafia Aronists can prime targets for each night, up to night 10. A Vanilla Townie is not told this, but they will be killed on the night the Arsonists set them to go off. If they are eliminated before they are primed, then the night they are set to be killed will have no kill.
A vanilla townie turns into a Primed Townie the day before they will be nightkilled. The player is notified.

Spoiler: TemporalLich
In post 44, TemporalLich wrote:
Highly Metagame Based Setup v2
3 Mafiosi

10 Townies


Day 1 happens as normal. Night 1 happens as normal, but everyone must compulsively choose one of the six colors:
Red
,
Yellow
,
Green
,
Blue
,
White
, or
Black
.

Colors are split into two categories,
warm
/
cool
/
neutral
and
bright
/
dark
.

Red
is considered to be
warm
and
dark
.

Yellow
is considered to be
warm
and
bright
.

Green
is considered to be
cool
and
bright
.

Blue
is considered to be
cool
and
dark
.

White
is considered to be
neutral
and
bright
.

Black
is considered to be
neutral
and
dark
.

If only one person chooses a color, they will be given a rare power based on the color categories.

If exactly two people choose a color, they will be given a common power based on the color categories.

If three or more people choose a color, they will stay vanilla.

An example power is Tracker/Doctor, awarded to the one player picking
Red
. A Tracker/Doctor can choose to act as a Tracker or Doctor, but once that is chosen it will be locked in, a Tracker/Doctor that has acted as a Tracker can only act as a Tracker.

Rare power halves:

Warm
- Tracker
Cool
- Role Cop (sees both powers and what is chosen)
Neutral
- Neapolitan
Bright
- Roleblocker
Dark
- Doctor

Common power halves:

Warm
- Kill Checker (a checker that is affected by protective abilities)
Cool
- Mailman
Neutral
- Voyeur
Bright
- Weak Bodyguard
Dark
- Neighbor (may choose to be added to the Neighbor PT at any time as their power)

Players flip with their powers, but not what is chosen.

All PTs have daytalk.
With 6 colors now.
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