[SETUP] Situation Room

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #2 (isolation #0) » Sun Jun 06, 2021 11:15 am

Post by Jingle »

Is there cross neighborhood communication other than people being in multiple hoods?

It seems like the composition of wagons becoming the people who decide lims could lead to some weird parity issues in the late game.
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Post Post #5 (isolation #1) » Sun Jun 06, 2021 11:35 am

Post by Jingle »

Is there plurality at deadline or standard no elimination? If plurality there's a really boring breaking strategy of choose one player to be "Town" and eliminate with a wagon of 1 each time. Eliminate anyone else who votes, "Town" has sequential vig shots of the entire scumteam comp and town EV becomes much higher.

Neighborhood 1 is 9 people initially, but could be as low as 4 based on eliminations (Self hammer is actually viable as both factions to manipulate neighborhood comp). Applying that to all neighborhoods we get

4-9 players
5-9 players
5-8 players
6-8 players
6-7 players

Neighborhood 6 is 0-17 people. (Theoretically you could have 5 no lims with no wagon if everyone wanted to play this as a straight mountainous. Without looking at specific cases it seems likely that you would want to lim on wagon since scum is disproportionately likely to want to be on wagon and there's a risk of cascading pluralities among the various hoods because of that. I would wager this is fairly scumsided, possibly to the point that making it 4v12 would be preferable. The neighborhood play seems fascinating, though.
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Post Post #7 (isolation #2) » Sun Jun 06, 2021 12:00 pm

Post by Jingle »

Normally I'd agree with you, but I think the endgame parity is a strong scumsiding factor.

Basically, if Neighborhood 1 is 3 scum and 4 town to begin with and Neighborhood 2 is 4 scum and 4 town and neighborhood 3 is 2 scum and 4 town, Scum can manipulate Neighborhood 1 into killing someone who is town in Neighborhoods 2 and three. Scum now have the majority in Neighborhood 2, and can kill someone who is town in Neighborhoods 1 and 3. Scum now have three sequential kills and can mitigate overlap into other hoods to be able to work to parity faster.

I'm not 100% sure there isn't an opposite balancing mechanic (neighborhoods becoming conftown via the game not ending) but it seems more likely for the scum one to matter, particularly with the incentive town has to distrust any townies who are in multiple hoods. It definitely seems like the kind of setup where limming a scum early could easily snowball into an inevitable town win, but the odds of 5 living scum on D6 aren't unreasonable (13%) and both 4 and 5 large scumteams seem virtually unbeatable in endgame. This is even without considering the venge aspect of the scumteams.
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Post Post #8 (isolation #3) » Sun Jun 06, 2021 12:01 pm

Post by Jingle »

I actually had missed the vengescum part and was considering this as solely Nightless into Hoods, FWIW. The vengescum bit solves the plurality breaking strategy.
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Post Post #12 (isolation #4) » Sun Jun 06, 2021 3:07 pm

Post by Jingle »

It's also a significant enough departure from known ground that I'm not comfortable saying my analysis is definitely right.
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