[OLD] Open Setup Ideas and Discussion
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Rebels in the Palace
8 Rebels (win if King is lynched)
3 Guards (know who King is but not who the other Guards are, win if King + Guards >= Rebels)
1 King (doesn't know anyone, wins if King + Guards >= Rebels)
Assassins in the Palace
2 Assassins (have vengeful kill when lynched, win if King dies)
9 Guards (know who King is but not who the other Guards are, win if all Assassins are dead)
1 King (doesn't know anyone, wins if all Assassins are dead)#mafia@irc.globalgamers.net
"Xyl was completely berserk" -dramonic
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1) That was from memory, so I'm not surprised if it's wrongPokerFace wrote:1) Did the standards change, or am I wrong about something being standard?
2) Both are nightless. Assassins can only talk to each other in twighlight or pregame. Correct?
3) Is Your given Assassin's Setup really in the queue now?
2) Don't know
3) I proposed RitP in the last thread, and it got nominated/seconded/etc., but somehow AitP got added to the open queue instead of RitP. I have no idea if that's still in the queue or if it got run.#mafia@irc.globalgamers.net
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Mutually Assured Destruction
4 scum, 8 town.
Day 1, the players to decide who to lynch normally. Then the lynched player gets a kill before they die, then the killed player gets a kill, etc, until the remaining players are all town or all scum. The player can choose not to kill, in which case it goes back to lynching. Players (including the player about to make the next kill) can talk at any time.#mafia@irc.globalgamers.net
"Xyl was completely berserk" -dramonic
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Needs more anti-meta.
15 town, each selected randomly and independently from this table:
1-2: tracker
3: vig
4: reporter
5: watcher
6: bodyguard
7: jailkeeper
8: super saint
9-30: vanilla townie
I have faith in the binomial distribution.#mafia@irc.globalgamers.net
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The mafia claim cop, and hope they don't get caught by the real cops. Probably devolves to a counterclaim situation.Empking wrote:Gunsmith
2 Mafia
1 SK (Kills with a spoon.)
2 Cops (only see Mafia)
2 Gunsmiths
1 of Cop or Gunsmith who doesn't carry a gun.
The SK claims gunsmith and tries to guess who the real gunsmiths are so he doesn't out himself by his role.
Nobody actually scumhunts.#mafia@irc.globalgamers.net
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Adel wrote:
I think we can agree that there should be a rule that says "games that do not start off with more than one scum player are not mafia" -- that is my objection to Dethy anyway. It needs more scumz.Mr. Flay wrote:Meh Dethy- it's a logic puzzle, not Mafia.Nominate SS3#mafia@irc.globalgamers.net
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...Shanba wrote:
Does it start day 1 - night 2 or day 1 - night 1?Alduskkel wrote:How about this?
2 Mafia Goons
1 Even Night Cop
1 Odd Night Doctor
5 Vanilla Townies
Day Start
You need to ask?#mafia@irc.globalgamers.net
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Hmm. Night 0: A cop dies, three others are blocked. One gets a result.Adel wrote:3 mafia role blockers
3 mafia role blockers
5 cops
1 doctor
night start
have fun with hypocop.
Day 1: Cop with result claims. Doc claims, since the mafia know who he is anyways (he wasn't blocked and doesn't have a result). No lynch.
Night 1: A cop dies, the rest are blocked.
Day 2: It's now lylo (3 vs 4) with one doc and one sane cop result. Town is screwed.#mafia@irc.globalgamers.net
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A 1 in 3 chance of the game being nearly unwinnable for town before day 1 starts is too high.Adel wrote:assuming that the doctor doesn't block the N0 kill:- N0:
- nk:5/6 chance of cop death
- RB:2/5 chance of 3 cops RB'd -- 1 unblocked investigation
3/5 chance of 2 cops and 1 doc RB'd -- 2 unblocked investigations
Result:2/3 chance of 2 unblocked cop investigations, 1/3 chance of 1 unblocked investigation
a: 1/6 chance of a dead doc, two unblocked cop investigations (each with 1/3 chance of catching scum)
b: 2/6 chance of living doc and 1 unblocked investigation
c: 3/6 chance of living doc and 2 unblocked investigations
are you still sure that this is broken for scum Xyl?Town is screwed.#mafia@irc.globalgamers.net
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Based on further calculations and observations, I think Rebels in the Palace might be actually good if it had three fewer rebels and one fewer guard...
RitP 8
1 King (wins when King + guards >= rebels)
2 guards (know who King is, win when King + guards >= rebels)
5 rebels (win when King is dead)
This has an EV of 56% for the king+guards and 44% for the rebels.#mafia@irc.globalgamers.net
"Xyl was completely berserk" -dramonic
"Xyl's ruthless policy lynching won the game." -Vi- Xylthixlm
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The really, really amusing part is that this setup is unbalanced in favor of the town.iamausername wrote:
And a one-shot odd night deputy and a one-shot even night nurse. And make the scum werewolves 50% of the time.Xylthixlm wrote:Let's make the cop one-shot only on even nights, and the doc one-shot only on odd nights, and make it so the doc can't protect the cop, and give the scum a roleblocker.#mafia@irc.globalgamers.net
"Xyl was completely berserk" -dramonic
"Xyl's ruthless policy lynching won the game." -ViCopyright © MafiaScum. All rights reserved.
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