[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #22 (isolation #0) » Fri Jan 16, 2009 10:45 am

Post by Simenon »

Spellbound Mafia

2 Mafia Goons
1 Serial Killer
1 Cop
2 Psychoanalysts
3 Townies

If the Psychoanalysts target the mafia or the serial killer, they will die during the night.
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Post Post #25 (isolation #1) » Fri Jan 16, 2009 12:13 pm

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Basically. It's weak, but it is still a viable information role.
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Post Post #27 (isolation #2) » Fri Jan 16, 2009 2:19 pm

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Why?
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Post Post #30 (isolation #3) » Fri Jan 16, 2009 3:45 pm

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Duh, okay. But that's a problem with the proportions, not the setup, right?
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Post Post #668 (isolation #4) » Sun Apr 12, 2009 11:48 am

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Mafia A; Mafia B

Nightless
Mafia A
Mafia B
4 Townies

If Mafia B is lynched before Mafia A is lynched, everybody loses.
Mafia A wins all three player endgames.
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Post Post #670 (isolation #5) » Sun Apr 12, 2009 12:46 pm

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animorpherv1 wrote:Simenon - Are Mafia A and Mafia told they are A & B? If not, you'd need to change that.
Yes, they are told, or else everyone will lose more than half the time.
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Post Post #720 (isolation #6) » Sat Apr 18, 2009 12:53 pm

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Simenon wrote:
Mafia A; Mafia B

Nightless
Mafia A
Mafia B
4 Townies

If Mafia B is lynched before Mafia A is lynched, everybody loses.
Mafia A wins all three player endgames.
Everybody knows the full extent of their own role PMs
Any other comment on this? I'm not sure it would be a fun game, but the strategic implications fascinate me.
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Post Post #848 (isolation #7) » Sat May 23, 2009 5:31 am

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Elegant PYP

1 Mafia Goon
2 Mafia Roleblockers
1 Cop
1 Doctor
1 Vigilante
6 Townies

Scum at the beginning of the game choose which town powerrole gets a role-block immunity.
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Post Post #849 (isolation #8) » Sun May 24, 2009 10:00 am

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Murder Suicide Mafia

2 Mafia Goons
2 Mafia Traitors
1 Cop
7 Townies

Traitors lose if both goons are lynched.
Traitors know their scumgroup, but the goons don't know the traitors.
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Post Post #851 (isolation #9) » Tue May 26, 2009 10:26 am

Post by Simenon »

Crazy wrote:
Simenon wrote:
Murder Suicide Mafia

2 Mafia Goons
2 Mafia Traitors
1 Cop
7 Townies

Traitors lose if both goons are lynched.
Traitors know their scumgroup, but the goons don't know the traitors.
Does the Cop get guilty on just Goons or both Goons/Traitors?
Cops get guilty on traitors.
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Post Post #938 (isolation #10) » Mon Aug 24, 2009 11:23 am

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Nominate Carbon-14
Nominate Picking Simplicity
Nominate Baby Too Much Scum

Nominate Big Cop Open

3 Goons
1 Godfather
1 Serial Killer
2 Cops
1 FBI agent
13 Townies
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Post Post #945 (isolation #11) » Wed Aug 26, 2009 1:40 pm

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Will anyone discuss the merit of adding the established setups I proposed to the open setups repertoire?
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Post Post #1465 (isolation #12) » Mon Jul 12, 2010 3:28 pm

Post by Simenon »

Hi Skruffs!
Nominate The More You Know Mafia
Re-nominate C9++
Fiasco wrote:12 players. Night start. No unusual mechanics. Roles are selected as follows:

First, generate 7 letters from the following distribution:

50% T
15% C
10% D
10% V
10% M
5% B

MOD NOTE: I will generate a random number from 1-100 7 times from random.org. If it lands 1-50, it's a T, 51-65 = C, 66-75 = D, 76-85 = V, 86-95 = M, 96-100 = B.

Then turn the letters into roles using the following tables. Probabilities are for 0 letters, 1 letter, etc.

C = sane cop + 1-3 millers (millerhood is distributed randomly among non-cop, non-scum, non-child)
CC = sane cop
CCC = sane cop + insane cop
CCCC = sane cop + sane cop
CCCCC = sane cop + sane cop + insane cop
CCCCCC = sane cop + sane cop + sane cop

(32%, 40%, 21%, 6%, 1%, .1%, .007%)

D = doc
DD = doc + backup doc
DDD = doc + doc
DDDD = doc + doc + backup doc
DDDDD = doc + doc + doc

(48%, 37%, 12%, 2%, .3%, .02%)

V = vig
VV = vig + one-shot vig
VVV = vig + vig
VVVV = vig + vig + one-shot vig
VVVVV = vig + vig + vig

(48%, 37%, 12%, 2%, .3%, .02%)

M = innocent child
MM = 2 masons
MMM = 2 masons + innocent child
MMMM = 3 masons
MMMMM = 2 masons + 2 masons

(48%, 37%, 12%, 2%, .3%, .02%)

B = blocker
BB = blocker + backup blocker
BBB = blocker + blocker
BBBB = blocker + blocker + backup blocker

(70%, 26%, 4%, .4%, .02%)

TTTTTTT = mafia goon + mafia godfather
TTTTTT = mafia goon + mafia godfather + serial killer (DI, BI)
TTTTT = mafia goon + mafia goon + mafia godfather
TTTT = mafia goon + mafia goon + mafia godfather + serial killer (DI, BI, KI)
TTT = mafia goon + mafia blocker + mafia godfather
TT = mafia goon + mafia blocker + mafia godfather + serial killer (DI, BI, CI, KI)
T = mafia spy + mafia blocker + mafia godfather
0 = mafia spy + mafia blocker + mafia godfather + serial killer (DI, BI, CI, KI, SI, RB)

(.8%, 5%, 16%, 27%, 27%, 16%, 5%, .8%; exactly 50% of all games have a serial killer)

Mafia GF appears to cops as a townie (Added: Both sanities). Mafia Spy learns one targeted player's role type each night (T/C/D/V/M/B). (The SK can tell the mod how he wants to appear to the Spy; if the Spy investigates the SK, the SK is notified.)

DI = each kill bypasses single doc protect (but not more)
BI = bypasses single roleblock attempt each night (but not more)
KI = survives one kill attempt each night (but not more)
CI = appears to cops as a townie (Added: Both sanities)
SI = appears to mafia spy as desired
RB = has a roleblock ability usable once

No role can target itself.

All kills are indistinguishable.

The mafia and SK know their own abilities. Mafia and SK abilities, cop sanity, and millerhood are not revealed on death.

Last team standing wins. If everyone dies, SK wins or mafia and town draw.
Game is wonderful.
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