[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1800 (ISO) » Wed Jan 30, 2008 10:34 am

Post by KaleiÐoscøpe »

C7 of 9

2 scum
1 PGO
1 doctor
3 townies
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Post Post #1801 (ISO) » Wed Jan 30, 2008 1:04 pm

Post by Adel »

Action Movie

4 mafia goons
1 mafia godfather
3 vigs (A, B, and C)
3 cops (A, B, and C)
1 townie

Vig A and Cop A know each other's alignment.
Vig B and Cop B know each other's alignment.
Vig C and Cop C know each other's alignment.
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Post Post #1802 (ISO) » Wed Jan 30, 2008 1:17 pm

Post by Kinetic »

Adel, add a mafia roleblocker and maybe a couple more Vanilla townies I'm thinking. Otherwise it seems weighted in the towns favor.
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Post Post #1803 (ISO) » Wed Jan 30, 2008 1:37 pm

Post by Xylthixlm »

Adel wrote:
Action Movie

4 mafia goons
1 mafia godfather
3 vigs (A, B, and C)
3 cops (A, B, and C)
1 townie

Vig A and Cop A know each other's alignment.
Vig B and Cop B know each other's alignment.
Vig C and Cop C know each other's alignment.
All the vigs and cops claim.
Circle the vigs.
Circle the cops.
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Post Post #1804 (ISO) » Wed Jan 30, 2008 2:34 pm

Post by Adel »

the scum do have a counter.
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Post Post #1805 (ISO) » Thu Jan 31, 2008 8:09 am

Post by xyzzy »

Toll Free


50% chance of mafia RB
1-2 goons
50% chance of cop
50% chance of doc
3-5 townies
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Post Post #1806 (ISO) » Thu Jan 31, 2008 8:20 am

Post by somestrangeflea »

Texas Medics

3 Mafia
9 One-Shot CPR Doctors

Basically, the way choices are resolved, if a player is targetted an odd number of times, they'll die. An even number, and they'll live (one CPR kills, then the second revives).
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Post Post #1807 (ISO) » Thu Jan 31, 2008 9:10 am

Post by Mr. Flay »

Ugh. CPR Docs are hella confusing...
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Post Post #1808 (ISO) » Fri Feb 01, 2008 10:57 am

Post by Guardian »

Guardian wrote:Cop Mafia.
4 Scum
3 Cops (all sane)
8 Townies

alternatively:
1 gf
3 scum
3 cops (all sane)
8 townies, one of which is a miller.

alternatively:
4 scum
2 sane cops
1 insane cop (same role PM as sane cop)
8 townies

I prefer the second, I think, but I thought I'd mention them all. Being a cop is cool.
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Post Post #1809 (ISO) » Fri Feb 01, 2008 12:51 pm

Post by Adel »

Adel wrote:or is this one better?

Paranoid Scum Mafia 2.0

3 Goons, Mafia A
3 Goons Mafia B
1 SK, member of both Mafias, traditional SK win condition, has his own NK
5 Cops

12 Players
no love? It would make for a very interesting game even with a massclaim on day 1.
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Post Post #1810 (ISO) » Fri Feb 01, 2008 2:10 pm

Post by shaft.ed »

Adel wrote:
Adel wrote:or is this one better?

Paranoid Scum Mafia 2.0

3 Goons, Mafia A
3 Goons Mafia B
1 SK, member of both Mafias, traditional SK win condition, has his own NK
5 Cops

12 Players
no love? It would make for a very interesting game even with a massclaim on day 1.
Hmm this is intruiging since the Cops have a greater than 50% chance of guilty but they don't have the voting block to get anyone lynched it'll be interesting to see how they handle their roles. I like the idea of scum aligned SK's. Can the SK perform both the mafia NK and the SK NK because that could be a simple way for the mafia to weed out who the SK is. Also can someone run the odds of this ending in a draw/scorched earth. Not sure if it matters, but I know some people don't like it when nobody wins.

Also night or daystart?
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Post Post #1811 (ISO) » Sun Feb 03, 2008 10:51 am

Post by Scigatt »

I am but a simple newb, but I have some ideas for Open Setups.

First is what I call Symmetry 7(S7)

2 Mafia Goon/Roleblocker(1 block & kill/night as long as one is alive, on the suggestion of Pie_is_Good)
1 Cop/Nurse(One action/night only)
1 Doc/Deputy(One action/night only)
3 Townies

After some talking with Pie_is_Good, we came up with another setup called Double Cycle 11(DC-11)

b. = backup
PR= Power role

1 Mafia Goon/b. Roleblocker/b. b. PR investigator
1 Mafia Roleblocker/b. PR investigator/b. b. Goon
1 Mafia PR investigator/b. Goon/b. b. Roleblocker
1 Doc/b. Cop/b. b. Vig
1 Cop/b. Vig/b. b. Doc
1 Vig/b. Doc/b. b. Cop
5 townies
(One action/night for all power roles.)

I'm thinking a Day Start for both, but I am unsure.
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Post Post #1812 (ISO) » Sun Feb 03, 2008 11:53 am

Post by xyzzy »

ZZ Dethy


3 scum
9 cops

ALL players send a target for the investigation each night. The players are prearranged in some order beforehand, and the top living player is the only one who necessarily gets accurate results. All players will get a single word - "scum" or "cop" - but not who it is about.

As with all my open setups, these numbers could probably be adjusted.

Virus


2 scum
18 town

The scum get 2^(night # - 1) kills per night. That number is divided by 2 if scum is lynched.
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Post Post #1813 (ISO) » Sun Feb 03, 2008 2:11 pm

Post by Oman »

shaft.ed wrote:Can the SK perform both the mafia NK and the SK NK because that could be a simple way for the mafia to weed out who the SK is.
He'd have to be able to.


1 Mafia Goon/b. Roleblocker/b. b. PR investigator
1 Mafia Roleblocker/b. PR investigator/b. b. Goon
1 Mafia PR investigator/b. Goon/b. b. Roleblocker
1 Doc/b. Cop/b. b. Vig
1 Cop/b. Vig/b. b. Doc
1 Vig/b. Doc/b. b. Cop
5 townies
(One action/night for all power roles.)

Very interesting, confusing as hell, but interesting.
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Post Post #1814 (ISO) » Sun Feb 03, 2008 11:27 pm

Post by Scigatt »

Oman wrote:
1 Mafia Goon/b. Roleblocker/b. b. PR investigator
1 Mafia Roleblocker/b. PR investigator/b. b. Goon
1 Mafia PR investigator/b. Goon/b. b. Roleblocker
1 Doc/b. Cop/b. b. Vig
1 Cop/b. Vig/b. b. Doc
1 Vig/b. Doc/b. b. Cop
5 townies
(One action/night for all power roles.)

Very interesting, confusing as hell, but interesting.
Here is chart to help explain it:
Image
Powers go around the cycle. For example, if the Vig dies, that power cycles to the Cop. If the Cop is dead at that juncture, then you cycle again to the Doc.
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Post Post #1815 (ISO) » Mon Feb 04, 2008 12:31 am

Post by Oman »

Yeah I get it, and I like it, but...what if the cop is alive and the vig dies, does he become a copvig?
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Post Post #1816 (ISO) » Mon Feb 04, 2008 4:04 am

Post by Adel »

shaft.ed wrote:
Adel wrote:
Adel wrote:or is this one better?

Paranoid Scum Mafia 2.0

3 Goons, Mafia A
3 Goons Mafia B
1 SK, member of both Mafias, traditional SK win condition, has his own NK
5 Cops

12 Players
no love? It would make for a very interesting game even with a massclaim on day 1.
Hmm this is intruiging since the Cops have a greater than 50% chance of guilty but they don't have the voting block to get anyone lynched it'll be interesting to see how they handle their roles. I like the idea of scum aligned SK's. Can the SK perform both the mafia NK and the SK NK because that could be a simple way for the mafia to weed out who the SK is. Also can someone run the odds of this ending in a draw/scorched earth. Not sure if it matters, but I know some people don't like it when nobody wins.

Also night or daystart?
daystart. Yes, any member of the mafia can commit the NK, including the Sk. It is possible for the SK to target three players in one night for kills.
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Post Post #1817 (ISO) » Mon Feb 04, 2008 7:26 am

Post by Scigatt »

Oman wrote:Yeah I get it, and I like it, but...what if the cop is alive and the vig dies, does he become a copvig?
yes, but with only one action/night.
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Post Post #1818 (ISO) » Mon Feb 04, 2008 10:03 am

Post by Andycyca »

xyzzy wrote:
Virus


2 scum
18 town

The scum get 2^(night # - 1) kills per night. That number is divided by 2 if scum is lynched.
This one looks interesting.
If no scum is lynched
is over in 4 days. however, at the beginning of D4 there are still 10 people alive, big enough for hiding?
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Post Post #1819 (ISO) » Mon Feb 04, 2008 11:05 am

Post by Rogueben »

Virus sounds interesting but the game is over by the end of N5 no matter what. I don't know whether that's enough time to accurately find 2 scum within a 20 person game.
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Post Post #1820 (ISO) » Mon Feb 04, 2008 7:52 pm

Post by Andycyca »

Maybe it is, scum must be good enough to conduct mislynches: D1 needs 11 for a lynch. Maybe it's enough time, given the fact that there are several deaths each night, thus giving the town more info-per-night.
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Post Post #1821 (ISO) » Tue Feb 05, 2008 12:00 pm

Post by xyzzy »

Breakout


2 scum
16 town

Scum begins with 1 night kill per night. This number goes up by 1 every day. This number is halved (and rounded up) if scum is killed.

Haven't checked win odds on this, but this seems probably fairer.
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Post Post #1822 (ISO) » Tue Feb 05, 2008 12:07 pm

Post by Guardian »

xyzzy wrote:
Breakout


2 scum
16 town

Scum begins with 1 night kill per night. This number goes up by 1 every day. This number is halved (and rounded up) if scum is killed.

Haven't checked win odds on this, but this seems probably fairer.
this, but with 3 scum 16 town.
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Post Post #1823 (ISO) » Tue Feb 05, 2008 1:24 pm

Post by shaft.ed »

Nominate Parnoid Scum Mafia 2.0

Have a soft spot for mafia aligned SK's
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Post Post #1824 (ISO) » Tue Feb 05, 2008 1:51 pm

Post by Oman »

Second the above
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