My first thought is that townies should all request to be placed randomly on the grid since scum are the only players with pregame information. The first player should hold off picking anyone as not to give scum a chance to shape the game, especially since this:In post 0, Vi wrote:Pregame, one player is randomly chosen to place themselves on the 3x3 grid.
Once per player, each player who is on the grid may choose one player who's not on the grid, and place them wherever they want.
In the interest of expediting the game, a player who is not on the grid may ask the moderator to randomly place them on the grid. (They can then place one other player on the grid.)
If deadline for this phase passes, everyone not assigned gets placed randomly.
stops all ways town can get an edge/break the game I could think of.The scum win when one of the following occurs:
*All living players occupy the same cell (after dead-player-movement).
I have a hard time visualizing this. When a row is eliminated, the squares don't disappear until their columns also get cut off, right?When a row or column is cut off, the grid collapses back into a contiguous whole. In other words, you cannot subdivide the grid into mutually inaccessible parts.
This has the same drawbacks as a n0 kill, but to a lesser extent.At the start of this phase, the scumteam cuts off one row or column of their choice. There are therefore five remaining "lynch" targets.
Can't see this ending in 3 speedlynches.There is one deadline for this phase, and it does not reset. If this deadline runs out, the scum win.
I think I'd like this setup better if players could talk and prematurely vote on the first cut while the grid is filled in, although it might increase the chance for a breaking town strategy.
Is the large kill count the sole reason for having a small grid with multiple players per cell? This concept could easily be applied to a 4x4 13-player jigsaw.