[SETUP] All Tied Up!
- Something_Smart
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Something_Smart He/himSomewhat_Balanced
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He/him- Somewhat_Balanced
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- Something_Smart
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Something_Smart He/himSomewhat_Balanced
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He/him- Somewhat_Balanced
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- Something_Smart
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Something_Smart He/himSomewhat_Balanced
- Something_Smart
He/him- Somewhat_Balanced
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- Something_Smart
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Something_Smart He/himSomewhat_Balanced
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He/him- Somewhat_Balanced
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Well town gets a total of 9 lynches (assuming they aren't endgamed before then), though a lot of them are without flips, so it's pretty similar to a nightless flipless, except that you get all the flips so far about halfway through but scum also gets a few kills. If town were to use to townblock method (form a townblock and powerlynch everyone outside of it), they'd need 4 correct townreads to win, which I guess is all right.
It's kind of hard to judge how much the flips affect the balance, but I suspect that Day 2 (6 players alive) would be hard for scum, especially if there's only one left. This is all assuming 10:3 because I'm pretty sure 11:2 is very townsided.- Something_Smart
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Something_Smart He/himSomewhat_Balanced
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Couldn't you get around that by choosing the order players vote to end day, starting with those to be lynched and then finishing with the biggest townreads? As long as a townie hammers end day, they won't let it go through if it's wonky, so that would force scum not in the designated lynch targets to beat the other player to a hammer and out themself in the process. Aside from that I don't think any scum can prevent the multi-lynch in a way that doesn't allow town to solely Lynch that player that day. - Something_Smart
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