Game Idea: Serial Killer's Gambit

This forum is for discussion related to the game.
User avatar
GreenLiquid
GreenLiquid
Mafia Scum
User avatar
User avatar
GreenLiquid
Mafia Scum
Mafia Scum
Posts: 1054
Joined: July 15, 2005

Game Idea: Serial Killer's Gambit

Post Post #0 (ISO) » Mon Jun 26, 2006 9:27 am

Post by GreenLiquid »

Here's the Setup:

SETUP: Serial Killer’s Gambit

Open Setup, Night Start, Equal Chance Variant Game

Variant 1

2 Serial Killers (immune to cross-kills)
1 Psychiatrist
1 Cop
8 Townies

Variant 2

2 Serial Killers (immune to cross-kills)
1 Psychiatrist
9 Townies

Variant 3

2 Serial Killers (immune to cross-kills)
1 Cop
9 Townies

Variant 4

2 Serial Killers (immune to cross-kills)
10 Townies

As you look at it, you should be able to notice several strategies for the Serial Killers to use, considering that the Serial Killers can actually safely claim (some are riskier than others, but they can potentially work if pulled off right) any of the roles potentially available in the setup.

Would this game be a Mini Theme or Mini Regular? And do you think it is balanced?
Avatar courtesy of Chickadee! | GTKAL
User avatar
Thok
Thok
Disgrace to SKs everywhere
User avatar
User avatar
Thok
Disgrace to SKs everywhere
Disgrace to SKs everywhere
Posts: 7013
Joined: March 28, 2005

Post Post #1 (ISO) » Mon Jun 26, 2006 9:31 am

Post by Thok »

This would be a mini regular.

This strikes me as an SK analogue of C9, except that the SK's are much weaker then the mafia is in C9. I might consider dumping a townie or two, but I could be wrong.
I replaced into Chess Mafia for 6 months, and all I got was a win and this lousy sig.
User avatar
GreenLiquid
GreenLiquid
Mafia Scum
User avatar
User avatar
GreenLiquid
Mafia Scum
Mafia Scum
Posts: 1054
Joined: July 15, 2005

Post Post #2 (ISO) » Mon Jun 26, 2006 9:34 am

Post by GreenLiquid »

Thok wrote:This would be a mini regular.

This strikes me as an SK analogue of C9, except that the SK's are much weaker then the mafia is in C9. I might consider dumping a townie or two, but I could be wrong.
That's what I was thinking it was like. If you can run a mini with 10 players, removing some townies would be preferable (otherwise the game would be too long for the SK's advantage).

I was considering also including other potential power-roles as well, but that makes things a bit too complicated and most likely overpowers the town.
Avatar courtesy of Chickadee! | GTKAL
User avatar
Tamuz
Tamuz
Mafia Scum
User avatar
User avatar
Tamuz
Mafia Scum
Mafia Scum
Posts: 2807
Joined: March 20, 2005
Location: Seattle, Washington State

Post Post #3 (ISO) » Mon Jun 26, 2006 9:37 am

Post by Tamuz »

I would lynch any power-role claim in that game.

Cop claim or Psych claim, I'd lynch them.
Tamuz is the expression of the alienated, of the ambitious, of the dispossessed.
User avatar
GreenLiquid
GreenLiquid
Mafia Scum
User avatar
User avatar
GreenLiquid
Mafia Scum
Mafia Scum
Posts: 1054
Joined: July 15, 2005

Post Post #4 (ISO) » Mon Jun 26, 2006 9:42 am

Post by GreenLiquid »

Tamuz wrote:I would lynch any power-role claim in that game.

Cop claim or Psych claim, I'd lynch them.
Wouldn't be a bad idea, considering SK could be impersonating them. However, they could also claim townie and have a large number of other townies to hide amounst.
Avatar courtesy of Chickadee! | GTKAL
User avatar
Thok
Thok
Disgrace to SKs everywhere
User avatar
User avatar
Thok
Disgrace to SKs everywhere
Disgrace to SKs everywhere
Posts: 7013
Joined: March 28, 2005

Post Post #5 (ISO) » Mon Jun 26, 2006 9:51 am

Post by Thok »

Mini's can have any number of people under 12. (Just tell MeMe that you only want 10 people in the game-we've run C9 mini regulars in the past).
I replaced into Chess Mafia for 6 months, and all I got was a win and this lousy sig.
User avatar
GreenLiquid
GreenLiquid
Mafia Scum
User avatar
User avatar
GreenLiquid
Mafia Scum
Mafia Scum
Posts: 1054
Joined: July 15, 2005

Post Post #6 (ISO) » Mon Jun 26, 2006 9:51 am

Post by GreenLiquid »

In that case, yeah, I'd probably cut the number of players to 10.
Avatar courtesy of Chickadee! | GTKAL
User avatar
Fiasco
Fiasco
Goon
User avatar
User avatar
Fiasco
Goon
Goon
Posts: 834
Joined: September 21, 2005

Post Post #7 (ISO) » Mon Jun 26, 2006 12:20 pm

Post by Fiasco »

1. The balance of this game depends strongly on random luck, like C9. Both the psychiatrist and the cop are very powerful.
2. Alignment-changing roles are bad, IMHO. What's to stop both SKs from coming out to the psychiatrist immediately?

This would definitely be a mini regular.

Also, plug-a-doodle-doo
"I beseech you, in the bowels of Christ, think it possible you may be mistaken." - Oliver Cromwell
User avatar
VisMaior
VisMaior
Flip Out!
User avatar
User avatar
VisMaior
Flip Out!
Flip Out!
Posts: 3776
Joined: June 22, 2005
Location: Budapest

Post Post #8 (ISO) » Mon Jun 26, 2006 6:41 pm

Post by VisMaior »

What's to stop both SKs from coming out to the psychiatrist immediately?
there might be no psychiatrist...
"logic is in the eye of the beholder" -LyingBrian in Eyewitness 1
"correct me if i'm wrong, but isn't the CHANCE of something happening always 50% (either it will or it won't)?" -LyingBrian in BJs Wild West mafia
User avatar
Yosarian2
Yosarian2
(shrug)
User avatar
User avatar
Yosarian2
(shrug)
(shrug)
Posts: 16394
Joined: March 28, 2005
Location: New Jersey

Post Post #9 (ISO) » Mon Jun 26, 2006 7:21 pm

Post by Yosarian2 »

Don't like the idea of a psychiastrist in a game like that. The psychiastrist would fire every night, no reason not to, and it's completly random if they hit the SK or not.

I'd rather see you take out the psychiastrists and put in vigs in their place. At least then there would be a good reason to fire intellegently, instead of randomly every single night, which would make the game more skill-based instead of luck based. Plus, if a vig takes out SK #1, SK #2 is in a better position then if SK #1 gets converted.
I want us to win just for Yos' inevitable rant alone. -CrashTextDummie
TheEyeOfMordor
TheEyeOfMordor
Goon
TheEyeOfMordor
Goon
Goon
Posts: 400
Joined: September 10, 2005
Location: Iceland

Post Post #10 (ISO) » Mon Jun 26, 2006 8:11 pm

Post by TheEyeOfMordor »

The only problem I can see is if the SK´s crossfire at eachother and end the game.
I would hate to be in a Night 1 Town victory.
In the name of Mark Lazarus....
User avatar
Cogito Ergo Sum
Cogito Ergo Sum
YARR!
User avatar
User avatar
Cogito Ergo Sum
YARR!
YARR!
Posts: 11085
Joined: October 29, 2005
Location: Nottingham

Post Post #11 (ISO) » Mon Jun 26, 2006 8:35 pm

Post by Cogito Ergo Sum »

They're immune to crosskils, Eye.
Scumchat is awesome. Yarr!

~"Multiple exclamation marks are a sure sign of a diseased mind."~
User avatar
GreenLiquid
GreenLiquid
Mafia Scum
User avatar
User avatar
GreenLiquid
Mafia Scum
Mafia Scum
Posts: 1054
Joined: July 15, 2005

Post Post #12 (ISO) » Tue Jun 27, 2006 5:16 am

Post by GreenLiquid »

I'm still not sure how to work it, I might do something like this:

2 SKs (immune to C-K's)
1 Cop
1 Doctor
1 Vigilante
5 Townies

This setup as the 'prototype,' but the possible setups (in terms of town power roles, and rest are townies) are:

1 Cop, 1 Doc
1 Doc, 1 Vig
1 Vig, 1 Cop
1 Vig
1 Cop
1 Doc
All Townies

I'm trying to work the setup so that the SK's have to play mindgames with each other and the town.
Avatar courtesy of Chickadee! | GTKAL
User avatar
Coron
Coron
Shameless Plug
User avatar
User avatar
Coron
Shameless Plug
Shameless Plug
Posts: 5449
Joined: November 19, 2004

Post Post #13 (ISO) » Tue Jun 27, 2006 5:23 am

Post by Coron »

Yosarian2 wrote:Don't like the idea of a psychiastrist in a game like that. The psychiastrist would fire every night, no reason not to, and it's completly random if they hit the SK or not.
NOT RANDOM NOT RANDOM NOT RANDOM
User avatar
GreenLiquid
GreenLiquid
Mafia Scum
User avatar
User avatar
GreenLiquid
Mafia Scum
Mafia Scum
Posts: 1054
Joined: July 15, 2005

Post Post #14 (ISO) » Tue Jun 27, 2006 6:31 am

Post by GreenLiquid »

A bit more work on the same idea:

Serial Killer’s Gambit - 10 Players

Always have 2 SKs that are immune to cross-kills.
All other roles are townies.

1. 1 Cop, 1 Doc
2. 1 Doc, 1 Vig
3. 1 Vig, 1 Cop
4. 1 Cop
5. 1 Doc
6. 1 Vig
7. No Power Roles

The percentages for each setup occurring:

1. 13%
2. 13%
3. 13%
4. 15%
5. 15%
6. 15%
7. 16%
Avatar courtesy of Chickadee! | GTKAL
TheEyeOfMordor
TheEyeOfMordor
Goon
TheEyeOfMordor
Goon
Goon
Posts: 400
Joined: September 10, 2005
Location: Iceland

Post Post #15 (ISO) » Tue Jun 27, 2006 6:42 am

Post by TheEyeOfMordor »

sorry, didn´t see the immune part.
In the name of Mark Lazarus....
User avatar
Max
Max
Mafia Scum
User avatar
User avatar
Max
Mafia Scum
Mafia Scum
Posts: 2280
Joined: April 11, 2006

Post Post #16 (ISO) » Tue Jun 27, 2006 6:54 am

Post by Max »

Green Liquid I have an Idea for it

make it so the SKs can cross kill unless there are only 2 SKs left
User avatar
GreenLiquid
GreenLiquid
Mafia Scum
User avatar
User avatar
GreenLiquid
Mafia Scum
Mafia Scum
Posts: 1054
Joined: July 15, 2005

Post Post #17 (ISO) » Tue Jun 27, 2006 6:59 am

Post by GreenLiquid »

Green Liquid I have an Idea for it

make it so the SKs can cross kill unless there are only 2 SKs left
Umm, but there's never going to be more than 2 SK's, so I'm not sure how that makes sense...
Avatar courtesy of Chickadee! | GTKAL
User avatar
Max
Max
Mafia Scum
User avatar
User avatar
Max
Mafia Scum
Mafia Scum
Posts: 2280
Joined: April 11, 2006

Post Post #18 (ISO) » Tue Jun 27, 2006 7:37 am

Post by Max »

i mean left left like all townies are dead and only 2 SKs left
User avatar
GreenLiquid
GreenLiquid
Mafia Scum
User avatar
User avatar
GreenLiquid
Mafia Scum
Mafia Scum
Posts: 1054
Joined: July 15, 2005

Post Post #19 (ISO) » Tue Jun 27, 2006 7:51 am

Post by GreenLiquid »

Um... they would just target each other.
Avatar courtesy of Chickadee! | GTKAL
User avatar
Yosarian2
Yosarian2
(shrug)
User avatar
User avatar
Yosarian2
(shrug)
(shrug)
Posts: 16394
Joined: March 28, 2005
Location: New Jersey

Post Post #20 (ISO) » Tue Jun 27, 2006 8:11 am

Post by Yosarian2 »

Coron wrote:
Yosarian2 wrote:Don't like the idea of a psychiastrist in a game like that. The psychiastrist would fire every night, no reason not to, and it's completly random if they hit the SK or not.
NOT RANDOM NOT RANDOM NOT RANDOM
I mean, night 1 it'll be random. Whereas a vig probably won't fire night 1, and probably won't fire until they're suspicious of someone.
I want us to win just for Yos' inevitable rant alone. -CrashTextDummie
User avatar
Yosarian2
Yosarian2
(shrug)
User avatar
User avatar
Yosarian2
(shrug)
(shrug)
Posts: 16394
Joined: March 28, 2005
Location: New Jersey

Post Post #21 (ISO) » Tue Jun 27, 2006 8:13 am

Post by Yosarian2 »

If they're immune to cross-kills, though, there'd be a lot of draws. If they're "true" SK's, and need to be the last one standing, let them kill each other. If they can't kill each other, then give them a win condition that says they win if they're alive and all GG's are dead (so if both SK's make it to the end, they both win).
I want us to win just for Yos' inevitable rant alone. -CrashTextDummie
User avatar
GreenLiquid
GreenLiquid
Mafia Scum
User avatar
User avatar
GreenLiquid
Mafia Scum
Mafia Scum
Posts: 1054
Joined: July 15, 2005

Post Post #22 (ISO) » Tue Jun 27, 2006 8:20 am

Post by GreenLiquid »

Yosarian2 wrote:If they're immune to cross-kills, though, there'd be a lot of draws. If they're "true" SK's, and need to be the last one standing, let them kill each other. If they can't kill each other, then give them a win condition that says they win if they're alive and all GG's are dead (so if both SK's make it to the end, they both win).
That's probably a good idea. Here's the win conditions:

TOWN: Both SK's are dead
SKs: All Townspeople are dead
Avatar courtesy of Chickadee! | GTKAL
User avatar
GreenLiquid
GreenLiquid
Mafia Scum
User avatar
User avatar
GreenLiquid
Mafia Scum
Mafia Scum
Posts: 1054
Joined: July 15, 2005

Post Post #23 (ISO) » Tue Jun 27, 2006 8:22 am

Post by GreenLiquid »

Then that raises the problem of actually taking out the other SK...

In that case, I'd say if both SK's are alive at the end, town wins. Then, the SK's are more motivated to expose one another.
Avatar courtesy of Chickadee! | GTKAL
User avatar
Mr. Flay
Mr. Flay
Metatron
User avatar
User avatar
Mr. Flay
Metatron
Metatron
Posts: 24969
Joined: March 12, 2004
Location: Gormenghast

Post Post #24 (ISO) » Tue Jun 27, 2006 10:10 am

Post by Mr. Flay »

No cross-kills sounds good except it does make your SK a bit more like a cop (with no docs, that's potentially the only way you'd not get two NKs every night).

I don't think I like having the Psychiatrist either. Two SKs vs 8-10 townies might be fair, with the mechanic that two SKs left alive at the end automatically target each other and both die.
Retired as of October 2014.

Return to “Mafia Discussion”