During pregame each player needs to send a number between 1~10 to mod. List of players is being randomized and each player receive a role according to Table 1 and Table 2.
Spoiler: Table 1
Player
Role position
Player 1
Player 1 pick
Player 2
Player 1 role position + Player 2 pick
Player 3
Player 2 role position + Player 3 pick
Player 4
Player 3 role position + Player 4 pick
Player 5
Player 4 role position + Player 5 pick
Player 6
Player 5 role position + Player 6 pick
Player 7
Player 6 role position + Player 7 pick
Player 8
Player 7 role position + Player 8 pick
Player 9
Player 8 role position + Player 9 pick
Player 10
Player 9 role position + Player 10 pick
Player 11
Player 10 role position + Player 11 pick
Player 12
Player 11 role position + Player 12 pick
Player 13
Player 12 role position + Player 13 pick
Spoiler: Table 2
Role position
Role
1
Quitter
2
VT
3
VT
4
VT
5
VT
6
VT
7
VT
8
VT
9
VT
10
VT
11
VT
12
VT
13
VT
14
VT
15
VT
16
VT
17
VT
18
VT
19
VT
20
VT
21
VT
22
VT
23
VT
24
VT
25
VT
26
VT
27
VT
28
VT
29
VT
30
VT
31
Acetic
32
Acetic
33
N4 Alien
34
N4 Alien
35
Fruit vendor
36
Fruit vendor
37
Neighborizer
38
Neighborizer
39
N1 Tracker
40
N1 Tracker
41
N1 Parity Cop
42
N1 Parity Cop
43
1S Alien
44
1S Alien
45
2S Motion Det
46
2S Motion Det
47
2S Rolecop
48
2S Rolecop
49
2S Rolecop
50
2S Vanilla Cop
51
2S Vanilla Cop
52
3S Follower
53
3S Follower
54
Psychologist
55
Psychologist
56
2S Jailkeeper
57
2S Jailkeeper
58
Disloyal Roleblocker
59
Disloyal Roleblocker
60
Ascetic Weak Hider
61
Ascetic Weak Hider
62
Lazy Doctor
63
Lazy Doctor
64
1S PGO
65
1S PGO
66
Desperando
67
Desperando
68
Vengeful
69
N1N2 Commuter
70
Universal Backup
71
Universal Backup
72
Universal Backup
73
N1N2 Doctor
74
N1N2 Doctor
75
N1N2 Doctor
76
N1N2 Bulletproof
77
1S Babysitter
78
1S Babysitter
79
1S Babysitter
80
N1 Vigilante
81
2S Bodyguard
82
2S Bodyguard
83
2S Bodyguard
84
N1 Detective
85
N1 Detective
86
Mailman
87
Mailman
88
Mailman
89
N4 Vigilante
90
N4 Vigilante
91
Ascetic
92
Ascetic
93
VT
94
VT
95
VT
96
VT
97
VT
98
VT
99
VT
100
VT
101
VT
102
VT
103
VT
104
VT
105
VT
106
VT
107
VT
108
VT
109
VT
110
VT
111
VT
112
VT
113
VT
114
VT
115
VT
116
VT
117
VT
118
VT
119
VT
120
VT
121
VT
122
VT
123
VT
124
VT
125
VT
126
VT
127
VT
128
VT
129
VT
130
Quitter
After this each member of mafia may choose one additional modifier: Multitasking, Informed (identity of player above him on the list) or N-X Ninja Strongman.
The best pick is probably always 10... for town. Which means that if there is no Quitter town asks everyone for their picks(Picks, not roles). Then everyone reveals their roles. This should help town determine the setup, and help town determine who failed to pick 10.
If someone claims Quitter they are executed. If they were the Quitter then town proceeds to a massclaim Day 2(because the setup is now known). With approx. 4-5 IC's...yeah well.
Without looking too far into it, there's probably an optimal scumchoice based on that logic, which might then nash's equilibrium into it going back to a Semi Open instead of an Open. Dunno how that would end up playing out though.
In post 3, Not Known 15 wrote:The best pick is probably always 10... for town. Which means that if there is no Quitter town asks everyone for their picks(Picks, not roles). Then everyone reveals their roles. This should help town determine the setup, and help town determine who failed to pick 10.
If someone claims Quitter they are executed. If they were the Quitter then town proceeds to a massclaim Day 2(because the setup is now known). With approx. 4-5 IC's...yeah well.
Sounds very townsided.
Forget this, I made a major error.
The best town pick is probably 6. It gives town good roles, and scum needs to be careful in choosing different because that could backfire.
If there is truly a dominant choice it’s existence in this discussion makes it an issue. I still think the mash equilibrium will probably solve that though.
Looking at roles from a small town perspective n1 vig, N4 vig, vengeful very powerful in the hands of scum, potentially problematic.
Town want to average 6.85 on their picks (get to 90 without overshooting, maximizing number of prs.) so they should likely pick in a range of 6-8. Scum picking triple 2 is probably optimal (more likely to negatively impact number of prs, impossible to get quitter).
My gut says massclaim of number picks D1 then claim of any role that isn’t particularly worth saving that conflicts with that range, then massclaim of select roles (desperado and ascetic, for example) that don’t want to remain hidden if town should happen D1 and full massclaim should happen D3.
I guess scum can get upperhand with vig or rb but similar thing works fine in pyp x/y. Over there scum just get suspicion during massclaim for evil use.
In post 8, Bingle wrote:Town want to average 6.85 on their picks (get to 90 without overshooting, maximizing number of prs.) so they should likely pick in a range of 6-8. Scum picking triple 2 is probably optimal (more likely to negatively impact number of prs, impossible to get quitter).
No, you want just 6.
The last part of the PR's isn't good enough.
And scum definitely doesn't want to pick 2 2 2 in that case!
Looking at all 6 it’s an overly swingy small town, but not necessarily broken for town. Town power is some subset of parity cop/psych/hider/desp/UB/babysitter
Desp/UB is way overpowered, but scum choosing a single 7 makes that a non issue without too large of a narrowing of the location of one scum.
Additionally, up to 3 of those roles are scum. I’m not convinced it’s a truly optimal strat and given that I don’t think that any strategy relying on town all independently arriving at the decision to follow this threads advice on picks isn't realistic.
As a whole the setup is probably way more swingy than is desirable and likely has more in the way of town power than it should, though.
An interesting tweak that might solve NK’s issue fully and depower town a bit is to randomize who gets what roles independently of who submits what number.
That'd work. You could also make the list circular and start it at a random position to get the same effect.
You still run into the problem of there being setups that scum just lose at rand, but I don't think there's a way to fix that and have the setup work as intended.