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Post #0 (isolation #0) » Fri Jan 29, 2021 4:45 am
Postby T-Bone »
Steak the Deck is an open game for 13 players, created as an update to Stack the Deck. It uses modern role terminology and updates the roles list while maintaining the core pre-game selection mechanic.
Setup
2 Mafia Goon
1 Mafia Traitor
10 Townies
Mechanics
Day Start
Role Selections by Mafia
Role Modifications
Role Selection
During pre-game, the Mafioso, Mafia Traitor, and Vanilla Townie roles are distributed to the playerlist. The Mafia have 24 hours to select any of the follow modifications to be applied to the team (up to three) assigning which Mafioso or Traitor gets the additional abilities. The Traitor will always be recruited instead of killed if targeted by the Mafia Factional Night Kill. For each modification the Mafia select, an additional modification is granted to the town (up to three). Town can then be randomly given new roles, two plus additional roles granted by mafia (up to three for a max of five).
Mafia Additional Abilities
- Roleblocker
- Rolestopper
- Rolecop
- Enforcer
- Racketeer
- Ascetic
- Recruiter (additional night action to try to recruit the Traitor)
Town Additional Abilities
- Neapolitan
- Jailkeeper
- Follower
- Doctor
- Weak Hider
- Friendly Neighbor
- Innocent Child (revealed start of Day 1)
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Post #5 (isolation #2) » Fri Jan 29, 2021 9:56 am
Postby T-Bone »
Yeah I think Follower may synergize better with potential fakeclaims. Officially made the change. Gives both the Rolecop and Roleblocker multiple plausible fakeclaims.
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Post #7 (isolation #4) » Mon Feb 08, 2021 2:21 pm
Postby T-Bone »
Made a change to role section after discussing it with Something_Smart. Mafia can now choose who gets what modification instead of it being assigned randomly.
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Post #9 (isolation #5) » Tue Feb 16, 2021 4:20 am
Postby T-Bone »
Sorry, I realize that I still had the word 'random' in a different sentence and made the correction. Scum get to assign who gets what role and if they want to give the JOAT to the traitor I am fine with that choice even if it is sub-optimal.
Balance is interesting in no choices. I think that the traitor cannot be recruited in a goon game balances that, since you can win as town white flag style by eliminating the other two players (and they get two power roles to work with).
I disagree a bit on the role cop comment, since it would have synergy with the recruiter and roleblocker depending on how you'd want to use it. Maybe scum shouldn't pick the role cop by themselves, but that's up to them to decide.
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Post #10 (isolation #6) » Tue Oct 26, 2021 7:09 am
Postby T-Bone »
I think maybe I want to replace the role cop with something else. I feel like the rest of the adjustments I made work. Bumping for ideas, as I plan to queue this soon.
As in it becomes a binary choice, either your scum team is 3 members or it isn't. I don't think that fits with the rest of the set-up. There's no trade off. This set-up is about trade offs, and so I value the trade off of having to recruit the traitor with a night action.
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Post #22 (isolation #11) » Fri Feb 24, 2023 10:19 am
Postby T-Bone »
Okay I made updates.
First I made the Traitor automatically recruited when targeted by the night kill. I changed Recruiter to be a specific role Mafia can take to have an additional recruit per night to find the traitor. I also got rid of the JOAT and gave Mafia a Rolestopper, Vaporizer, and Enforcer to counter some of the town roles. I gave Mafia an Asectic role. I removed the Encryptor and gave Mafia daytalk.
I gave Town a Friendly Neighbor. I might give them one more role, we'll see.
I need to decide whether Mafia have plausible fake claims. I think the Rolecop will synergize well with a few fake claims. Which might necessitate it's inclusion in the setup.