This forum is for discussion of individual Open Setups, including theoretical balance.
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Post #37 (isolation #0 ) » Fri Jan 23, 2009 6:11 am
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by Empking » Fri Jan 23, 2009 6:11 am
Bump
1 Ninja + 1 Scum Tracker + 1 Scum Watcher
3 Trackers
3 Watchers
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #52 (isolation #1 ) » Sat Jan 31, 2009 11:37 pm
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by Empking » Sat Jan 31, 2009 11:37 pm
Shouldn't you edit that into the set up itself?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #64 (isolation #2 ) » Wed Feb 04, 2009 6:20 am
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by Empking » Wed Feb 04, 2009 6:20 am
C'mon we need to nominate set ups.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #66 (isolation #3 ) » Wed Feb 04, 2009 6:47 am
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by Empking » Wed Feb 04, 2009 6:47 am
Is there a non +2 version?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #91 (isolation #4 ) » Sat Feb 07, 2009 11:46 pm
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by Empking » Sat Feb 07, 2009 11:46 pm
shaft.ed wrote: Who's the Cop? C9
2 Mafia
1 Death Miller Cop
1 Bodyguard
5 townies
Nominate and then nominate again.
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Post #93 (isolation #5 ) » Thu Feb 12, 2009 5:52 am
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by Empking » Thu Feb 12, 2009 5:52 am
Bird C9 - Empking Style
2 Mafia
1 Macho Cop
1 Doc
5 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #159 (isolation #6 ) » Mon Feb 16, 2009 6:49 am
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by Empking » Mon Feb 16, 2009 6:49 am
Adel wrote:
~~~
Nominate Carbon 14
2 Mafia Goons or Werewolves
1 Cop (Only gets guilty on Mafia Goon)
1 Seer (Only gets guilty on Werewolf)
3 Townies
?
Second
- This set-up is the win.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #227 (isolation #7 ) » Wed Feb 18, 2009 12:23 am
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by Empking » Wed Feb 18, 2009 12:23 am
shaft.ed wrote: Who's the Cop? C9
2 Mafia
1 Death Miller Cop
1 Bodyguard
5 townies
This great set up got lost.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #232 (isolation #8 ) » Wed Feb 18, 2009 7:40 am
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by Empking » Wed Feb 18, 2009 7:40 am
Gunsmith
2 Mafia
1 SK (Kills with a spoon.)
2 Cops (only see Mafia)
2 Gunsmiths
1 of Cop or Gunsmith who doesn't carry a gun.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #237 (isolation #9 ) » Wed Feb 18, 2009 8:00 am
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by Empking » Wed Feb 18, 2009 8:00 am
Xylthixlm wrote: Empking wrote: Gunsmith
2 Mafia
1 SK (Kills with a spoon.)
2 Cops (only see Mafia)
2 Gunsmiths
1 of Cop or Gunsmith who doesn't carry a gun.
The mafia claim cop, and hope they don't get caught by the real cops. Probably devolves to a counterclaim situation.
The SK claims gunsmith and tries to guess who the real gunsmiths are so he doesn't out himself by his role.
Nobody actually scumhunts.
If all mafia claim cop and the SK claims gun smith then they'll just round it and find the scum. I don't think that's what scum would do.
Trojan: If mafia is killed day 1 then the game is basically random and as such very boring. Even if their's two mafia going into night 1 the game doesn't have a high enough Scum:Town ratio to be interesting.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #241 (isolation #10 ) » Wed Feb 18, 2009 8:07 am
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by Empking » Wed Feb 18, 2009 8:07 am
shaft.ed wrote: The Fonz wrote: Hehe. Even less chance for town than standard 2-10 mountainous, since it's a night start.
then 2:11?
So 2:10 only a player isn't allowed to play?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #290 (isolation #11 ) » Fri Feb 20, 2009 7:47 am
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by Empking » Fri Feb 20, 2009 7:47 am
farside22 wrote: I'm thinking for the next round of games to sign up for to do
Carbon 14
again. I found the game well balance and many enjoyed playing (well except those killed early.)
Discussion on the game is welcomed.
Good Posting.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #292 (isolation #12 ) » Fri Feb 20, 2009 7:54 am
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by Empking » Fri Feb 20, 2009 7:54 am
2 Scum
1 Cult
6 Townies
is imbalanced towards cult so I can't see this set up being balanced.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #406 (isolation #13 ) » Tue Feb 24, 2009 3:51 am
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by Empking » Tue Feb 24, 2009 3:51 am
I think AC9 should have a name relating to the Odds/Even game its obviously based on.(I aslso think its worse that Odds/Evens)
Vengeful without the Vengeful
2 Scum
1 Twilight Vig
2 Townies
Nightless
Twilight Vig PMs the mod during twilight and can kill even if lynched that day.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #443 (isolation #14 ) » Thu Feb 26, 2009 11:37 pm
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by Empking » Thu Feb 26, 2009 11:37 pm
Newbie with enabler
2 Mafia
1 Doc
1 Cop
1 Cop Enabler
2 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #444 (isolation #15 ) » Thu Feb 26, 2009 11:46 pm
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by Empking » Thu Feb 26, 2009 11:46 pm
Do The people who go in the newbie queue like big set ups?
I don't think they do.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #446 (isolation #16 ) » Fri Feb 27, 2009 4:57 am
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by Empking » Fri Feb 27, 2009 4:57 am
Crazy wrote: Empking wrote: Newbie with enabler
2 Mafia
1 Doc
1 Cop
1 Cop Enabler
2 Townies
Have the cop claim Day 1, massclaim Day 2, and it would be
very
difficult for the scum to ever win.
Scum are allowed to counter claim.
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Post #449 (isolation #17 ) » Fri Feb 27, 2009 5:18 am
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by Empking » Fri Feb 27, 2009 5:18 am
Newbie with enabler
2 Mafia
1 Doc
1 Cop
1 Cop Enabler - Told he's a townie
2 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #458 (isolation #18 ) » Fri Feb 27, 2009 11:45 pm
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by Empking » Fri Feb 27, 2009 11:45 pm
Seraphim wrote: Oh. Hmmm. Guess I got my set-ups confused.
I realize that Death Miller is not a popular role but it's a way(an extreme way) of discouraging follow-the cop.
F11 of Death Metal
1 Death Miller Cop
1 Doctor
2 Mafia Goons
5 Villagers
It'd be better with three townies.
Arson in Wolf Wood
1 Arsonist
2 Wolves
1 Seer
1 Firefighter
3 Townies
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Post #467 (isolation #19 ) » Sat Feb 28, 2009 11:28 pm
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by Empking » Sat Feb 28, 2009 11:28 pm
NK-Immune Miller Vig
2 Mafia
1 Cop
1 NK-Immune Miller Vig (Loses powers after N1)
1 Fake NK-Immune Miller Vig (Told he's a NK-Immune Miller Vig but isn't.)
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #469 (isolation #20 ) » Sun Mar 01, 2009 12:12 am
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by Empking » Sun Mar 01, 2009 12:12 am
Nominate: Lovers Mafa
Why shouldn't the vig shoot?
NK-Immune Miller Vig V.2
2 Mafia
1 Cop
1 NK-Immune Miller Vig (Loses powers after N1)
1 Fake NK-Immune Miller Vig who is also a back-up for the real NK-Immune Miller Vig(Told he's a NK-Immune Miller Vig but isn't.)
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Post #471 (isolation #21 ) » Sun Mar 01, 2009 1:13 am
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by Empking » Sun Mar 01, 2009 1:13 am
mykonian wrote: Why shouldn't the vig shoot?
because the in case the mafia is lynched, and he misvig's, the game is over. Situation doesn't change if he doesn't shoot, only that there are 2 more talking about the lynch.
NK-Immune Miller Vig V.2
2 Mafia
1 Cop
1 NK-Immune Miller Vig (Loses powers after N1)
1 Fake NK-Immune Miller Vig who is also a back-up for the real NK-Immune Miller Vig(Told he's a NK-Immune Miller Vig but isn't.)
doesn't change: this is biased towards mafia, and by a lot. town wins 25% of the times with copclaim.
without copclaim. Assuming mafia isn't lynch day 1 (that is hard to do.), then town wins only 1/9 of the times.
What makes you think cop claims the best?
How can it be certain that the mafa won't be lynched day 1 without making it clear that they're scum?
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Post #473 (isolation #22 ) » Sun Mar 01, 2009 2:40 am
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by Empking » Sun Mar 01, 2009 2:40 am
Can you explain how you get 1/9, I don't get it.
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Post #479 (isolation #23 ) » Sun Mar 01, 2009 3:59 am
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by Empking » Sun Mar 01, 2009 3:59 am
PokerFace wrote: I think I'll help you out empking
Disgrace to NK-Imune Miller Vigs
2 Mafia Outlaws
1 Cop
5 Vanillas
1 NK Imune Death Miller vig
Second
- Was the Death part on purpose?
Oman 6P
1 Cop
3 Vanillas
1 NK Imune Miller Vig
1 NK Imune Framer SK
(Can Frame and Kill Each night. He Auto wins if only him and vig are alive)
Its not normal due to not having a mafia group. (sad face)
8-Player Lyncher
2 Mafia
1 Lyncher
1 Cop (Maia only)
0-1 Doc
3-4 Townies
If lynchee is NK'd, lyncher (if still alive) becomes town.
Lynchee can be any player other than the lyncher
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Post #488 (isolation #24 ) » Mon Mar 02, 2009 7:51 am
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by Empking » Mon Mar 02, 2009 7:51 am
TJWAOT: I still think its broken the same way as normal Texas is, it just means that it goes to a three man end game.
Actually, what is town's win percentage if they just attack the person below them? Or the odds of it going into a three man end game?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #514 (isolation #25 ) » Fri Mar 06, 2009 10:09 pm
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by Empking » Fri Mar 06, 2009 10:09 pm
ortolan wrote: ^^ I like that one, very very simple too
mafia have 0.4 odds of winning, town 0.6 by random lynching
that's not that unbalanced compared to other standard setups is it?
?
No, that's horribly imbalanced.
Nominate: Yos's & Gurgi's 4P
1 SK with RB that can be used in addition to kill
1 Vigilante
2 Townies
Open, day Start, compulsory lynches.
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Post #516 (isolation #26 ) » Sat Mar 07, 2009 12:46 am
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by Empking » Sat Mar 07, 2009 12:46 am
If town has higher than 50% win chance, that's horribly imbalanced. I'd say if they have 45-50 its imbalanced.
Yeah, I just realized that b
Withdraw Nomination
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #518 (isolation #27 ) » Sat Mar 07, 2009 12:56 am
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by Empking » Sat Mar 07, 2009 12:56 am
To answer your first question. Only if there is only two factions.
If town has higher than 50% then they can random play and more likely than not win.
If scum have 60% chance to win then town can do something about it. If town does scum can't.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #523 (isolation #28 ) » Sat Mar 07, 2009 5:12 am
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by Empking » Sat Mar 07, 2009 5:12 am
Mith: If perfect scum lose more often than they win, that game is broken.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #525 (isolation #29 ) » Sat Mar 07, 2009 5:33 am
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by Empking » Sat Mar 07, 2009 5:33 am
Do you mean I don't know what "broken" means in the context of mafia or just in general.
I use it (and my quick search seems to agree with me) as something (such as a group or role) that if you're not it and you're opponent is you'll lose.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #527 (isolation #30 ) » Sat Mar 07, 2009 7:48 am
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by Empking » Sat Mar 07, 2009 7:48 am
shaft.ed wrote: Emp, what mith is saying is a set up is broken when an optimized preset strategy exixst that doesn't involve playing mafia.
Mith is wrong.
Mith's definition is stupid as any game could be played in a way that's not mafia. So every game is broken. So I was right.
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Post #530 (isolation #31 ) » Sat Mar 07, 2009 7:56 am
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by Empking » Sat Mar 07, 2009 7:56 am
If Mith is right then the Texas Justice method isn't broken because its random instead of scum hunting, right?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #532 (isolation #32 ) » Sat Mar 07, 2009 7:57 am
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by Empking » Sat Mar 07, 2009 7:57 am
Sera: So every game is broken because there is always an optimum way of winning.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #535 (isolation #33 ) » Sat Mar 07, 2009 9:58 am
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by Empking » Sat Mar 07, 2009 9:58 am
Sera: Just because we don't know the strategy (and by "we", I mean you and I, I'm pretty sure Mith knows it) doesn't mean it doesn't exist.
Thok: That's still worse that scum hunting.
I was responding to Sera's definition. Where was "boring and not mafia"?
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #556 (isolation #34 ) » Sun Mar 15, 2009 7:59 am
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by Empking » Sun Mar 15, 2009 7:59 am
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Post #569 (isolation #35 ) » Wed Mar 18, 2009 5:25 am
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by Empking » Wed Mar 18, 2009 5:25 am
Korts wrote: Bird 7p?
Second
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Post #601 (isolation #36 ) » Sat Mar 28, 2009 8:52 am
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by Empking » Sat Mar 28, 2009 8:52 am
Normal 4P
2 Mafia
2 Double Voters
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #605 (isolation #37 ) » Sun Mar 29, 2009 8:28 am
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by Empking » Sun Mar 29, 2009 8:28 am
Vote counts only count people voting.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #610 (isolation #38 ) » Mon Mar 30, 2009 4:32 am
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by Empking » Mon Mar 30, 2009 4:32 am
Or you could just y'know not have a weird number of votes needed to lynch.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #612 (isolation #39 ) » Mon Mar 30, 2009 4:45 am
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by Empking » Mon Mar 30, 2009 4:45 am
shaft.ed wrote: Empking wrote: Or you could just y'know not have a weird number of votes needed to lynch.
that doesn't fix anything, in fact it makes it far easier for scum.
But the game you're doing is balanced towards town, so balancing it closer to scum is a good thing.
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Post #614 (isolation #40 ) » Mon Mar 30, 2009 5:06 am
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by Empking » Mon Mar 30, 2009 5:06 am
shaft.ed wrote: Empking wrote: shaft.ed wrote: Empking wrote: Or you could just y'know not have a weird number of votes needed to lynch.
that doesn't fix anything, in fact it makes it far easier for scum.
But the game you're doing is balanced towards town, so balancing it closer to scum is a good thing.
How is a game where a single townie misvote = loss "balanced closer to scum?"
Because if a single townie misvotes then scum can win?
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Post #629 (isolation #41 ) » Thu Apr 09, 2009 8:27 am
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by Empking » Thu Apr 09, 2009 8:27 am
Elmo wrote: Angelic
1 angel
2 goons
7-9? townies
The angel is told the alignments of all players, cannot post in thread, and does not exist for all practical purposes; except, each night, the angel selects one townie to protect from a kill. The mafia are told who the angel selected before they submit their kill.
Not really sure about the balance here, but I think it's cute. Odds on the town needs more than 7 townies because vanilla, idk.
Is the fact that if they get a lucky first day, each player can give a name, the angel protects the player ho picked scum and then the killed player's player is cleared a problem.)
(Does that even make sense?)
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Post #667 (isolation #42 ) » Sat Apr 11, 2009 9:34 am
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by Empking » Sat Apr 11, 2009 9:34 am
Green Modding Guide
Mafia:
1 GF
1 RB
Town:
1 Cop
1 Doc
1 Vig
3 Townies
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #677 (isolation #43 ) » Fri Apr 17, 2009 5:24 am
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by Empking » Fri Apr 17, 2009 5:24 am
50%?
2 Lovers Mafia
2 Masons
2 Townies
Night Start
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #680 (isolation #44 ) » Fri Apr 17, 2009 11:39 pm
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by Empking » Fri Apr 17, 2009 11:39 pm
50%? V.2
2 Mafia Lovers
2 Masons
1 Vengeful Townie
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #683 (isolation #45 ) » Sat Apr 18, 2009 12:14 am
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by Empking » Sat Apr 18, 2009 12:14 am
The First Part of your breaking strategy: Scum could also claim scum. That's not a problem with the set up.
The second part: This doesn't increase the town's odds of winning.
Plus, if you guys want to make a point, skip the walls, because everyone else in the game does as well. - Magister Ludi
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Post #686 (isolation #46 ) » Sat Apr 18, 2009 12:27 am
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by Empking » Sat Apr 18, 2009 12:27 am
Korts wrote: Empking wrote: The First Part of your breaking strategy: Scum could also claim scum. That's not a problem with the set up.
The second part: This doesn't increase the town's odds of winning.
That's true. But masons will have to claim, since lynching a mason = a town loss. And if masons claim, then scum counterclaim, and again, it is down to a single player to actually play.
If masons claiming leads to masons getting lynched then it ruins your reasoning for masons claiming.
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Post #688 (isolation #47 ) » Sat Apr 18, 2009 12:33 am
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by Empking » Sat Apr 18, 2009 12:33 am
ortolan wrote: I agree with Korts' point- while strictly speaking it does have a 50% expected win percentage for both town and scum, it is just a bad/boring setup regardless.
Its only boring when you try (and fail) to break it.
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Post #691 (isolation #48 ) » Sat Apr 18, 2009 12:54 am
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by Empking » Sat Apr 18, 2009 12:54 am
ortolan wrote: The setup is really just: one judge with two pairs trying to convince this judge to lynch the other.
Only if you play suboptimally.
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Post #693 (isolation #49 ) » Sat Apr 18, 2009 1:00 am
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by Empking » Sat Apr 18, 2009 1:00 am
ortolan wrote: only if who plays suboptimally? it is optimal play for the scum to force this situation to begin with.
What game?
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Post #695 (isolation #50 ) » Sat Apr 18, 2009 1:10 am
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by Empking » Sat Apr 18, 2009 1:10 am
ortolan wrote: I meant your game
If scum do an action that everyone knows is bad for the town, I doubt they won't be lynched.
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Post #697 (isolation #51 ) » Sat Apr 18, 2009 1:19 am
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by Empking » Sat Apr 18, 2009 1:19 am
Korts wrote: Empking wrote: ortolan wrote: I meant your game
If scum do an action that everyone knows is bad for the town, I doubt they won't be lynched.
But it is optimal play for the town for the masons to claim, since accidentally lynching them would be an instant scum win.
No it isn't.
They Claim - 50% random and unincreasable
They don't claim - 50% random and can be increased by good play.
Do you honestly think the first is better?
(Also, your plan (unless I'm mistaken) is to increase the odds of the masons being accidently lynched to stop them from being accidently lynched. Which is just silly.)
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Post #701 (isolation #52 ) » Sat Apr 18, 2009 2:03 am
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by Empking » Sat Apr 18, 2009 2:03 am
Korts wrote: Empking wrote: Korts wrote: Empking wrote: The First Part of your breaking strategy: Scum could also claim scum. That's not a problem with the set up.
The second part: This doesn't increase the town's odds of winning.
That's true. But masons will have to claim, since lynching a mason = a town loss. And if masons claim, then scum counterclaim, and again, it is down to a single player to actually play.
If masons claiming leads to masons getting lynched then it ruins your reasoning for masons claiming.
Um, masons
not
claiming is what may lead to masons getting lynched, while masons claiming turns the game into a single player's decision. It is a game without any fun.
So mason claiming leads to masons not getting lynched?
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Post #704 (isolation #53 ) » Sat Apr 18, 2009 2:20 am
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by Empking » Sat Apr 18, 2009 2:20 am
Korts wrote: Empking wrote: Korts wrote: Empking wrote: Korts wrote: Empking wrote: The First Part of your breaking strategy: Scum could also claim scum. That's not a problem with the set up.
The second part: This doesn't increase the town's odds of winning.
That's true. But masons will have to claim, since lynching a mason = a town loss. And if masons claim, then scum counterclaim, and again, it is down to a single player to actually play.
If masons claiming leads to masons getting lynched then it ruins your reasoning for masons claiming.
Um, masons
not
claiming is what may lead to masons getting lynched, while masons claiming turns the game into a single player's decision. It is a game without any fun.
So mason claiming leads to masons not getting lynched?
No, masons claiming leads to there being two pairs of masons being claimed, leaving the vengeful townie to decide.
Why do the masons claim?
Adel: Lovers, roll 1d6 then let the 1d6er roll a dice to work out who the next to lynches are. Is Lovers broken?
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Post #706 (isolation #54 ) » Sat Apr 18, 2009 2:32 am
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by Empking » Sat Apr 18, 2009 2:32 am
Korts wrote: Empking: the masons claim because if they don't, they are lynch candidates--and a mason lynch is an instant loss for town.
They Claim: So they won't be lynched.
When they claim: The odds of one of them getting lynched goes up by 10%.
Am I getting this right?
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Post #710 (isolation #55 ) » Sat Apr 18, 2009 2:37 am
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by Empking » Sat Apr 18, 2009 2:37 am
Korts wrote: Empking wrote: Korts wrote: Empking: the masons claim because if they don't, they are lynch candidates--and a mason lynch is an instant loss for town.
They Claim: So they won't be lynched.
When they claim: The odds of one of them getting lynched goes up by 10%.
Am I getting this right?
No. Neither the real masons nor the claimed masons will be getting lynched, the vengeful townie will.
So the confirmed town is lynched. Why?
And does it increase the town's odds to bertter than 50%?
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Post #712 (isolation #56 ) » Sat Apr 18, 2009 3:00 am
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by Empking » Sat Apr 18, 2009 3:00 am
Adel wrote: Empking wrote: Korts wrote: Empking wrote: Korts wrote: Empking: the masons claim because if they don't, they are lynch candidates--and a mason lynch is an instant loss for town.
They Claim: So they won't be lynched.
When they claim: The odds of one of them getting lynched goes up by 10%.
Am I getting this right?
No. Neither the real masons nor the claimed masons will be getting lynched, the vengeful townie will.
So the confirmed town is lynched. Why?
And does it increase the town's odds to bertter than 50%?
or the two masons will vote a scum player, and the two scum will vote for a mason, and the V. townie will hammer.
So the masons claim in order to not get lynched by increasing their odds of getting lynched?
It doesn't make any difference
-- either way the V. has to choose between two identical groups with no informational or motivational difference between them.
Yes, the town is punished for poor play. Why is that bad?
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Post #714 (isolation #57 ) » Sat Apr 18, 2009 3:04 am
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by Empking » Sat Apr 18, 2009 3:04 am
Korts wrote: Empking wrote: So the masons claim in order to not get lynched by increasing their odds of getting lynched?
They aren't increasing their odds of getting lynched unless I'm missing something big.
Adel said the VT hammers.
1/5 = 20%
1/4 = 25%
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Post #716 (isolation #58 ) » Sat Apr 18, 2009 3:21 am
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by Empking » Sat Apr 18, 2009 3:21 am
iamausername wrote: Empking wrote: It doesn't make any difference
-- either way the V. has to choose between two identical groups with no informational or motivational difference between them.
Yes, the town is punished for poor play. Why is that bad?
There would be no difference between poor play and good play on the townie's part, because the two groups he has to choose between are functionally identical. Nothing he does will possibly increase his odds of choosing correctly above 50%.
They are not functionally identical.
The mafia knows who the town and the mafia are. The masons do not.
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Post #718 (isolation #59 ) » Sat Apr 18, 2009 3:29 am
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by Empking » Sat Apr 18, 2009 3:29 am
iamausername wrote: The mafia know that one of the other three is the townie, and the other two are masons, but not which is which. The masons know that one of the other three is the townie, and the other two are mafia, but not which is which. What's the difference?
The townie and mason have the same win con, the mafias and townie don't.
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Post #731 (isolation #60 ) » Sun Apr 26, 2009 1:58 am
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by Empking » Sun Apr 26, 2009 1:58 am
Max wrote: I agree with CES, (see basically communism mafia)
Simple Sanity Issues
3 Mafia (One Role Blocker)
1 Cop (50% Sane, 50% Insane)
8 Town
So Pie only a lot worse for the town?
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