[OLD] Open Setup Ideas and Discussion
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Antihero al;kdjfal;kj
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@Enigma: Do each of the mafia traitors get an NK?
The goons are only told who their 3 partners are (i.e. they don't know who the survivor is).
If the Mafia outnumbers the town and the Mafia survivor is still alive, the goons lose and the survivor wins alone.
Mafia can't NK a mafia member.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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drmyshottyizsik wrote:@anti- one mis lynch and the game could be over if the vig mis kills
Assuming the mafia kill goes through+misvig+mislynch, that's 9 alive w/ 4 mafia. LYLO, but not loss (in this case, I doubt the town loses since the mafia are likely to bus someone).The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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I'm hesitant to cap the vig because I think any vig will at least half a brain will do it himself (especially around LYLO).drmyshottyizsik wrote:well i would keep it at four, but cap the vig, and add a vt and a town pgo
I think you're right in that I should add more town though.
How about this
If the mafia outnumbers town and the survivor is still alive, the goons lose and the survivor wins alone.
Mafia is not allowed to NK one of their own members. Mafia also must NK every night.
Vigilante is not compulsive.
Town must lynch every day.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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Antihero al;kdjfal;kj
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Antihero al;kdjfal;kj
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Oh, ok. I don't care for the role of one-shot vig, either. I prefer regular ones. But I like your odd/even night idea.
How about this?
- If the mafia outnumbers town and the survivor is still alive, the goons lose (i.e. - the survivor wins alone)
- The mafia can't NK one of its own members.
- Mafia have to kill every night.
The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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Antihero al;kdjfal;kj
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Ouch, good point.Herodotus wrote:
This is going to create some conflict. Not all of the mafia have the same motivations, but you need them to agree on a kill. Why is their kill mandatory?Antihero wrote:[*]Mafia have to kill every night.
Suppose there are two mafia members left, and one is the survivor. Each will insist that the other perform the kill because of the tracker or PGO, and they will probably prefer different targets. Because there are two of them, they can't vote to decide. Would you threaten them with an automatic loss if they don't agree?
EDIT: Also, if the mafia survivor is about to be lynched, they should have some in-game incentive not to reveal* who their remaining partners are. An alternate win condition, maybe.
* And I don't mean just claiming their role and naming buddies. The survivor simply has no incentive not to drop a strong hint if they're already being bussed, like "my scumlist is [buddy1], [buddy2], [buddy3]." Doing this may even intimidate their partners out of bussing them, so there is a potential incentive for them to do that.
hmmm....The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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Yeah, I see what you're saying, but shotty's idea is intriguing.bv310 wrote:It wouldn't work, since the town could just claim who they AREN'T or ask everyone in the QT to post a certain phrase or vote for the person directly below them on the list, or say a certain phrase in their opening post, or all vote for the mod, or post a certain number (like the difference between your position and spot 12). Yeah, broken.
How about making some scum neighbors?
3 Town Blind Neighbors
4 Townies
1 Cop
2 Mafia Blind Neighbors
1 Mafia Roleblocker
EDIT: Hmmm... then there's not that much point to the neighborhood, is there?
How about giving the neighbors an ability, like a vig kill?
2 Town Blind Neighbors
6 Townies
1 Cop
1 Mafia Blind Neighbor
1 Mafia Goon
1 Mafia Godfather (shows up innocent to cop, not NK immune)
Blind Neighbors have a collective vig kill (not compulsive). If either of the town neighbors die, the ability is lost.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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I would ditch the sydney carton role. I would also add a vigilante and a some kind of protective role (roleblocker or doc).
EDIT: I disagree with gandalf. Unless there's only 1 scum left, a tracker is WAY harder than a cop (because in order to get a good result, the tracker has to guess not only who's scum, but which scum is doing the kill).The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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Neutral survivors suck.
How about this?mallowgeno wrote:Feeling Lucky Open
Mafia:
2 Goons
3rd Party:
1 Converter (N1 must decide if they want to be sided with the town or the mafia. If he chooses to side with the mafia, he becomes a Stalker. If he decides to go town, he becomes a Doctor.)
1 Convertee (If the converter chose to become a stalker, the convertee becomes a town deputy (He will become a cop if the town cop dies). If the converter decided to become a doctor, then the convertee becomes a lawyer. If the converter dies D1, the convertee becomes aneutral survivorserial killer)
Town:
1 Sane Cop
7 Vanilla Townies
Godfather removed
Lawyer is able to make one of his mafia buddies appear innocent.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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Also, should the choice for mallow's game come on night 0?
Mafia have to kill one of their own?drmyshottyizsik wrote:Really bored but here's my new idea
Every Man has a secret mafia
I would hate to be mafia.
I also don't care for games where alignment changes in the middle of a game.The distance between insanity and genius is measured only by success.-
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Ditch the hider and mafia bus driver. Also forget making the GF bulletproof.drmyshottyizsik wrote:drmyshottyizsik wrote:Ok here it goes! BEST IDEA EVER!!!!
I couldn't Come up with a name Mafia
This is a 12 player game
Ok so if the Cream Puff is selected then the Vig will not be in the game, so there will only be 2 NK's
THOUGHTS!?The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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Antihero al;kdjfal;kj
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How about this emp?
Empking's Smith
2 Mafia
2 Maniacs (mafia that kill w/ knives)
1 Bodyguard (protects from Maniacs) OR Bladesmith (detects Maniacs and bodyguard)
1 Doc (protects from Mafia) OR Gunsmith (detects mafia and cop)
3 TowniesThe distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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Antihero al;kdjfal;kj
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Antihero al;kdjfal;kj
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Do you think mayo clinic has some kind of design flaw in it that needs to be fixed?drmyshottyizsik wrote:Well this one was inspired by mayo clinic
Jesters = ultimate suckageEmpking wrote:Empking's Jester
2 Mafia
1 Jester
1 Vig
1 Doc
3 TowniesThe distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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New Rule: People, don't put your name on a setup. It's sickening.
Mafia Miller --> Mafia GodfatherTragedy wrote:Massive Poisoning
2 Poisoners
1 Roleblocker
1 Miller
1 Cop
1 Poison Doctor
1 Roleblocker
1 Miller
1 Universal Backup
6 Townies
Notes
Mafia Miller investigates innocent.
Town Miller investigates guilty.
Both poisoners can poison within the night.
Universal Backup will be told that they're townie. They only replace Cop, Poison Doctor or Roleblocker.
Poison Doctors cures people from Poison.
Poison automatically kills its target the next day.
Mafias talk during the Night.
Cops are Sane. Either get 'Innocent' or 'Guilty' Verdict.
Also mafia is overpowered, but I really like your idea of a poisoner game.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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Antihero al;kdjfal;kj
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Of course it's going to be swingy, it's a game based on a killing role.
How about making it a large to account for that?
1 Mafia Poisoner
1 Mafia Backup Poisoner
1 Mafia Roleblocker
1 Mafia Godfather
1 Day Poisoning Serial Killer (no nightkill, poison resolves at the end of the night proceeding the day when the kill was submitted, immune to 1 attempt on his life per night)
1 Town Poisoner
1 Doctor (cures poisoned people)
1 Surgeon (prevents NKs, not poison)
1 Tracker
1 Watcher
1 Universal Backup
10 TowniesLast edited by Antihero on Sat Mar 05, 2011 1:42 pm, edited 1 time in total.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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Antihero al;kdjfal;kj
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Replace that Faith Poison Healer with a Town Poisoner (I love town killing roles, so no, I won't stop harking on that), and I'd /in for that setup.
Also, allow the doc to cure both poisoned people and... NK victims?
I still like my Surgeon/Doctor combo better.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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Antihero al;kdjfal;kj
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Actually, I think I like that better anyway.
Massive Poisoning
1 Mafia Poisoner
1 Mafia Back-Up Poisoner
1 Roleblocker
1 Role Cop
1 Day Poisoning Maniac (immune to 2 doses of poison)
1 Poison Doctor
1 Town Poisoner
1 Town Roleblocker
1 Tracker
1 Watcher
1 Universal Backup
11 Townies
Notes
Night Start
Universal Backup will be told that they're townie. They only replace Tracker, Watcher, Poison Doctor or Roleblocker.
Poison Doctors cures people from Poison.
Poison automatically kills its target the next night.
Mafias talk during the Night.
Watchers can tell who visited their target's house.
Trackers can see who their target targetted.
Maniac can poison one person during Day Phase, which kills the target during the next night phase.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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Antihero al;kdjfal;kj
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Antihero al;kdjfal;kj
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I'm already in the Large normal queue, and I don't want to mod two large normals at once. And I actually want to play the game.Tragedy wrote:You can attempt to put a post in a Set-Up Review thread, then get someone to review the stuff, and so on and so forth.
Get yourself a back-up mod. xD
I thought we had some system of approving open setups. Am I just imagining things?The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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Massive Poisoning
1 Mafia Poisoner
1 Mafia Back-Up Poisoner
1 Roleblocker
1 Role Cop
1 Day Poisoning Maniac (immune to 2 doses of poison)
1 Poison Doctor
1 Town Poisoner
1 Town Roleblocker
1 Tracker
1 Watcher
1 Universal Backup
11 Townies
Notes
Night Start
Universal Backup will be told that they're townie. They only replace Tracker, Watcher, Poison Doctor or Roleblocker.
Poison Doctors cures people from Poison.
Poison automatically kills its target the next night.
Mafias talk during the Night
Mafia gets a Soloist kill (that is, if there's only 1 mafia member remaining, that member gains the power to nightkill)
Watchers can tell who visited their target's house.
Trackers can see who their target targetted.
Maniac can poison one person during Day Phase, which kills the target during the next night phase.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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They would do it by PM to the mod, not in thread.theplague42 wrote:Would the maniac have to declare their kill? I assume it's an SK wincon.
The poison doctor only cures poison the night that the target would die? Or does it protect during the night of poisoning as well?
It protects during the night of poisoning as well.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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No. Treacherous lovers are where the lovership (is that a word?) is half town, half scum. So, pretty much, it's like polygamist except for town don't know if their lover is also town at the beginning.gandalf5166 wrote:There's a setup LIKE that already called polygamist that has four pairs of lovers and one group of 4 mafia that are all lovers with each other. It's VERY hard for mafia. Doesn't mean I didn't win it though.
So the idea has been done, so you know.
Tragedy, that's actually a pretty interesting variation on a kind of hackneyed mechanic.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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First, let's come up with a new title.chkflip wrote:CHK MAFIAEdit 1
TOWN
1x Cop
1x Hated Miller (req's 1 less vote to lynch)
1x Vengeful Lover (If miller is lynched/NK'd, Townie is given one day/nightkill then suicides in the same phase)
8x Vanilla
MAFIA
1x Godfather w/ inv-immunity
1x Goon
SCUM2
1x Werewolf w/ 1-time BPV
1x Werewolf
DETAILS
- Miller and Vengeful Lover are sent Vanilla Townie Role PM's
Next, let's even the scumteams.
Friends, Enemies, and that other A-hole
TOWN
1x Cop (gets "guilty" on mafia and wolves and "innocent on town")
1x Hated Miller (req's 1 less vote to lynch)
2x Vengeful Lovers (If one lover is lynched/NK'd, Townie is given one day/nightkill then suicides in the same phase)
8x Vanilla
MAFIA
1x Godfather (1 shot bulletproof)
1x Goon
SCUM2
1x Alpha Werewolf (1-shot bulletproof)
1x Werewolf
How about this?The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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What are you going for here, shotty?drmyshottyizsik wrote:Who to Protect Mafia V2
1 Doctor/RoleCop(Uses Both abilities each night)
1 Iatrophobic Townie(If protected he kills the doctor)
2 Macho Townies
3 Vanilla Townies
1 RoleBlocker
1 Goon
The townies are not told what they are.
To me, I would hate to be a doc in this situation, because instead of playing an optimal doc game (protect the most townish), you have to guess which townie isn't going to kill you. Add on the fact that the townies don't actually know their roles and I don't care for this setup.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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OK, fine but my original question remains unanswered.drmyshottyizsik wrote:He's a role cop...
Usually when someone proposes an open game, they think "I'd really like to see [whatever] in a game". In Crazy's it's a simple dilemma: should the mafia kill the confirmed town at the risk of being outed by the watcher; and should the watcher spend his night action on the confirmed town knowing this? It's WIFOM: the watcher and mafia are outguessing each other. While there is that twist of WIFOM, though, optimal gameplay will still most likely be rewarded with victory.
Open games could also be centered around a particular role, like Tragedy's poisoner setup (what happened to that anyway?). Personally, I think Poisoner is a really cool and underused role, so that's what we were going for with that proposal.
When it comes to nightactions, this setup seems less of a mafia game and more of a guessing game. Optimal gameplay for the doc here would be to protect the most townish, which could end up being a macho townie (that means a dead townie) or the PGO-like role (which means death for the doc). Compounding to that, the fact that the townies don't know their roles means that the PGO-like role can't even modify his gameplay to be more protown or claim. So, playing the doc/cop role relies less on strategy, reads, and skill and a lot more on luck.
[more to come in next post]...The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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[continue]...
If you want to setup a minefield, you should make it fair and force the scum to navigate through it as well. I suggest maybe using bombs and weak roles.
Whatever is it though, I think there should be a purpose to all these open game proposals.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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^constructivechesskid3 wrote:^ horrible
To my understanding, the electrician is pretty much a jailkeeper. You also added more players. While there's nothing inherantly bad about that, sometimes less is more, which I think is the case here. EDIT: Since this game is probably going to have a bunch of mafia misfires, a larger version of this game will probably drag on too long. That's why fewer players is better here.The distance between insanity and genius is measured only by success.-
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Also, this is very close to dethy.wierdalexv wrote:Hi all...I know I don't qualify to mod yet and my setup is unbalanced and sucks in the first place, but I decided to put this on anyways (Bvoigt did not approve). If you have any ideas or thoughts on improvements or anything, just send me a PM. Here it is, for Police Squad Mafia:
x1(or saneOne-Shot Publishing Cop?)Flavor Cop
x1Sane Cop
x1Insane Cop
x1Naive Cop
x1Paranoid Cop
x2(or x1Mafia Goonx1Goon?)Roleblocker
Cops don't know what sanity they are, and they are not revealed on death. If I do decide on a Flavor Cop, they will learn the players sanity (maybe I should make it One-Shot). Any thoughts?The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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@Salmonella:
I think having 4 votes is cumbersome, as having even number of votes tends to be (I'm assuming it takes 3 votes to lynch, right?). I say give the three "elected" people one vote each. The president already has the upper hand in the fact that he gets to choose who his cabinet members will be, I don't think he needs to be a double voter.
Other than that, I think it's pretty cool...The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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So I just got finished running Scumhunter's Speed. Of the 6 times it was run, town only won 1 time.
Right now, this is the setup
3 Scum
5 Town
"Nightless", kind of
If there's a mislynch Day 1, scum kill one of their own. If town lynches correctly, scum get a standard NK night 1 and it becomes white flag.
I think the scum-sidedness of this setup comes from the even number of players on days 1 and 2. Because bussing is so harshly penalized in this setup, town pretty much have to have every townie on a scum wagon in order to lynch correctly.
My suggestion
3 Mafia
6 Townies
Standard nights and scum get a factional kill.
A Day 1 scum lynch will force scum to pick someone to be a bulletproof innocent child. This player must have been on the lynch wagon the previous day.
A Day 1 town lynch will force scum to kill one of their own for that night only.The distance between insanity and genius is measured only by success.-
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Antihero al;kdjfal;kj
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A few things:
1) Just to be clear, who has a kill and who doesn't?
2) The "SK" is actually a survivor. This is a universally hated role, and for good reason: it sucks.
3) You have an awful lot of roleblocking capabilities. You have a plan for how to resolve all those in the event of a roleblocking chain?The distance between insanity and genius is measured only by success.-
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yeah, except scumhunters speed 8p is awful and horribly scum sidedIn post 6509, Cabd wrote:that sounds like scumhunters speed 8pThe distance between insanity and genius is measured only by success.-
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The tracker's not the role that needs to be nerfed, it's the hider. The town performs better in tracker games because the vigs proved to be liabilities, not because the tracker is OPed.In post 6889, BBmolla wrote:
What if we were to change it to a JOAT with 2-shot Track and 1-shot Vig? Or just to make it a limited shot Tracker?In post 6886, LlamaFluff wrote:So I think it is time to pull Hard Boiled as an approved open setup.
In games where town has picked a tracker in the tracker/vig slot, they are now 5-0. In games where they picked vig, they are now 0-3. Looking at the setup with the tracker, its getting close to a broken stage for town with coordination and cooperation from town PRs. Past runs have shown this, with town being able to string together close to forced wins, especially with an early scum lynch.
Making the hider one-shot or turning it into a weak cop might balance it.The distance between insanity and genius is measured only by success.
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