If someone becomes a cheese the Cheese maker will start again and pass someone a new cheese. He wins if 3 people become a cheese.
[OLD] Open Setup Ideas and Discussion
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wgeurts They/ThemPokédexThey/Them
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Here's a setup I'm thinking of which I've made, how could I balance/improve it? It's made for 13+ People with tow more roles unlocking after 15 people is reached.
:Amsterdam Mafia
:Roles
:Mafia
Framer: Picks a night-target, that person shows up "Guilty" on inspection.
Stalker: Chooses one target per night, that person's role is them given to him.
Genius: Selects one night-target, any effects aimed at him are deflected to the night-target. Can only be roleblocked by Druggy.
Hooker: (Only with 15+ people) Selects one person to role-block that night by "distracting" him/her.
:Town
Cop: Selects one night-target, he then gets sent "Innocent" or "Guilty".
Jail-keeper: Same as doctor except blocks the night-targets ability.
Vigilante: May once per game select a target to "shoot" at night. He does this by sending a name or "No Kill"
Druggy: Same as role-blocker except shows up guilty on inspection.
Virgin: No night kills next night if night-killed, becomes town/gang member if "hooked" by Hooker. (Only with 15+ people.)
Townie/Gang Member: rest (gang members are townies and all townies are gang members, I'm just using the name "gang member" instead of townie.
Cheese Maker: Passes on a cheese to someone on the first night, if that person is killed by mafia/lynch/vigilante he becomes a cheese, if he doesn't die that player must pm me the name of someone who they wish to pass the cheese onto. If you become a cheese you may speak in the topic and act as if you are still in except you may not lynch.
If someone becomes a cheese the Cheese maker will start again and pass someone a new cheese. He wins if 3 people become a cheese.Last edited by wgeurts on Tue Sep 16, 2014 12:44 am, edited 2 times in total.-
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wgeurts They/ThemPokédexThey/Them
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In post 7308, Phillammon wrote:Okay, not sure what it was, but I had a horrible bug in my previous code, which is hopefully now fixed.
Spoiler: Python Script for the interested, can be modified to simulate other setups
Upshot is, that's a 12.5% town EV, which is much, *much* worse than I thought. I may play around with the numbers a bit, see what I can do.
EDIT:gives a 30% Town EV, which seems to come as balanced according to the wiki.10 VT,1 Vig,1 Goon,1 ScumVig
Would you be ablt to put this setup through for odds:
Godfather
Scum Inspector
Framer
Scum Rolelocker
Viligante
Roleblocker (Shows up guilty on inspection)
Cop
Jail-Keeper
8 Townies-
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wgeurts They/ThemPokédexThey/Them
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I've decided to change it as to give the role-blockers more power.
Deflector
Hooker
Framer
Stalker
Jailkeeper
Guilty Roleblocker
Cop
Vigilante
Virgin
7 Town
This means the hooker and the stalker will be working together to hunt down the Virgin as if they night-kill him/her they aren't allowed a night-kill the next night. The Cop has to think very well with all the innocent/guilty changing roles, I've eliminated the "Follow the Cop" routine by making the doctor jail-keeper; who also blocks the role of the guy he protects. The Deflector can only be roleblocked by the Guilty Roleblocker and not the Jailkeeper.
I'm thinking of a possible 2nd cop, what do you suggest?-
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wgeurts They/ThemPokédexThey/Them
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Llama would this be accepted?
1-50 = T (Town)
51-65 = I (Informative)
66-75 = P (Protective)
76-85 = K (Killing)
86-95 = A (Passive)
96-100 = M (Manipulative)
Town:
TTTTTTT =2 Goons
TTTTTT =Hooker + 2 Goons
TTTTT =,Stalker + Goon + HookerSerial Killer
TTTT =Stalker + Goon + Hooker
TTT =,Stalker + Lawyer + HookerSerial Killer
TT =Stalker + Lawyer + Hooker
T =,Stalker + Lawyer + Bus DriverSerial Killer
0 Ts =Stalker + Lawyer + Bus Driver
Informative:
I =1-Shot Cop
II =Cop
III =Cop + 1-Shot Cop
IIII =Cop + Deputy
IIIII =Cop + Deputy + 1-Shot Cop
IIIIII =2 Cops + Deputy
Protective:
P =Bodyguard
PP =Doctor
PPP =Doctor + Bodyguard
PPPP =Doctor + Bodyguard + Nurse
PPPPP =2 Doctors + Nurse
Killing:
K =Suicide Bomber
KK =1-Shot Vigilante
KKK =1-Shot Vigilante + Suicide Bomber
KKKK =2 1-Shot Vigilantes
KKKKK =2 1-Shot Vigilantes + Vengeful
Passive:
A =Innocent Child
AA =2 Masons
AAA =2 Masons + Innocent Child
AAAA =2 Masons + Innocent Child + Virgin
AAAAA =3 Masons + Virgin
Manipulative:
M =1-Shot Roleblocker
MM =Roleblocker
MMM =Roleblocker + Nexus
MMMM =Roleblocker + Nexus + 1-Shot Roleblocker
MMMMM =2 Roleblockers + Nexus
chooses one of two abilities at start of game;Serial Killer
- 1-Shot Inspection Immunity
Or
- 1-Shot BulletProof
Last edited by wgeurts on Fri Sep 19, 2014 9:11 am, edited 3 times in total.-
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wgeurts They/ThemPokédexThey/Them
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In post 7328, Kaiveran wrote:Hmm, I'd then just have the Mafia RB flavored as Hooker all the time. Is it really a good idea to let scum know there's a specific power role in the game?
Other than that, I honestly think this could be developed into a viable alternative to C9++ and the ilk. I especially like the inclusion of Backups; it really mitigates the "no real way to defend against 3 Cops/Docs/RBs" problem with higher power draws in the other doubleplusgood setups.
Scum roles definitely need to be tweaked though. 3:10 with scum PRs is too strong against the larger amount of T's which have only 1-2 town PRs.
This would mean that all roles in-game wouldn't be announced at game start to get your proposal to work. Any suggestions on the Mafia tweaks? Mabye I could just add 2 more people to the player count.-
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wgeurts They/ThemPokédexThey/Them
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My goal of this C9++ Variation is to make a more "random" version which is yet still balanced. With C9++, however rare, you can end up with three cops and there is still room for another power role. This can easily abused; 3 cops and 10 others where of 3 are mafia, they have a 3/10 almost 1/3 chance of hitting a mafia. However that's why you have the Godfather and a Roleblocker. With the Godfather the chance of getting "guilty" is 1/5, you have three cops however so the chance is still there. The roleblocker has 3/10 chance of blocking a cop. By day two these odds become larger and the town if no cop was killed is has heavy odds for winning.
You get the same problem with 3 doctors, they protect 3 people if they all choose different people and that means the scum have a 3/10 chance of hitting a protected guy 1/3 if the game starts with a day.
To balance this I added the Nurse and Deputy: the nurse becomes a doctor when a doctor dies and the deputy becomes a cop on death of a cop. This is already more balanced. My setup is more of a C9++ variation than a JK9++ variation as JK has a completely different feel and play style with roles active such as the Gunsmith and Commuter.
The difference with mine is that I've given the scum more power, while also making a setup which is truely different every time it is used. Hence the many role variations like bodyguard instead of 1-shot doctor etc. In certain aspects I've buffed the town; like with the bodyguard.
I'll make a summary of the roles later. What do you mean with your 2nd question though?
I'm sorry if my English sucks as I'm Dutch.-
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wgeurts They/ThemPokédexThey/Them
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In post 7338, Kaiveran wrote:In post 7329, wgeurts wrote:
This would mean that all roles in-game wouldn't be announced at game start to get your proposal to work. Any suggestions on the Mafia tweaks? Mabye I could just add 2 more people to the player count.
First off, I don't think you get how ++ setups work – under NO circumstances do you reveal the roles that have been drawn at the beginning of the game. That's a secret to everybody except the mod. So, in this instance, making the Mafia Roleblocker into a Hooker at all times doesn't affect anything other than, the Mafia will no longer know if there's a Virgin in the game or not. Which they weren't supposed to knowanyway. You get me?
I don't think it should be a larger game either, everything but the Mafia roles seems consistent with the original 13 player design.
I think I'll work on this later today.
Ah, I now see. I blame my newness to this forum, I'm familiar with mafia and your wiki but not all the setups. Also, any mob balance suggestions?
I'll post an update + role descriptions later.-
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wgeurts They/ThemPokédexThey/Them
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1-50 = T (Town)
51-65 = I (Informative)
66-75 = P (Protective)
76-85 = K (Killing)
86-95 = A (Passive)
96-100 = M (Manipulative)
Town:
TTTTTTT =2 Goons
TTTTTT =Hooker + 2 Goons
TTTTT =,1-Shot Stalker + Goon + HookerSerial Killer
TTTT =1-Shot Stalker + Goon + Hooker
TTT =,Stalker + Goon + HookerSerial Killer
TT =Stalker + Goon + Hooker
T =,Stalker + Lawyer + Bus DriverSerial Killer
0 Ts =Stalker + Lawyer + Bus Driver
Informative:
I =1-Shot Cop
II =Cop
III =Cop + 1-Shot Cop
IIII =Cop + Deputy
IIIII =Cop + Deputy + 1-Shot Cop
IIIIII =2 Cops + Deputy
Protective:
P =Bodyguard
PP =Doctor
PPP =Doctor + Bodyguard
PPPP =Doctor + Bodyguard + Nurse
PPPPP =2 Doctors + Nurse
Killing:
K =Suicide Bomber
KK =1-Shot Vigilante
KKK =1-Shot Vigilante + Suicide Bomber
KKKK =2 1-Shot Vigilantes
KKKKK =2 1-Shot Vigilantes + Vengeful
Passive:
A =Innocent Child
AA =2 Masons
AAA =2 Masons + Innocent Child
AAAA =2 Masons + Innocent Child + Virgin
AAAAA =3 Masons + Virgin
Manipulative:
M =1-Shot Roleblocker
MM =Roleblocker
MMM =Roleblocker + 1-Shot Rolestopper
MMMM =Roleblocker + 1-Shot Rolestopper + 1-Shot Roleblocker
MMMMM =2 Roleblockers + 1-Shot Rolestopper
chooses one of two abilities at start of game;Serial Killer
- 1-Shot Inspection Innnocence
Or
- 1-Shot BulletProof
Roles:
Bodyguard:
Visits one person every night.
If somebody tries to kill that person the bodyguard will die in place of the target.
Bus Driver:
Visits two people every night. Any night-abilities of those people target each other.
Cop:
Visits one person every night and receives a report with that person's alignment. ("Guilty" or "Innocent".)
Deputy:
When a cop dies the deputy becomes a cop.
Doctor:
Visits one person every night.That person will be protected from dying that night. (From any form or night-kill unless specified.)
Goon:A regular mafia member with no extra abilities.
Hooker:
Visits one person every night and that person is role blocked.
Innocent Child:
His/her name and role are made public at the start of the game.
Lawyer:
Visits one person at night, that person shows up "innocent" on inepection.
Masons:
Knows who the other mason(s) are/is.
Nurse:
When a doctor dies the nurse becomes a doctor.
Roleblocker:
Visits one person every night and that person is role blocked.
Rolestopper:
Visits one person each night, all effects targeted at that player are blocked including night-kills.
Serial Killer:
Kills one person per night as a night-kill and wins if (s)he is the last person in-game. Shows up guilty on inspection.
Suicide Bomber:
Can visit one person once per game at night. That person dies even if he is protected, the suicide bomber also dies.
Stalker:
Visits one person per night. Finds out the visited players role.
Vengeful:
On death may choose to kill one person.
Vigilante:
May once per game visit one person. That player is then night-killed.
Virgin:
If night-killed, no night-kills may be performed the following night. Becomes a towny if role-blocked by hooker.
The rest are Vanilla Townies.Last edited by wgeurts on Sat Sep 20, 2014 9:36 am, edited 3 times in total.-
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wgeurts They/ThemPokédexThey/Them
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I've decided to run 5 setup test to see what kind of outcomes I get.
Edit: ">" means after mafia nerf.
Test 1
15-T
96-M
37-T
39-T
79-K
13-T
14-T
TTTTTKM
Stalker > 1-Shot Stalker
Hooker
Goon
1-Shot Roleblocker
Suicide Bomber
7 Townies
Serial Killer
Test 2
26-T
34-T
93-A
88-A
85-K
40-T
63-I
TTTIKAA
Stalker
Hooker
Lawyer > Goon
Suicide Bomber
1-Shot Cop
2 Masons
5 Townies
Serial Killer
Test 3
89-A
74-P
48-T
85-K
2-T
93-A
32-T
TTTPKAA
Stalker
Hooker
Lawyer > Goon
Bodyguard
Suicide Bomber
2 Masons
5 Townies
Serial Killer
Test 4
75-P
55-I
89-A
28-T
46-T
64-I
40-T
TTTIIPA
Stalker
Hooker
Lawyer > Goon
Innocent Child
Cop
Bodyguard
6 Townies
Serial Killer
Test 5
26-T
27-T
3-T
86-A
75-P
16-T
41-T
TTTTTPA
Stalker > 1-Shot Stalker
Hooker
Goon
Innocent Child
Bodyguard
7 Townies
Serial Killer
Outcome: I need to take power away from the scum.-
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wgeurts They/ThemPokédexThey/Them
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Ive got 2 versions of ++ game in this thread: http://forum.mafiascum.net/viewtopic.ph ... 3#p6234573
I put them there as they fill alot of room and I'd love serious reviewers to review them.
A question; How do I get a game to be played or hosted?-
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wgeurts They/ThemPokédexThey/Them
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That's enough setup making for me this week.
Apocolypse:
Factions:
Cult:
Win Condition: Have the majority be a Cult member:
1 Cult Leader
Survivors:
Win Condition: Have the majority be a Survivor member.
1 Recruiter
Zombie:
Win Condition: Have all players become Infected.
1 Doctor-Proof Zombie
Mafia:
Win Condition: Have the majority be Mafia.
1 Mafia Leader
Town:
Win Condition: Kill all Mafia.
1 Surgeon
2 Doctors
1 Detective
1 Deprogrammer
1 Roleblocker
5 Town
This setup works with 5 different factions each with a different Win Condition. It starts with a night-phase. Town members if they are recruited may or may not keep their role. It depends on the Faction Ability.
Faction Abilities:
Cult:
Any people who started in the Town Faction recruited into the Cult keep their abilities. Can only be recruited to other factions by Deprogrammer or Zombie.
Mafia:
Any people who started in the Town faction recruited into the Mafia keep their abilities. Has a night-kill while the leader lives and is on the Mafia faction, he controls the night-kills target too.
Survivors:
Any people who started in the Town faction keep their abilities. Survivors can be infected but can't be converted to zombies.
Zombies:
Anyone recruited to the Zombies loses their ability. All people in the Zombies (faction) becomes a zombie (role). Can only be recruited to another faction by a Doctor, all other attempts fail.
Town:
No abilities.
Recruitment Info:
If 2 or more factions recruit/convert 1 person at the same time, priority is taken in this order:
- Zombie
- Cult
- Survivor
- Mafia
- Town
Roles:
Cult Leader:
Visits one person each night, that player is recruited to the Cult faction.
Recruiter:
Visits one person each night, that person is recruited to the Survivors faction.
Zombie:
Visits one person each night, that player becomes a zombie after the next night. Zombies die if they visit the Cult Leader.
Mafia Leader:
Visits two people each night, the first person is recruited to the Mafia and the second is killed.
Surgeon:
Visits one person each night, one person from a rival faction visiting that player is killed and that player is protected from conversions and night-kills. (Can stop zombie conversions from occuring the following day.)
Doctor:
Visits one person each night, that person is protected from night-kills and if they are a Zombie recruited to the Doctor's current faction.
Deprogrammer:
Visits one person each night, if that person is a Cult member he is converted to the Deprogrammer's current faction.
Roleblocker:
Visits one person each night, that persons role is blocked.
Detective:
Visits one person each night, finds out that persons role and current faction.
Town:
No abilities.-
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wgeurts They/ThemPokédexThey/Them
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In post 7359, OkaPoka wrote:waaaay to swingy
Yeah, it's not a serious strategy setup.-
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wgeurts They/ThemPokédexThey/Them
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In post 7361, reinoe wrote:In post 7360, wgeurts wrote:In post 7359, OkaPoka wrote:waaaay to swingy
Yeah, it's not a serious strategy setup.
Why are you wasting everyone's time with it then? Whatever.
As although it isn't stragetic it'd make an interesting game.-
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wgeurts They/ThemPokédexThey/Them
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wgeurts They/ThemPokédexThey/Them
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Ok here's a balanced none swingy version.
Apocolypse:
Factions and Roles:
Zombies:
Infect all players.1 1-Shot-Doctor-Proof Zombie
Cult:
1 Weak Cult leader
Mafia:
1 Roleblocker
1 Goon
Town:
1 Detective
1 Surgeon
1 Doctor
1 Deprogrammer
1 Survivor
6 Vanilla Townies
Faction Information:
Win Conditions:
Zombies:
Cult:Have half the town remaining plus 1 be a member of the Cult.
Mafia:Consist of half the town remaining.
Town:Kill all Mafia.
Other:
The Mafia have a night-kill.
Roles:
Zombie:
Visits one person each night, that person becomes infected and becomes a zombie after the next night. Zombies die if they visit a Cultist or Cult Leader.
Weak Cult Leader:
Visits one person each night, that person is converted to a Cultist. Dies if he targets a Mafia and nothing happens if he targets a Zombie.
Cultist:
A member of the Cult with no abilities.
Goon:
A Mafia member with no abilities.
Roleblocker:
Visits one person each night, that person's role is blocked.
Surgeon:
Visits one person each night, that person is protected from conversion and any infection status is removed (Zombies stay zombies and don't lose infection status.). That person can't be night-killed.
Doctor:
Visits one person each night, that player is protected from night-kills and if he visits a Zombie the Zombie dies.
Deprogrammer:
Visits one person each night, if that person is a Cultist he is converted back to his original role.
Detective:
Visits one player each night, finds out that players role.
Survivor:
Can be infected by a Zombie but can't convert to a Zombie.-
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wgeurts They/ThemPokédexThey/Them
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In post 7368, ika wrote:i would still say mass rolecall=GG
Mass rolecall would end in you being recruited or killed hence losing your ability, there is also a Roleblocker. Rolecall would end as a disaster, this version starts with day.-
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wgeurts They/ThemPokédexThey/Them
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@Llama
Apocolypse:
Care to explain how mass-claim would break it? The scum have a Roleblocker and a night-kill, along with the factions the role claim would end with half the PR's being recruited or killed. This however is definitely a Bastard setup.
++:
The Scum knowing which roles are in-game is unlikely, half the time the stalker is 1 shot and there aren't any roles that are only used on a certain roll or letters. The biggest give away I see would be the Virgin. As for the town role claiming, it would be very risky. Most of the time the protective role is a bodyguard who can only really pull of his act if he remains hidden as he dies if the guy he protects is night-killed. There are not many doctors and the Lawyer would make life hard in the cases of follow the cop that do get pulled off. Roleclaiming would not be a wise decision. Do you suggest a name for this new "category"?-
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wgeurts They/ThemPokédexThey/Them
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Politics Mafia
2-Shot Lawyer
Framer
Bodyguard
1-Shot Governor
Judge
Cop
Insane Cop
6 VT's
Politician
Roles:
Lawyer: Visits one person each night, that player turns up innocent on inspection.
Framer: Visits one person each night, that player turns up guilty on inspection.
Bodyguard: Visits one person each night, if that player is night-killed he has a 50% chance of dying.
Governor: Once per game may reset a vote count, the person with the highest votes before the reset may no longer be voted on that day.
Judge: The judges vote counts as 2:
Cop: Visits one person each night, receives the result "Innocent" or "guilty".
Insane Cop: Visits one person each night, receives the opposite result he should get. Looks like cop to self and others on death and in role PM.
Politician: Changes sides every day. Starts as town and doesn't join Scum chat if scum.-
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wgeurts They/ThemPokédexThey/Them
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In post 7402, BBmolla wrote:
This is amazing, this needs to be run ASAP. Darn those stupid 3 month no-hosting rules.-
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wgeurts They/ThemPokédexThey/Them
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We have a wiki:
http://wiki.mafiascum.net/index.php?tit ... _Cop#Roles-
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wgeurts They/ThemPokédexThey/Them
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wgeurts They/ThemPokédexThey/Them
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Someone hosting it here: http://forum.mafiascum.net/viewtopic.ph ... 2#p6270092
Really interested to see how the setup works.-
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wgeurts They/ThemPokédexThey/Them
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Werewolf Mafia
Werewolf roles:
2 Werewolfs
1 Seer
1 Shaman
9 Civilians
Mafia roles:
2 Mafia Goons
1 Cop
1 Doctor
9 Townies
- Roles are randomly assigned to the 13 players, each player gets 1 role from each list; 1 "Werewolf role" and 1 "Mafia role".
- Players can therefore be;
- Werewolf Mafia
- Werewolf Cop
- Werwolf Doctor
- Werewolf Towny
- Seer Mafia
- Seer Cop
- Seer Doctor
- Seer Towny
- Shaman Mafia
- Shaman Cop
- Shaman Doctor
- Shaman Towny
- Civilian Mafia
- Civilian Cop
- Civilian Doctor
- Civilian Towny
- Werewolf Mafia
- Both Mafia and Werewolves have a factional kill.
Win Conditions:
- Werewolf Mafia:
They win when the Werewolf Mafia consist of half the town.
- Werewolf Towny/Cop/Doctor:
They win when all Mafia are dead and the Werewolves consist of half the town.
- Civilian/Seer/Shaman Mafia:
They win when all Werewolves are dead and the Mafia consists of half the town.
- Civilian/Seer/Shaman Towny/Cop/Doctor:
They win when all Mafia and Werewolves are dead.
Roles
- Werewolves:
Have a factional night-kill.
- Seer:
Can inspect one person per night, they then find out that players "Werewolf" role.
- Shaman:
Can protect one person per night, that player is protected from the Werewolf faction-night kill.
- Civilian:
Have no abilities.
- Mafia:
Have a factional night-kill.
- Cop:
Can inspect one person per night, they then find out that players "Mafia" role.
- Doctor:
Can protect one person per night, that player is protected from the Mafia faction-night kill.
- Towny:
Have no abilities.
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wgeurts They/ThemPokédexThey/Them
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In post 7421, Siveure DtTrikyp wrote:It CAN be 2:11 in the case where mafia = werewolves.
It CAN turn into 9:2:2 with no town power.
It can be stupid as hell if there's one mafia werewolf - they have to win by themselves?
Pedit: Multiball generally needs you to kill the other team anyway. There's nothing unique about that.
The chances of both people being werewolf mafia is 2 out of 169. A Werewolf Doctor would be Playing against civilians and helping townies. Town power will always be there.
Also, there are 2 faction kills per night, follow the cop wouldn't work as both doctor and seer would have to protect the cop from any-nightkills. Shaman only blocks werewolf faction kill, opposite for doctor.-
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wgeurts They/ThemPokédexThey/Them
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In post 7424, Siveure DtTrikyp wrote:2/169 isn't 0. You have to consider the possiblity of that happening.
Also, the odds of one mafia werewolf? Uh, lessee. 2/13 + 11/13 *2/12 = 24/156 + 22/156 = 46/156 = 23/78? So about a bit more than a quarter chance?
Also, a werewolf will be helping townies do what? Kill mafia? Hangon, won't the mafia be civilians?
Like, that aspect doesn't really exist.
It's basically a four faction game, however nobody can trust anyone, even their fellow scum.
It also stops the mafia an the werewolves from working together to eliminate the town. There's nothing wrong with mafia-werewolf; they add an element of uncertainty to the game. The Mafia and Werewolf will need to try to blend in with the civilian-townies to try and achieve their goals, however so will the werewolves.-
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wgeurts They/ThemPokédexThey/Them
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In post 7448, Bicephalous Bob wrote:I felt inspired.
Ceremonial Monarchy
1 King
4 Ministers
X Civilians
-Nightless.
-Civilians win alone when the King is dead.
-The King knows who the Ministers are, but not the other way around.
-The King wins alone when he outlives all Ministers.
-The Ministers win alone when the King and at least one Minister is alive and the King and living Ministers are at least 50% of the living players.
-Ministers have daytalk.
Should call it "Viva la revolution" and call the civilians peasants.-
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In post 7477, BBmolla wrote:No.
Any reasons whyever not?-
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wgeurts They/ThemPokédexThey/Them
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This would be a zombie/mafia version.
Removed the cult here to balance stuff out, once again at the start of every day the mod must post a zombie count. (Aka how many zombie in game.)
The town wins by killing all mafia, not only the zombies.Last edited by wgeurts on Mon Oct 13, 2014 2:44 am, edited 4 times in total.-
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wgeurts They/ThemPokédexThey/Them
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In post 7481, ika wrote:no.
your still adding in alignment changing and traitor is to be scum from start, none of the zombie setups are ment for opens. do them in theme/micro
Why is alignment changing such a no-no?
I could see with the cult so I removed them however now the zombie faction would make for a very interesting game. There are 2 doctors and 1 asceticizer which makes it hard for the zombies so they aren't to overpowered.-
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In post 7485, BBmolla wrote:In post 7482, wgeurts wrote:In post 7481, ika wrote:no.
your still adding in alignment changing and traitor is to be scum from start, none of the zombie setups are ment for opens. do them in theme/micro
Why is alignment changing such a no-no?
I could see with the cult so I removed them however now the zombie faction would make for a very interesting game. There are 2 doctors and 1 asceticizer which makes it hard for the zombies so they aren't to overpowered.
Imagine you're playing Chess. You're black pieces, he's white pieces. You've managed to completely dominate the enemy and you're about the checkmate the King.
Then the other player turns the board around. You are now white and he's black.
Is that fun
However, how would that happen in this setup?-
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In post 7488, Cheery Dog wrote:Town dominates Mafia, the remainder then becomes mostly zombies.
You may have people that can withstand the infection/save infection, but overall it's still a cult game, where everyone is a cult leader with delays.
Any thoughts on how I could balance the town/scum situation?
The people eventualy surviving the zombie plague is the whole point of the setup, however apl these "cult-leaders" don't know who the other zombies are and have no PT together, the zombies will therefore be rather unorganised.-
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In post 7490, quadz08 wrote:If the whole point of your setup is "people will change alignments," then it's practically guaranteed to be an unfun setup in practice.
Well, it's not made that Zombie has the only chance of victory. However they are there and therefore people will be converted. To counter this there are roles that block/cure/kill the zombies/infected. It's a setup built around the zombie, not zombie being an extra.-
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In post 7490, quadz08 wrote:If the whole point of your setup is "people will change alignments," then it's practically guaranteed to be an unfun setup in practice.
Also, are there games like this that have ever been run?
What were the reactions to this?
Everybody seems to frown on aligment changing however IMO it isn't too bad if there isn't too much of it. If people were to join a game knowing there are alignment changes they should be fine with it.-
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wgeurts They/ThemPokédexThey/Them
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In post 7493, OkaPoka wrote:http://forum.mafiascum.net/viewtopic.php?f=83&t=58854
this game had one cult see how it ended
This is exeptional, the zombie can infect someone and that player will only convert after the next night (So if infected Night 1 you'd convert to zombie Day 3.). This also means that doctors have 2 chances to uninfect you (If doc chooses same player as zombie or the night before conversion.).
The more zombies there are the more likely zombies will visit zombies and docs will kill zombies.-
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In post 7495, OkaPoka wrote:The thing is: a lot of people on this site hate alignment switching.
If you want to run that setup it is going to need a couple disclaimers. It is basically impossible to balance a game with alignment switching due to all the possibilities.
That's why I've tried to balance it as much as you can. If you're going to have a third recruiting faction you shouldn't nerf them beyond win chance.-
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In post 7498, OkaPoka wrote:you should just not have a third party recruiting team.
Bleh, once I'm able to mod I may try it on a theme game to see how it runs.-
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In post 7500, BBmolla wrote:Let me put it this way, I like wierd shit like Treestump Lyncher and Compulsive Bodygaurd Survivor, but I think cults are unfun and just frustrating.
But there are no cults
Look at the zombie role, it's not a cult with another name. The abilities and balance are completely different.
I'm getting the inpression people see zombie recruits (very differently to cult) and are like; "oooh, cult like thing. Rejected."
The zombie is not a cult rapped up in a new shiny coat. The mechanics are completely different, it's like comparing a tracker to a cop and saying their the same.-
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In post 7504, BBmolla wrote:Right, so a cult.
A very dis-advantages cult if you're going to label it as cult.-
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In post 7506, quadz08 wrote:Still a cult
Whatever floats your boat
I'm interested still to see how the zombie works in practice, it would play very differently to the vanilla cult.-
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Tips to fix this?
Possibly bullet-proof town betrayer?
Or more VT's/PR's?-
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wgeurts They/ThemPokédexThey/Them
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wgeurts They/ThemPokédexThey/Them
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I just sorted the whole open setups page on the wiki as it was.... A mess.
For the sake of my sanity please let it never get messed up again.
http://wiki.mafiascum.net/index.php?tit ... pen_Setups-
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wgeurts They/ThemPokédexThey/Them
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In post 7522, quadz08 wrote:Large (14+) / Mini (13 or less) / Micro (9 or less) are the three different sizes used, for clarification.
I'll fix that.
Edit: Darn that will take a lot of work. I tries to organise it using exsisting directories so it was somebody elses mistake. I'll do it when I feel motivated.-
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In post 7524, quadz08 wrote:Thanks, wgeurts. It's much appreciated.
No problems, also as you're a list mod do you have a list of approved open setups?-
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wgeurts They/ThemPokédexThey/Them
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In post 7526, quadz08 wrote:You'd want to talk to Llamafluff for that. He'd have the most updated list.
Great, I'll do just that.-
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I'ved moved it instead, it's not in open setups but in the other steup category. Long live the poop.-
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Anyone able to think of balance issues for this setup:
http://wiki.mafiascum.net/index.php?tit ... Revolution-
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