[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #2983 (isolation #0) » Wed Apr 06, 2011 9:04 am

Post by IceGuy »

E Pluribus Unum


4 Mafia Goons


5 Vanilla Townies

1 Sane Cop

1 Town Roleblocker


Notes:

- Every goon has a kill only every second night (two goons kill on even nights, two on odd nights).
- At the beginning of the game, Mafia players don't know and can't communicate with each other.
- Nights are divided into Early Night and Late Night.
- In Early Night, goons which don't have a kill can try to find their fellow scum by PMing the mod with a player name. If that player is town, they get an answer in this regard; if they are scum, they form a "gang". This is transitive, so if player A establishes contact with player B, and player B establishes contact with player C (it doesn't matter whether this happens in the same night or some night after), all three players are in the same gang. All members of a gang know each other and share a communication channel for the rest of the game. If one player in a gang is roleblocked, this gang can't admit a new player; if a player is roleblocked, he can't join a gang.
- Late Night is played as standard night (with the communication channels formed in Early Night).
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Post Post #2987 (isolation #1) » Wed Apr 06, 2011 11:42 am

Post by IceGuy »

Chronopie wrote:You have two kills a night, 7 townies.

D1 - Mislynch (6-4 going into night)
N1 - 2 Townies die (4-4 going into day)

Scum win.
Not yet, as mafia can kill each other and a mafia win can still be prevented. But yeah, you're right, it's too unbalanced. Maybe allow the first goon to nightkill on the first night, the second goon to nightkill on the second night, and so on, but the members of the gang retaining this ability even if a goon dies after he joined? This would make sure that there is at most one kill every night.
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Post Post #3581 (isolation #2) » Thu Jul 21, 2011 5:56 am

Post by IceGuy »

Self-Balancing Mafia


2 Mafia Goons
1 Town Tracker
1 Town Doc
7 VTs
2 Neutral Survivors

Special Mechanics:
If a Neutral Survivor is targeted at night, he joins the faction of the player who targeted him. The action itself fails (if it's an investigative action, he can choose what answer it should return). If both a town and a mafia player target him, he joins the mafia (but both actions fail).
When a player is recruited, a random member of the opposite faction gets additional powers.
First town recruit: 2-shot Role Cop
Second town recruit: Roleblocker
First mafia recruit: Macho Cop
Second mafia recruit: Watcher + 1-shot vig

---

Dethy 2.0


7 Inquirers
2 Mafia Goons

Every Inquirer has a different question he asks every night:
"Is player X mafia?"
"Is player X not mafia?"
"Is the answer to the question of player X not dependent on the alignment of the target?"
"Has player X ever targeted me?"
"Did player X target me this night?"
"Has player X ever targeted a scum player?"
"Does the question of player X include a negation?"

However, they do not know which question they have, they only submit the name of the player and get "Yes" or "No" as answer.
Last edited by IceGuy on Thu Jul 21, 2011 6:47 am, edited 1 time in total.
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Post Post #3583 (isolation #3) » Thu Jul 21, 2011 6:52 am

Post by IceGuy »

Shadowmod wrote:
Self-ballancing

Howfar is that setup self-ballancing?


When a faction gains a player, the other faction gains a power.

Does town RB + 1-shot vig imply two roles or one person with both actions?


Two randomly selected people (but they may be the same).

Why would you want to add a town RB in a scenario were town has 3 PRs and scum none, anyway?!


Copy&paste error. Should've been Watcher.

The recruitable survivor mechanic sounds quite interesting, but you PR choices seem rather arbitrary.


I tried to add PRs to offset the additional player on the other side, but I'd leave the final choices to somebody more experienced.


This is not mafia (even less than normal Dethy). It' but a logic riddle. Looks like something that I would join as a marathon game, but nothing for the open queue.


I like mafia games with a "logic riddle" element to them. It's a matter of tastes. And if this isn't mafia, then Dethy, Medical, Quack and such setups also aren't.
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Post Post #3588 (isolation #4) » Fri Jul 22, 2011 2:22 am

Post by IceGuy »

Powerrox93 wrote:
I like the concept of this, but the problem I have with this is what will happen if one of the town PRs get the additional power. What will happen then? Will they become a JoaT, or will they be able to use all their abilities simultaneously?


Simultaneously. But I can also imagine giving the extra power just to VTs.
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Post Post #3938 (isolation #5) » Mon Sep 12, 2011 11:46 am

Post by IceGuy »

Pledge of Allegiance - Semi-Open Edition


Open game for 13 players. Before the game begins, every player PMs the mod whether he wants to be town or anti-town.

Then the setup is determined by the following list:

1 anti-town: 1 Serial Killer, 12 Townies
2 anti-town: 2 Mafia Goons, 1 Cop, 10 Townies
3 anti-town: 3 Mafia Goons, 3 Masons, 7 Townies
4 anti-town: 2 Mafia Goons, 2 Werewolves, 3 Masons, 6 Townies
5 anti-town: 2 Mafia Goons, 3 Werewolves (no NK), 1 Cop, 7 Townies
6 anti-town: 3 Mafia Goons (no NK), 3 Werewolves (no NK), 7 Townies

0 anti-town: Choose a number between 1 and 3 (n). Randomly choose n slots and make them anti-town. Select a setup from the above list.
m>6 anti-town: Choose a number between m-6 and m-4 (n). Randomly choose n anti-town slots and make them town. Select a setup from the above list.

In both of these cases, post publicly that there is at least one slot whose alignment has changed.
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Post Post #3944 (isolation #6) » Wed Sep 14, 2011 10:09 am

Post by IceGuy »

In post 3943, Amrun wrote:I don't understand how it's generated.


- Every player PMs the mod with the alignment he wishes to receive.
- The mod counts alignment choices.
- If less than one or more than six players selected "anti-town", some players' alignments are changed randomly.
- The setup is selected depending on the number of anti-town players.
- Everybody gets his role PM with the chosen alignment (or the changed alignment) and a random role.
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Post Post #3958 (isolation #7) » Thu Sep 15, 2011 10:42 am

Post by IceGuy »

I originally only wanted to use approved and well-tested open setups, but the problem is finding six setups which have one to six scum roles and no special roles or mechanics that would immediately give away the exact setup.

I now have revised setups which should a) mitigate the balance concerns and b) makes setup analysis more difficult.

1 anti-town: 1 Serial Killer (two kills N1 and N2), 12 Townies
2 anti-town: 2 Mafia Goons, 1 Cop, 10 Townies
3 anti-town: 3 Mafia Goons, 3 Masons, 7 Townies
4 anti-town: 2 Mafia Goons, 2 Werewolves, 3 Masons, 6 Townies
5 anti-town: 2 Mafia Goons, 3 Werewolves (no NK), 1 Cop, 7 Townies
6 anti-town: 3 Mafia Goons (White Flag), 3 Werewolves (no NK), 7 Townies

In post 3957, Slaxx wrote:I would hate to pull scum in that setup.


No problem, just choose pro-town :P

Anyway, while I definitely want the concept to go through, I'm not particularly attached to the actual setups and I'm always open to discussion.
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Post Post #3965 (isolation #8) » Sat Sep 17, 2011 9:46 am

Post by IceGuy »

Keep in mind unique roles aren't wanted. Basically, no player should from his role PM be able to tell exactly which setup he's in, with the exception of the SK in the 1-scum setup.

Regarding Mafia/Werewolves: I agree they shouldn't know what faction they are (i.e. be assigned random names). SK gets kill flavors from both factions.

Regarding White Flag: I'm considering not telling them (or rather with a disclaimer "you might be White Flag"), but I'm not sure how that affects the balance.

Alternative ideas, incorporating the Innocent Child and doing away with White Flag:

1 anti-town: 1 Serial Killer (two kills every night), 1 Innocent Child, 11 Townies
2 anti-town: 2 Mafia Goons, 1 Innocent Child, 10 Townies
3 anti-town: 3 Mafia Goons, 3 Masons, 7 Townies
4 anti-town: 2 Mafia Goons, 2 Werewolves, 3 Masons, 6 Townies
5 anti-town: 2 Mafia Goons, 3 Werewolves (no NK), 1 Cop, 7 Townies
6 anti-town: 3 Mafia Goons (no NK), 3 Werewolves, 1 Innocent Child, 1 Cop, 5 Townies
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Post Post #3967 (isolation #9) » Sat Sep 17, 2011 10:42 am

Post by IceGuy »

In post 3966, Empking wrote:
In post 3965, IceGuy wrote:6 anti-town: 3 Mafia Goons (no NK), 3 Werewolves, 1 Innocent Child, 1 Cop, 5 Townies


Is this right?


Yes, I think that could be balanced.
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Post Post #3969 (isolation #10) » Sat Sep 17, 2011 10:57 am

Post by IceGuy »

In post 3968, Empking wrote:
So the Mafia are objectively weaker than the werewolves?


The names are arbitrary. It's only important that the cop only investigates members of the non-killing scum group.
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Post Post #3972 (isolation #11) » Sat Sep 17, 2011 11:37 am

Post by IceGuy »

Better suggestions are welcome.
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Post Post #3973 (isolation #12) » Sun Sep 18, 2011 12:24 am

Post by IceGuy »

Scratch that, that was nonsense. Fixed:

1 anti-town: 1 Serial Killer (two kills every night), 1 Innocent Child, 11 Townies
2 anti-town: 2 Mafia Goons, 1 Innocent Child, 10 Townies
3 anti-town: 3 Mafia Goons, 3 Masons, 7 Townies
4 anti-town: 2 Mafia Goons, 2 Werewolves, 3 Masons, 6 Townies
5 anti-town: 2 Mafia Goons, 3 Werewolves (no NK), 1 Cop, 7 Townies
6 anti-town: 3 Mafia Goons, 3 Werewolves (no NK), 1 Innocent Child, 1 Cop, 5 Townies
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Post Post #3985 (isolation #13) » Tue Sep 20, 2011 9:23 am

Post by IceGuy »

In post 3984, tclawren wrote:what kind of innocent children are they?

(confirmed on d1 or after a pm?)


Doesn't matter, since mafia can't kill.
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Post Post #4218 (isolation #14) » Sun Oct 23, 2011 7:59 am

Post by IceGuy »

In post 4217, Junpei wrote:
People think that... well I'm not sure. I think I fixed the issue of fools just acting uber scummy like what you described by binding them to certain days.


Not really. In a closed setup with odd/even day fools, the odd day fool would try to get himself lynched D1, with the even day fool staying under the radar for D1 and acting scummy on D2.

What keeps the fools in check is that the other players know there are fools in the setup.
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Post Post #4268 (isolation #15) » Mon Oct 31, 2011 8:28 am

Post by IceGuy »

I don't think the Loverizer can use his power to the benefit of the town, especially as he can lose the game for town very easily, even if he uses his power T1: mislynch, loverizer loverizes two townies, mafia kills one of them makes two scum and two town, GG.

It seems to me the optimal strategy is to use the Loverizer merely as a named townie.
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Post Post #4271 (isolation #16) » Mon Oct 31, 2011 9:09 am

Post by IceGuy »

Ah, forgot the vig.
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Post Post #4273 (isolation #17) » Mon Oct 31, 2011 10:10 am

Post by IceGuy »

I think I found a breaking strategy.

Town asks for claims right at the start of the game. Vig and Loverizer claim.
Scum can't counterclaim, since a vig counterclaim would be killed by the real vig and a loverizer counterclaim would be loverized to a pre-announced random player and the vig would kill the random player.

This gives 2 scum, 2 confirmed town, 3 town.
Vig chooses a player to vig (not the lynchee, not a confirmed townie), to be used in case of a scum lynch.
Loverizer chooses two players to loverize (not the lynchee, not the vigee, not a confirmed townie) and announces this.
Lynch (2/5 scum lynch, 3/5 town lynch).

Scum lynch:
Loverizer loverizes (2/3 scum-town, 1/3 town-town).
Vig vigs (1/4 scum kill and town insta-win, 3/4 town kill).
Lynch one of the lovers (2/3 town win, 1/3 scum win).

Town lynch:
Loverizer loverizes (1/6 scum-scum, 2/3 scum-town, 1/6 town-town).
Vig vigs one of the lovers (1/6 scum win, 2/3 1-1-1 endgame, 1/6 town win)
If endgame, 1/2 scum win, 1/2 town win.

EV for town: 3/5.

And of course, as I've calculated and typed this, Empking has already made a much shorter post with basically the same content.
DAMN YOU
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Post Post #4329 (isolation #18) » Mon Nov 14, 2011 1:07 am

Post by IceGuy »

See the Execution Mafia series.
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Post Post #4398 (isolation #19) » Thu Nov 24, 2011 7:22 am

Post by IceGuy »

In post 4391, enomis wrote:
What do you think?


Easily broken by massclaim.
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Post Post #4538 (isolation #20) » Sat Mar 31, 2012 11:24 pm

Post by IceGuy »

mcqueen, before you suggest a new setup, please let it rest for a day and think about it again.
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Post Post #4546 (isolation #21) » Sun Apr 01, 2012 4:50 am

Post by IceGuy »

A good setup requires a lot of thought.
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Post Post #4568 (isolation #22) » Mon Apr 02, 2012 6:30 am

Post by IceGuy »

mcqueen, please stop spamming this thread.
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Post Post #4587 (isolation #23) » Wed Apr 04, 2012 12:35 pm

Post by IceGuy »

mcqueen, you really don't get subtle hints, do you?
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Post Post #4609 (isolation #24) » Sat Apr 14, 2012 12:03 am

Post by IceGuy »

In post 4607, Amrun wrote:
What would you say about 12:2 mountainous?


Almost the same as 11:2. Even numbers in mountainous games don't really change anything.
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Post Post #4616 (isolation #25) » Sat Apr 14, 2012 7:39 am

Post by IceGuy »

I don't see a situation where it would be beneficial for scum to counter-claim a dreamer.

Also, I calculated EV's, and the EV for a town win seems to be more than 70% with random lynching. This seems very town-sided.
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Post Post #4618 (isolation #26) » Sat Apr 14, 2012 7:59 am

Post by IceGuy »

In post 4617, BBmolla wrote:
Explain how you calculated.


If no dream, town randomly lynches a player.
If dream, town randomly lynches a dreamed player.
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Post Post #4624 (isolation #27) » Sat Apr 14, 2012 9:05 am

Post by IceGuy »

Empking is right, I must've missed a possibility.

Day 1: 2 scum, 7 town
- (2/9) Day 2: 1 scum, 6 town
-- (1/7)
Town win

-- (6/7) Day 3: 1 scum, 4 town
(dream)

--- (1/3)
Town win

--- (2/3) Day 4: 1 scum, 2 town
(dream)

---- (1/2)
Town win

---- (1/2)
Scum win

- (7/9) Day 2: 2 scum, 5 town
(dream)

-- (1/3) Day 3: 1 scum, 4 town
(dream)

--- (1/3)
Town win

--- (2/3) Day 4: 1 scum, 2 town
(dream)

---- (1/2)
Town win

---- (1/2)
Scum win

-- (2/3) Day 3: 2 scum, 3 town
(dream)

--- (1/2) Day 4: 1 scum, 2 town
(dream)

---- (1/2)
Town win

---- (1/2)
Scum win

--- (1/2)
Scum win


That's (2/9 * 6/7 * 2/3 * 1/2) + (7/9 * 2/3 * 1/2) + (7/9 * 2/3 * 1/2 * 1/2) + (7/9 * 1/3 * 2/3 * 1/2) for a scum win, or 611/1134, or slightly less than 54%.
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Post Post #4699 (isolation #28) » Mon May 28, 2012 3:11 am

Post by IceGuy »

In post 4696, Phillammon wrote: I realize that hypoclaims might mess it up a little, but that could be averted by clever scum, surely?


I don't see how scum could do that (except for the 1-shot janitor/RB).

If somebody flips Oracle and claimed to target player X, and player X isn't named conftown by the mod, X is scum. Keep in mind that if there is a strategy to mess with hypoclaims, it's usually one of the two: either an action that somehow invalidates the result silently, or a way for scum where hypoclaims and results combined with the knowledge of scum leads to a way to find out which hypoclaims are genuine and which aren't. Your setup provides none of those: The invalidation is always public (no flip) and the only way to find out which hypoclaims are genuine is after the flip, at which point town will have the same information.
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Post Post #4709 (isolation #29) » Mon May 28, 2012 4:25 am

Post by IceGuy »

You should flip alignment, even if you don't flip role. And I'm thinking town might be underpowered without oracle flips.
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Post Post #4712 (isolation #30) » Mon May 28, 2012 5:07 am

Post by IceGuy »

In post 4710, Staeg wrote:Iceguy, if the mafia somehow kill one of their own, I don't think town should complain about that strategic move.


What do you mean?
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Post Post #4714 (isolation #31) » Mon May 28, 2012 5:37 am

Post by IceGuy »

So you mean lynches do flip?
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Post Post #4725 (isolation #32) » Mon May 28, 2012 7:56 am

Post by IceGuy »

Junpei has a good point there.

Mass claim. Lynch only claimed VTs. Scum can decide between confirming a player as town/scum by killing a claimed oracle, or taking away one player from the non-confirmed pool by killing a townie. Scum gets caught by PoE.
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Post Post #4732 (isolation #33) » Mon May 28, 2012 9:43 am

Post by IceGuy »

In post 4728, mcqueen wrote:What about having 2 towns, but no mafia?


You win when there are no threats to the town means instant win D1. Not a very fun setup if you ask me.
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Post Post #4734 (isolation #34) » Mon May 28, 2012 2:46 pm

Post by IceGuy »

Swingy as fuck, and probably unbalanced in favor of scum.
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Post Post #4807 (isolation #35) » Thu Jun 07, 2012 2:32 am

Post by IceGuy »

Reverse Vengeful


2 Mafia Goons
5 VTs

Nightless.
Special mechanic: When the first Goon gets lynched, they get a vengekill.
Mafia wins if they make up at least half of the players.

EV is 35% town, 65% mafia, which seems reasonably balanced considering mafia can't reliably take out strong players.
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Post Post #4810 (isolation #36) » Thu Jun 07, 2012 3:29 am

Post by IceGuy »

In post 4809, Junpei wrote:4 lynches to get 2 scum. 2/4

I don't know if that's balanced or not.


Keep in mind that those lynches aren't 2 or 3 out of 13, but 2 out of at most 7, and 1 out of at most 5.
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Post Post #4813 (isolation #37) » Thu Jun 07, 2012 3:43 am

Post by IceGuy »

In post 4809, Junpei wrote:
That's true. So you did the math and got 35/65? That doesn't seem right. How do you do the math, just multiply the percentages and add it up right? On second look, it looks balanced and fair to me, though the EV system is not really saying that.


Basically, like this. The EV is obviously just a rough estimate, but in general (i.e. for a normal lynches/kills setup) I'd say a setup with around 40-50% town EV is reasonably balanced (considering non-random lynches benefit town more than non-random NKs benefit scum).

If you multiply the probabilities in the paths and add all paths for town and scum together in the setup I'm suggesting, you get 35% for town and 65% for scum.
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Post Post #4821 (isolation #38) » Thu Jun 07, 2012 10:49 pm

Post by IceGuy »

In post 4820, Hoopla wrote:
This plays very similarly to No Lynching Town.


You're right; I didn't think of this setup.
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Post Post #4899 (isolation #39) » Sun Jul 01, 2012 8:56 am

Post by IceGuy »

Joining Forces


1 Sicilian Mafia Goon

1 Calabrian Mafia Goon

1 Jailkeeper
1 Single Goon Cop
9 Vanilla Townies


At first, the Sicilian and the Calabrian Mafia Goons don't know each other, have separate NKs and SK-like win conditions.

At any point, they can indicate to the mod they'd like to "join". When both of them have indicated their desire to join (and they're alive), they'll become Mafia Goons at the beginning of the next Night. That means they'll get a QT with nighttalk, have a factional NK (instead of their separate ones) and their win condition becomes the usual Mafia one.

The Single Goon Cop gets a "guilty" on both Goons, but only up until including the Night they joined; after that, they always get "innocent".
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Post Post #4904 (isolation #40) » Sun Jul 01, 2012 9:26 am

Post by IceGuy »

In post 4900, callforjudgement wrote:The only reason for the scum not to join is that it takes away their second nightkill, right?


Exactly.

Basically, the way I intend this to be played is that first, the two Goons go their separate ways, killing off people quickly with their two kills, and when crosskills and successful investigations become more probable due to less players being around, join for the protection of no cop investigations and possibility to win even when dead.

In post 4901, Hoopla wrote:I think I would join asap to get Cop Immunity. Double NK's are strong, but less so when there is a risk you'll hit the other scum or the Cop flukes a guilty on you. It might be better for balance if you gave each Goon a 1-shot BP ability that only works while single.


As Staeg said, losing the BP is rather irrelevant. The point of the cop is to provide an incentive to join (above the crosskill possibility).

I could imagine replacing the cop with some weaker PR, though (for instance, a Watcher).
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Post Post #4908 (isolation #41) » Sun Jul 01, 2012 10:34 am

Post by IceGuy »

In post 4906, gorckat wrote:What about 1 shot BP and a vig?


Don't like it - too many kills, and it would make it optimal strategy to never join before Night 2.
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Post Post #4910 (isolation #42) » Mon Jul 02, 2012 1:33 am

Post by IceGuy »

I just checked your idea - actually, the two setups are completely different except for the fact that two scum can somehow join forces.

It's coincidence, though - I didn't remember your setup.
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Post Post #4914 (isolation #43) » Tue Jul 03, 2012 4:18 am

Post by IceGuy »

In post 4913, gorckat wrote:
What about swapping a townie for a Traitor Cop who wins with any living Goon?

ADD: Perhaps a late-game vig would balance the late game immunity the Goons get? Something like a N3+ vig who loses his kill once a Goon is dead?


Those additions would go against the spirit of the setup. The point of the setup is letting the Goons decide whether and when the tradeoff "double kill vs. single kill + cop immunity + no crosskills + joint wincon" is worth it.
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Post Post #4924 (isolation #44) » Sat Jul 07, 2012 12:05 pm

Post by IceGuy »

Wouldn't play due to survivor and hidden miller. A question: does the II goon get told he is II?
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Post Post #4926 (isolation #45) » Sun Jul 08, 2012 6:40 am

Post by IceGuy »

Me not liking survivor and hidden miller is a personal preference (like Magua wouldn't play my setup in the Open Setup Review thread).
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Post Post #5047 (isolation #46) » Wed Aug 08, 2012 2:36 am

Post by IceGuy »

No-kill


X Mafia Goons
Y Vanilla Townies

There are no lynches or NKs. Every day, the town votes to give an extra vote to a player, or to remove a vote from a player. At night, scum does the same thing.

Wincon for town is "Mafia controls no votes", wincon for scum is "Mafia controls at least half of votes".
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Post Post #5049 (isolation #47) » Wed Aug 08, 2012 3:03 am

Post by IceGuy »

In post 5048, callforjudgement wrote:Scum can force at least a draw by giving votes to each other. You should probably allow scum to remove only.


That's a good point.

On second thought, it might be a good idea to allow town to remove only, and scum to give only.

Because as it currently stands it would probably be optimal strategy for town to only remove, turning it into Mountainous.
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Post Post #5051 (isolation #48) » Wed Aug 08, 2012 4:45 am

Post by IceGuy »

Well, if town only removes what scum has given (or the other way round), it won't.
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Post Post #5053 (isolation #49) » Wed Aug 08, 2012 4:58 am

Post by IceGuy »

Good point. I was aiming for the WIFOM that happens when scum can't just give themselves all the votes.
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Post Post #5068 (isolation #50) » Thu Aug 16, 2012 8:14 pm

Post by IceGuy »

Who is the Vig?
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Post Post #5097 (isolation #51) » Wed Aug 29, 2012 5:27 am

Post by IceGuy »

This post was made possible by izakthegoomba for reminding me I should start discussing open setups again.

In post 5078, Whiskers wrote:Just throwing the idea out there for refinement:


I don't get how this is supposed to work. What lynches/kills happen, and who can vote on whom?

A similar idea (letting townies control NKs) was in an Execution Mafia, where the night executioner was selected in a secret vote by town and scum, with town getting one vote each and scum getting two votes each.

In post 5078, Whiskers wrote:
What if there is a Doc/Vig combo: Both players choose targets. If the Doc blocks correctly, the mafia's NK is redirected to the Vig's target. If either of them dies, the other is just a named townie.
2/7, and it ensures a nightkill is made each night (that the mafia chooses to make one).


I like that idea and I think that would be balanced.

In post 5080, LlamaFluff wrote:
Its basically 8:4 nightless with a twist


It'll probably be easy on town, considering the optimal strategy is always to shoot the most scummy person. Either you get rid of scum or you get a false target out of the way. I'm not sure 8:4 is balanced, but I think 7:4 would be scum-sided.
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Post Post #5107 (isolation #52) » Wed Aug 29, 2012 9:28 pm

Post by IceGuy »

In post 5098, Cogito Ergo Sum wrote:Whereas in regular nightless you'd get someone non-scummy lynched? I'd argue you have more incentive to not get rid of the scummiest in Popcorn since they in turn get a kill if town.


I don't understand what you're trying to say here. My point is that in regular games, town players behaving scummy are a big problem, since they create mislynches. In this game, they are less of a problem

Re: Whiskers' doc/vig combo, seems simpler to just make it one role? That's a role I actually considered using at some point.


Makes it slightly stronger during the game because it eliminates crosskills, but slightly weaker in endgame because it results in less confirmed town. Actually, I like that variant better.

In post 5101, bird1111 wrote:Weakened Mafia:

1 Voteless Mafia Goon
1 Mafia that is unable to make the nightkill
1 Vote detecting Cop (ie detects whether or not the target can vote)
1 Nightkill detecting Cop (ie detects whether or not the target can commit a nightkill)
3 Vanilla Townies

The voteless mafia goon's attempts to vote should be counted as normal.


First day requires four to lynch. If four players have been reached, there are three possibilities:
- Lynch goes through, the voteless goon is in the other three. Repeat on D2.
- Lynch doesn't go through, the voteless goon is in the four players voting. Replace one player on the wagon by another; when the lynch happens, you know who the voteless goon is.

Together with the cops this should allow town to steamroll the scum.

In post 5105, Mehdi2277 wrote:
Killess Goon
Goon
4 Vanilla Town
Cop

Does that sound better or worse to everyone else?


That's too swingy. If the goon is lynched D1 town has practically won.

Also, you need a rule against no-lynches - otherwise town automatically wins when they lynch the goon.

In post 5106, Whiskers wrote:
The problem with this, that I'm trying to avoid (by the needlessly-complicated Neighbourhoods) is that during the day, they just say, "Okay, we all will elect this guy as Executioner." And they all agree to do that.
Even if you make it 2 scum, 2 town can vote, they just hypo-elect.


I'm aware of that, but what stops town doing the same in "nightlynch" scenarios?


...huh. Yeah, that might work.
Still, that's electing a Vig each night. I want a secret-count Nightlynch (instead of a nightkill).

May be able to do it by adding a couple of Lynchers... Two Mafia, Two Lynchers (targets rolled randomly, leaves game after win), Seven VTs. Everybody gets one vote in the day, one vote at night.
Mafia would both vote for their choice of nightkill. Lynchers would each vote for their respective target. Town would vote for scumreads.


This still doesn't keep them from deciding who to Nightkill during the Day.
2 Scum, 1 Lyncher, Seven VTs, and the scum & lyncher have two votes apiece? that works for the first day; after the D1 Lynch, it's 6VT votes : 6 non-town votes.

After that, scum and Lyncher have a whole lot more power: Night 2 is (presumably) 4 non-town votes : 4 mafia votes : 2 lyncher votes.
N3- 2VT : 4M : 2L. (4 players.)
Actually, that looks alright. The worse town does at catching scum, the more control they gain over their NK-- the more it becomes normal Mafia.


What do you do in the case of several players having the same number of votes?

The last (imo) kink is that once the lyncher leaves the game there's an unusual number of players. Simplest fix to me is make it a Night-Lyncher, "Beloved Princess"-type. If his target is lynched during the day, He does Not win. If his target is lynched at Night, he wins, exits the game, and Day-Phase is skipped.


I think that role is next to impossible to win with.
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Post Post #5109 (isolation #53) » Thu Aug 30, 2012 12:05 am

Post by IceGuy »

Town's optimal strategy is to direct shots.
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Post Post #5113 (isolation #54) » Fri Aug 31, 2012 1:37 am

Post by IceGuy »

In post 5111, Kdub wrote:Floating an idea based on one of the scumteams from my last theme game.

Apocalypse

10 VTs
3 mafia - 2 goons, 1 core


That's too hard on Mafia. I'd make it 8 VTs with core swap and core decision (to make it less of a game of luck).

In post 5112, Whiskers wrote:
Can somebody else think of a way to keep town from intentionally voting in a huge cluster, or from deciding who to nightkill beforehand?


Give single players extra information.
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Post Post #5120 (isolation #55) » Fri Aug 31, 2012 7:01 am

Post by IceGuy »

I wouldn't be surprised if optimal strategy for scum would be to just kill off the core N1.

I considered corekill = loss before.
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Post Post #5134 (isolation #56) » Tue Sep 04, 2012 6:47 am

Post by IceGuy »

I like it.
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Post Post #5165 (isolation #57) » Sun Sep 23, 2012 8:36 pm

Post by IceGuy »

Five-player no-death


3 Vanilla Townies
2 Mafia Goons

Nightless

When a player is lynched, they flip and can't be lynched again, but can still talk and vote. A faction wins if all members of the other faction have been lynched.
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Post Post #5168 (isolation #58) » Mon Sep 24, 2012 5:42 am

Post by IceGuy »

In post 5167, saulres wrote:What would the rule be if they reach deadline without a lynch?


Good question. I could see:
- random player gets lynched
- player with most votes on them gets lynched (if equal, player who reached that number first gets lynched)
- Mafia gets to name the player to be lynched
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Post Post #5186 (isolation #59) » Sat Sep 29, 2012 8:40 pm

Post by IceGuy »

I really don't want to be scum in that setup.
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Post Post #5242 (isolation #60) » Wed Oct 10, 2012 5:53 am

Post by IceGuy »

Take Your Chances


2 Mafia Goons
7 Probabilistic JOATs

A Probabilistic JOAT can take any of the following actions, but they succeed only with a probability:
Cop, Watcher, Vig: 10%
Tracker, Roleblocker: 20%
Jailkeeper, Hider: 25%
Doctor: 30%
Bodyguard: 40%
Last edited by IceGuy on Wed Oct 10, 2012 5:56 am, edited 1 time in total.
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Post Post #5244 (isolation #61) » Wed Oct 10, 2012 5:56 am

Post by IceGuy »

In post 5243, Eddard Stark wrote:hider is too high comparatively


You're right. Changed this.
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Post Post #5251 (isolation #62) » Thu Oct 11, 2012 8:42 pm

Post by IceGuy »

In post 5242, IceGuy wrote:
Take Your Chances


2 Mafia Goons
7 Probabilistic JOATs

A Probabilistic JOAT can take any of the following actions, but they succeed only with a probability:
Cop, Watcher, Vig: 10%
Tracker, Roleblocker: 20%
Jailkeeper, Hider: 25%
Doctor: 30%
Bodyguard: 40%


Any comments on that one?
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Post Post #5253 (isolation #63) » Thu Oct 11, 2012 8:49 pm

Post by IceGuy »

In post 5252, Cheery Dog wrote:what happens if two people successfully hide behind each other?


Both actions fail. Same for RB <-> RB or JK <-> JK.
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Post Post #5255 (isolation #64) » Fri Oct 12, 2012 7:18 am

Post by IceGuy »

Keep in mind all seven players are probabilistic JOATs. If, say, three players agree to target the same person, the chance of at least one action going through is a little less than a half.

This might make little sense for trackers, but it allows players a trade-off between a shot in the dark and a larger probability but with the action being known.
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Post Post #5257 (isolation #65) » Fri Oct 12, 2012 7:26 am

Post by IceGuy »

In post 5256, saulres wrote:
That's false probabilities. The events are independent. I don't remember how to do the correct calculation, but you can see the fallacy here: If I have a 50% chance of flipping a coin and having heads come up, that doesn't mean I have a 100% chance of getting a heads if I flip two coins.


Yes, but you have a 1/2 * 1/2 = 1/4 probability of two heads.

Just as you have a 4/5 * 4/5 * 4/5 = 64/125 probability of the three actions not going through. I edited my above post (should've read "little less than a half", confused the probability of none going through and at least one going through).
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Post Post #5262 (isolation #66) » Sat Oct 13, 2012 4:46 am

Post by IceGuy »

In post 5260, Whiskers wrote:Would be more fun to make different breeds of JOAT (
Type 1
: Cop, Watcher, Vig;
Type 2
: Tracker, Roleblocker;
Type 3
: Jailkeeper, Hider;
Type 4
: Doc, Bodyguard). Randomize how many of each Jack, OR give them probabilities again-- although much higher ones.


Actually, that gives me another idea.

C9--


For basic mechanics see C9++. Nine players.

Mod generates four letters.

C = 1-shot Cop
CC = Cop

D = 1-shot Doctor
DD = Doctor

V = 1-shot Vig
VV = Vig

M = 1-shot Friendly Neighbor
MM = Innocent Child

B = 1-shot Roleblocker
BB = Roleblocker

TTTT = 2 Mafia Goons
TTT = 2 Mafia Goons
TT = 2 Mafia Goons with 1-shot factional Strongman
T = 1 Mafia Goon, 1 Mafia Roleblocker
0 Ts = 1 Mafia Goon, 1 Mafia Roleblocker with 1-shot factional Strongman
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Post Post #5264 (isolation #67) » Sat Oct 13, 2012 7:08 am

Post by IceGuy »

In post 5263, Xalxe wrote:OHAI Ice. How are the letters generated? Same way as C9++?


Yes.
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Post Post #5266 (isolation #68) » Sun Oct 14, 2012 4:33 am

Post by IceGuy »

Sounds similar to saulres' Precinct Madness.
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Post Post #5270 (isolation #69) » Sun Oct 14, 2012 5:22 am

Post by IceGuy »

In post 5269, Nachomamma8 wrote:
i like it, although I can't help but feel like hider is definitely the optimal play here.
investigates people AND causes NK immunity for the hider? hell yeah


If one is always the optimal play you can always lower their percentage.
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Post Post #5272 (isolation #70) » Sun Oct 14, 2012 8:37 am

Post by IceGuy »

In post 5271, shos wrote:
If you talk about some marathon 5p game, then I probably took the idea from there, yes.


No, I'm talking about a recently-run 9p Micro game.
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Post Post #5277 (isolation #71) » Sun Oct 14, 2012 8:52 am

Post by IceGuy »

This thread. It's already over since your faction won.
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Post Post #5341 (isolation #72) » Mon Oct 29, 2012 4:31 am

Post by IceGuy »

orciM nepO aifaM esreveR


2 Mafia Goons
7 Vanilla Townies

Nightless.

Players start off in limbo and can be revived by a vote between the players in limbo.

A revived player flips and can keep talking in thread (if town) or in the scum QT (if scum).

Town wins when four townies have been revived. Scum wins when one scum has been revived.

However, town has a 1-shot factional ability it can activate by a vote. If the majority of townies vote for it as a revival has been achieved, the revival is "free": if it's on town, everything proceeds as usual, but if it's on scum, scum doesn't win.
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Post Post #5343 (isolation #73) » Mon Oct 29, 2012 6:18 am

Post by IceGuy »

Yes.
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Post Post #5345 (isolation #74) » Mon Oct 29, 2012 10:41 am

Post by IceGuy »

In post 5344, LlamaFluff wrote:
So if they hit town it counts to the win condition or no?


Yes.

Think it swings too much and scum wincondition is too easy to achieve.


This is a bit of a problem here. One scum is actually too little but two scum too much.
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Post Post #5352 (isolation #75) » Thu Nov 01, 2012 6:27 am

Post by IceGuy »

The main problem I see that this is very swingy.

You only have two tries to lynch the first goon, but once you have, you have three tries to find the second one.
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Post Post #5355 (isolation #76) » Thu Nov 01, 2012 6:42 am

Post by IceGuy »

In post 5353, Leafsnail wrote:You only get 3 tries total even if you hit a goon first.


Yes, that's what I mean.
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Post Post #5357 (isolation #77) » Thu Nov 01, 2012 7:31 am

Post by IceGuy »

What do you mean by "tries"?

If I have to lynch scum today or lose, do you have one try or no try?
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Post Post #5436 (isolation #78) » Fri Dec 21, 2012 10:28 am

Post by IceGuy »

In post 5435, Cheery Dog wrote:The alt town win chin is too easy to achieve, I wouldn't even bother playing mafia. The player that goes first in naughts and crosses always win unless they don't know the corner strategy.


No, they can only achieve a draw if the opponent also plays perfectly.
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Post Post #5524 (isolation #79) » Sun Feb 17, 2013 4:26 am

Post by IceGuy »

Here are some setups I've been developing on paper when I was bored. Have fun.

Pick Your Poison

3 Mafia Goons
1 Cop
1 Doc
1 JK
7 VTs

Every day, mafia chooses whether the cop or both doc and JK will be active the next night. An inactive cop will get a random result, an inactive doc's/JK's action fails silently.

Pick Your Copoison

3 Mafia Goons
2 Cops
8 VTs

Every day, mafia chooses whether Cop A or Cop B will be active. An inactive cop will get a random result.

Join Or Die

2 Mafia A Godfathers
2 Mafia B Godfathers
1 JK
1 Cop
7 VTs

If both mafia groups send in a "join request", they'll be joined and treated as one group (common wincon, common QT). However, they lose their nightkill and become Goons (i.e. can be found by the Cop).
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Post Post #5536 (isolation #80) » Mon Feb 18, 2013 2:37 am

Post by IceGuy »

In post 5529, LlamaFluff wrote:
1) "Random" result is pretty bastard.


That's intended.

2) What happens if a PR dies? No more making roles inactive?


Nothing happens when the role in question should be made inactive.


2) Does scum know who the cops are?


No. They only knew there's a Cop A and a Cop B. Cops flip Cop without the letter.

3) What if a cop dies?


As above.

This game suffers from scum joining up being massively unbalanced. Its against your win condition to not join as scum.


Making you lose your NK and become vulnerable to cop investigations.
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Post Post #5632 (isolation #81) » Thu Mar 28, 2013 10:26 am

Post by IceGuy »

What stops the Demons from immediately claiming and getting the Angels to de-convert them the next day?

And I assume the Demons don't know each other, because then converted ex-Demons could just out their team after.
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Post Post #5883 (isolation #82) » Tue May 21, 2013 5:11 am

Post by IceGuy »

Two Chances


3 Mafia Goons
1 Tracker
1 Watcher
2 JKs

Every night, the scum has to send out one scum player to intimidate a town player. The target of the intimidation or the fact that it failed will be publicly revealed. Intimidation has no other effects. If scum doesn't send in an action, it'll be randomized.

The first town player lynched stays in game as confirmed town.
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Post Post #5887 (isolation #83) » Tue May 21, 2013 6:02 am

Post by IceGuy »

In post 5884, Does Bo Know wrote:So at the start of each day, the Mod says "[scum] successfully intimidated [town]" or "[scum] did not successfully intimidate [town]"?
"[town] was intimidated today" or "Nobody was intimidated today" (if either scum or town was JKd).
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Post Post #5889 (isolation #84) » Tue May 21, 2013 6:26 am

Post by IceGuy »

No.
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Post Post #5891 (isolation #85) » Tue May 21, 2013 9:26 am

Post by IceGuy »

In post 5890, Leafsnail wrote:If town were lynched day one you'd always want to intimidate that person, wouldn't you? Either you're reconfirming an already confirmed town player or having your action blocked (and thus not revealing anything).
No, because then the Watcher would just have to watch the confirmed town player to get confirmed scum.

Also, on second thought, the target of the intimidation should not be broadcast publicly; only that one happened (or not).
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Post Post #5895 (isolation #86) » Tue May 21, 2013 10:27 pm

Post by IceGuy »

In post 5893, Cheery Dog wrote:
In post 5890, Leafsnail wrote:If town were lynched day one you'd always want to intimidate that person, wouldn't you? Either you're reconfirming an already confirmed town player or having your action blocked (and thus not revealing anything).
If the watcher is lynched day 1, then yes you'd do that.
Town players don't get lynched, they just get confirmed.
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Post Post #5897 (isolation #87) » Wed May 22, 2013 2:01 am

Post by IceGuy »

To summarize everything:

Two Chances


3 Mafia Goons
1 Tracker
1 Watcher
2 JKs

Every night, the scum has to send out one scum player to intimidate a town player. The intimidation or the fact that it failed will be publicly revealed ("Somebody has been intimidated today" vs. "Nobody has been intimidated today". Intimidation has no other effects. If scum doesn't send in an action, it'll be randomized. They have no kill.

The first town player that gets lynched stays alive as confirmed town. A second mislynch means instawin for scum.
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Post Post #5901 (isolation #88) » Wed May 22, 2013 4:07 am

Post by IceGuy »

In post 5899, LlamaFluff wrote:
In post 5883, IceGuy wrote:
Two Chances


3 Mafia Goons
1 Tracker
1 Watcher
2 JKs

Every night, the scum has to send out one scum player to intimidate a town player. The target of the intimidation or the fact that it failed will be publicly revealed. Intimidation has no other effects. If scum doesn't send in an action, it'll be randomized.

The first town player lynched stays in game as confirmed town.
Day one massclaim. 67%+ town win.
Shit.
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Post Post #5902 (isolation #89) » Wed May 22, 2013 4:17 am

Post by IceGuy »

Two Chances


3 Mafia Goons
4 Night Clerks

Every night, the scum has to send out one scum player to intimidate a town player. The intimidation has no effects. If scum doesn't send in an action, it'll be randomized. They have no kill.

A Night Clerk can investigate a player and will receive "Yes" if they were either the target or the instigator of an intimidation, and "No" otherwise. They are not able to investigate themselves.

The first town player that gets lynched stays alive as confirmed town. A second mislynch means instawin for scum.
Last edited by IceGuy on Fri May 24, 2013 12:31 am, edited 1 time in total.
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Post Post #5910 (isolation #90) » Thu May 23, 2013 4:19 am

Post by IceGuy »

In post 5908, Siveure DtTrikyp wrote:I was thinking for the original two chances that scum just claimed JK and you have 2 prs but not much else.
If all scum would claim JK, you'd have three scum and two real JKs, and you have four lynches to hit the three scum out of five people.

Also, I'd be interested in more opinions re: the new suggestion.
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Post Post #6071 (isolation #91) » Thu Jul 25, 2013 1:40 am

Post by IceGuy »

Pick Your Partners


Pre-game

Before the game starts, every player (A) PMs the mod with a number for every other player (B). This number, a whole number between 0 and 10, reflects how much A would like to have B in their team. I.e. 0 = A says "I don't want B in my team at all", 10 = A says "I really want B in my team".

"Teams" are Mafia, Werewolves, Masons, VTs.

After all players have sent in their preferences, a script will select the teams to maximize preferences. If there are several possibilities that are equally good, one will be selected at random.

Setup

3 Mafia Goons (w/o kill, w/ daytalk)
2 Werewolves (w/ kill and daytalk)
2 Masons
6 VTs
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Post Post #6074 (isolation #92) » Thu Jul 25, 2013 3:51 am

Post by IceGuy »

In post 6072, Mr. Flay wrote:Needs more SK.
I'm not sure whether you're serious.
In post 6073, Cheery Dog wrote:So attempt to lynch everyone you gave a 0?
I don't understand.
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Post Post #6077 (isolation #93) » Thu Jul 25, 2013 5:49 am

Post by IceGuy »

In post 6075, JasonWazza wrote:Basically, someone with a 0 shouldn't be on your team, so, lynch them.

(same as 10's etc. really)
In theory, yes. In practice, there are three factors that make it less easy:
- 0's and 10's get ignored if enough other preferences can be satisfied. I tested it with example data.
- They can be masons instead of VTs (or vice versa).
- Assuming all players reveal preferences, you only get seven correct preferences (scum will likely fake theirs), and you don't know which seven are correct.
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Post Post #6086 (isolation #94) » Fri Jul 26, 2013 12:58 am

Post by IceGuy »

In post 6084, Cheery Dog wrote: (unless you just meant masons as a team, in which case it possiblity wouldn't work as a strategy)
Masons are a team too, yes.
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Post Post #6110 (isolation #95) » Wed Jul 31, 2013 4:30 am

Post by IceGuy »

Re: We Need A Fifth, what happens if there is no lynch?
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Post Post #6111 (isolation #96) » Wed Jul 31, 2013 5:24 am

Post by IceGuy »

Three Chances


3 Mafia Goons
4 Night Clerks

Every night, the scum has to send out one scum player to intimidate a town player. The intimidation has no effects. If scum doesn't send in an action, it'll be randomized. They have no kill.

A Night Clerk can investigate a player and will receive "Yes" if they were either the target or the instigator of an intimidation, and "No" otherwise. They are not able to investigate themselves.

The first town player that gets lynched stays alive as confirmed town. A second mislynch means instawin for scum. If the first mislynch occurs on D1, the "lynched" player gets a vengekill. If they hit town, they confirm a second town player; if they hit scum, they kill them.

Credit goes to Does Bo Know for the vengekill idea.
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Post Post #6123 (isolation #97) » Wed Jul 31, 2013 6:32 am

Post by IceGuy »

In post 6118, Does Bo Know wrote: IceGuy, are you letting scum have daytalk this time or not? Or at least pre-game talk?
Neither.

Will be doing the EV for the vengekill variant later.
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Post Post #6126 (isolation #98) » Thu Aug 01, 2013 8:32 am

Post by IceGuy »

Not a setup, but an idea for a mechanic I've been kicking around:

Every day, townies can select whether to learn a new skill or not. If they decide to learn, they get a 1-shot power (cop, doc, RB, JK, ...) for the night.

Scum gets as many NKs as the number of townies that are learning, but can only use them on the townies that are learning. So if three townies decide to learn a new skill, scum can name three players, and if any of those three players are actually learning, they die. Also, kills resolve before any other actions, i.e. kills come with an RB.
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Post Post #6128 (isolation #99) » Fri Aug 02, 2013 12:05 am

Post by IceGuy »

In post 6126, IceGuy wrote:Not a setup, but an idea for a mechanic I've been kicking around:

Every day, townies can select whether to learn a new skill or not. If they decide to learn, they get a 1-shot power (cop, doc, RB, JK, ...) for the night.

Scum gets as many NKs as the number of townies that are learning, but can only use them on the townies that are learning. So if three townies decide to learn a new skill, scum can name three players, and if any of those three players are actually learning, they die. Also, kills resolve before any other actions, i.e. kills come with an RB.
Also, scum should always get an NK even if there are no players training, to prevent town from playing it as a nightless mountainous.
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Post Post #6131 (isolation #100) » Fri Aug 02, 2013 2:38 am

Post by IceGuy »

Why would anyone else die? Scum would always kill the cop.
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Post Post #6136 (isolation #101) » Fri Aug 02, 2013 3:12 am

Post by IceGuy »

You're right that this provides an out for town to play it as Nightless Mountainous (designate somebody as cop, if they're town, they die, if they're scum, they survive and get lynched the next day).

Also, I'm not sure how to do the "learning" part. For instance, I could imagine you get a random skill (5% chance for a cop, 10% chance for a doc, and so on).
Question: does scum have to submit the kills or can they choose?
Not sure on that either. I would tend to give scum the option to choose.
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Post Post #6175 (isolation #102) » Tue Aug 13, 2013 10:30 am

Post by IceGuy »

Trade School


3 Mafia Goons (with daytalk; their kill comes with an RB which takes priority over all other actions)
10 Vanilla Townies

Every Day, all VTs can decide whether to learn a new trade. Trades to learn are JK and Tracker. If they decide to learn a trade, they get the corresponding night action the next Night. They "forget" what they have learned immediately afterwards, so they only get one shot and need to learn again if they want another.

If no player decides to learn a trade, the Mafia gets one NK that works on any player. Otherwise, they get as many kills as players have learned trades, but they only work on the players that have learned.
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Post Post #6281 (isolation #103) » Thu Aug 22, 2013 8:54 am

Post by IceGuy »

In post 6280, Sakura Hana wrote:
In post 6273, Amrun wrote:a d cop+doctor in the same set up at all.
Make the doc unable to protect the same target every night?
This is not something that should be in a newbie game.
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Post Post #6995 (isolation #104) » Sat Jun 07, 2014 11:50 pm

Post by IceGuy »

Good Neighbors


2 Mafia Goons
7 Vanilla Townies

Nightstart (no kill N0), Daytalk.

Every Night, every player names another player with which they want to be in a neighborhood. Neighborhoods are then divided so that all wishes are granted (for instance: A names B, B names C, C names A, D names E, E names D leads to two neighborhoods, one with A, B, C and the other one with D and E). Yes, that means there can be a single neighborhood with all players in it.
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Post Post #6997 (isolation #105) » Sun Jun 08, 2014 12:18 am

Post by IceGuy »

In post 6996, TierShift wrote:If new neighbourhoods are formed, are the old ones erased or do they keep existing?
The neighborhoods are formed anew each day. The old neighborhoods remain, but as locked threads.
I think this is probably scum-sided, with scum just able to join the 'dangerous' hoods. It's pretty hard to correctly use hoods if you have no certainty of your neighbours being town.
I expect town to somewhat direct the neighborhood assignment.
Perhaps add a little town power that is not investigative, but helps preserve the town's strongest players, bodyguard/doc perhaps?
I don't see a problem with that, but I'd like to hear more opinions on whether the game as it stands now is scumsided or not.
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Post Post #6999 (isolation #106) » Sun Jun 08, 2014 3:45 am

Post by IceGuy »

In post 6998, Siveure DtTrikyp wrote: 7/2 mountaineous is fairly scumsided, right?

So if you get two/three town players who get a good read on each other d1 they get neighbourhoods with each other and they basically publicly state "don't join our neighbourhood." Anyone who does gets lynched, and you've got pseudo masons for a day.
Exactly.
Wait, does the NKed person's wish get granted? Say A targets B, B targets D, C targets A and D targets B, and A is Nked. How do the neighbourhoods resolve?
Good point, didn't think of that. I would say that everything regarding A is ignored, so B and D end up a neighborhood and C ends up alone (i.e. doesn't get a neighborhood).
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Post Post #7002 (isolation #107) » Mon Jun 09, 2014 6:55 am

Post by IceGuy »

In post 7000, Siveure DtTrikyp wrote:Everything? So add an E targets A to that example, and C and E end up alone? Little weird, but okay.
Yes.
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Post Post #8315 (isolation #108) » Sun Jul 26, 2015 7:07 am

Post by IceGuy »

In post 8299, MarioManiac4 wrote:How about this:
4 VTs
1 Town Bulletproof
2 1-Shot Dayvigs
1 Mafia Goon
1 Mafia 1-Shot Dayvig


Does mafia have a NK? Are dayvigs required to kill in-thread or via PM?
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Post Post #8339 (isolation #109) » Thu Aug 06, 2015 1:14 am

Post by IceGuy »

Double Lynch


2 Mafia Goons
3 Vanilla Townies

Nightless, usual win conditions.

On the first day, two players are lynched. They flip only after both lynches have happened; the first lynched player can continue to talk and vote until the second lynch happens.

In the beginning of the second day, one remaining townie will be publicly mod-confirmed.

Quick EV calculation:

Day 1:
1/10 - both Goons lynched,
town win

3/10 - two VTs lynched,
mafia win

6/10 - one Goon and one VT lynched, go to Day 2

Day 2:
1/2 - Goon lynched,
town win

1/2 - VT lynched,
mafia win


Assuming random lynches, town wins in 40% of cases.
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Post Post #8410 (isolation #110) » Fri Sep 25, 2015 8:01 am

Post by IceGuy »

I'm thinking of a game like this:

2 Mafia Goons
1 Bodyguard
6? Vanilla Townies

There are no Nights and Mafia has infinitely many nightkills they can use at any point (except in the first 48 hours). The bodyguard can also choose a protection target at any point, and keeps protecting that person until they select a new one.

Kills on the bodyguard fail (they can only be endgamed), and kills on the person protected by the bodyguard backfire (kill doesn't go through and killer dies).
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Post Post #8413 (isolation #111) » Fri Sep 25, 2015 9:17 pm

Post by IceGuy »

In post 8411, popsofctown wrote:The role you've come up with isn't what a bodyguard does, and if you're bent on naming it after a standard role, BP Doctor is a closer approximation than bodyguard.


I don't think redefining roles in Opens is a big deal, as long as it's not misleading. See, for instance, the Mafia Godfather in 5p Vengeful.

Optimal strategy is to perform as many lynches as possible in the first 48 hours. Are you banning voting during that time period?


Good point.

EDIT: Just noticed something: Imagine the Bodyguard gets run up and claims. Mafia can counterclaim him which might lead to the actual Bodyguard getting lynched, after which Mafia can just kill off everybody else quickly. This would turn it into a game of "who's online at the right time". Bodyguard needs to be an Innocent Child too.
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Post Post #8419 (isolation #112) » Thu Oct 01, 2015 3:58 am

Post by IceGuy »

Just A Tiny Sliver More Realistic Mafia


2 Mafia Goons
1 Bodyguard
6 Vanilla Townies

There are no Nights and Mafia has infinitely many nightkills they can use at any point. The bodyguard can also choose a protection target at any point, and keeps protecting that person until they select a new one.

Kills on the bodyguard fail (they can only be endgamed), and kills on the person protected by the bodyguard backfire (kill doesn't go through and killer dies).

If the bodyguard gets lynched, a new bodyguard is randomly selected from the VTs. Only the bodyguard themselves is informed of this.

Votes and nightkills will not be considered between a lynch and a nightkill and the mod resolution, as well as in the first 48 hours of the game or after a new bodyguard has been named.
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Post Post #8464 (isolation #113) » Sat Nov 07, 2015 7:20 am

Post by IceGuy »

In post 8419, IceGuy wrote:
Just A Tiny Sliver More Realistic Mafia


2 Mafia Goons
1 Bodyguard
6 Vanilla Townies

There are no Nights and Mafia has infinitely many nightkills they can use at any point. The bodyguard can also choose a protection target at any point, and keeps protecting that person until they select a new one.

Kills on the bodyguard fail (they can only be endgamed), and kills on the person protected by the bodyguard backfire (kill doesn't go through and killer dies).

If the bodyguard gets lynched, a new bodyguard is randomly selected from the VTs. Only the bodyguard themselves is informed of this.

Votes and nightkills will not be considered between a lynch and a nightkill and the mod resolution, as well as in the first 48 hours of the game or after a new bodyguard has been named.


I really want to run this. Please tell me why it won't work.

In post 8458, BBmolla wrote:
Sanity Switch


Is the Cop always sane in the beginning?
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Post Post #8466 (isolation #114) » Sat Nov 07, 2015 10:24 am

Post by IceGuy »

In post 8465, Cheery Dog wrote:Bodyguard claims at start of the game. They choose someone to protect there. Scum can't go for just killing all the VT, because if they hit one that is protected, that's a town win.


Backfiring doesn't mean that scum loses, it just means the scum player who performed the kill dies.

Also, I'm not sure the bodyguard claiming before being run up is a good idea. They won't get lynched but will either have to change their reads or randomize their protection so it doesn't become obvious to scum.
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Post Post #8469 (isolation #115) » Sat Nov 07, 2015 10:06 pm

Post by IceGuy »

In post 8467, Cheery Dog wrote:
Therefore backfiring results in the death of one scum, and the production of two confirmed town (who can't be killed).


Ah, now I see the problem. Bodyguard could claim their target.
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Post Post #8511 (isolation #116) » Sun Dec 20, 2015 4:27 am

Post by IceGuy »

It's essentially 2:7 mountainous, very scumsided (<23% town EV).

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