Open 82: Texas Justice Mafia (Game Over!) before 626


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Post Post #7 (isolation #0) » Mon Jun 30, 2008 7:29 am

Post by somestrangeflea »

1 to 11, top down.
Original Roll String: 1d11
1 11-Sided Dice: (7) = 7
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Post Post #8 (isolation #1) » Mon Jun 30, 2008 7:30 am

Post by somestrangeflea »

Vote: farside22


You can't argue with dice...
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Post Post #18 (isolation #2) » Tue Jul 01, 2008 6:47 am

Post by somestrangeflea »

Linehouse wrote:
vote: somestrangeflea
because my Kirby avatar is clearly superior.
Unvote, Vote: Linehouse


Insubordination is a scumtell.
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Post Post #25 (isolation #3) » Tue Jul 01, 2008 7:37 am

Post by somestrangeflea »

Texas Justice - Not really a game since 2008!
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Post Post #34 (isolation #4) » Tue Jul 01, 2008 11:53 am

Post by somestrangeflea »

farside22 wrote:Those numbers look odd. I guess because of the way he did it. Does anyone see anything wrong with how Crazy did those rolls?
Yes.

It ends with "1d1", the most pointless thing since the safety pencil.
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Post Post #38 (isolation #5) » Wed Jul 02, 2008 12:37 am

Post by somestrangeflea »

Tom wrote:
The Fonz wrote:Now, I'd like everyone's opinion on the validity or otherwise of the strategy of splitting everyone into pairs, no lynching, and demanding that
each player vig their opposite number.


(I'm still running the numbers here myself, but thought it could be interesting. One of my reasons for signing up for this was an interest in exploring the game theory. The other was because I want to vig Farside. :P )
Hold on. Don't you mean one player vig his opposite number while the other one doesn't do anything? If we ALL shoot each other, then we lose, correct?
The scum group has only one bullet between them, per night. Thus, if two of the scum aren't paired together, they'll all die, whilst only being able to kill one of their respective shooters. Day dawns, all the Mafia are dead, 2 townies remain live, TOWN WINS!
If, on the other hand, two scum are paired together. They will obviously not shoot each other. The scum kill whoever is targeting the third Mafia member. The third mafia member dies, but so does their shooter. Meanwhile, all the remaining townies shoot each other dead. Day dawns, all the townies are dead, 1 Mafia is dead, 2 Mafia remain alive, TOWN LOSES!
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Post Post #40 (isolation #6) » Wed Jul 02, 2008 5:59 am

Post by somestrangeflea »

Crazy wrote:
Iron Man wrote:Cant we just do a circle shoot? Then everyone gets shot, unless a scum deviates, which jut helps town. The only way for this to fail is if a scum would be ordered to shoot anther scum.
That could also work, but you could be scum suggesting that knowing that it could fail, eh?
I'm rolling the idea around in my head whilst typing...

If there's a circle shoot, 2 people will live (because there's no overlaps, and everyone shoots, just like the pairs system). The people who will live are 2 of the 3 people preceded by Mafia.

Scum insta-wins if all three Mafia are in a row. (Two scum alive at dawn)
Scum insta-wins if two Mafia are in a row. (One scum, one town alive at dawn, scum endgames bulletless-town)
Town insta-win if all three Mafia are split up. (Two townies alive at dawn)

What I don't know is the probabilities of each the above situations, and, consequently, whether it's a better plan than the pairs system.

What I do know is that the circle-shoot plan allows a lynch, and thus gives town a shot at removing the "three mafia in a row" possibility and making the "two Mafia in a row" less likely.
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Post Post #43 (isolation #7) » Wed Jul 02, 2008 11:32 am

Post by somestrangeflea »

Any chance you could factor in the possible results of a lynch into the circle theory?
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Post Post #52 (isolation #8) » Thu Jul 03, 2008 3:55 am

Post by somestrangeflea »

farside22 wrote:Something about the circle method rubs me wrong. I think random dice work better. I just don't know the odds like the Fonz does. I just can see scum being one behind the other for them to win this way. I don't know why people have issues with the random dice.
Uhm, you
can
use random dice to generate a circle...
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Post Post #56 (isolation #9) » Thu Jul 03, 2008 4:55 am

Post by somestrangeflea »

farside22 wrote:
somestrangeflea wrote:
farside22 wrote:Something about the circle method rubs me wrong. I think random dice work better. I just don't know the odds like the Fonz does. I just can see scum being one behind the other for them to win this way. I don't know why people have issues with the random dice.
Uhm, you
can
use random dice to generate a circle...
I was reading someone saying that they wanted to do a circle based on the mod's line up.
Ah, your post gave me the impression that you thought the circle method and random dice were mutually exclusive.
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Post Post #77 (isolation #10) » Fri Jul 04, 2008 9:32 am

Post by somestrangeflea »

/here, waiting for inactives to return.
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Post Post #93 (isolation #11) » Mon Jul 07, 2008 12:02 am

Post by somestrangeflea »

Iron Man wrote:True, but you got any better ideas?
11 player game.

Pairs system, GONE.
Circle system determined to be not-that-good-anyway.

Problem solved.
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Post Post #108 (isolation #12) » Thu Jul 10, 2008 8:07 am

Post by somestrangeflea »

Re-posted, for great justice.

ClockworkRuse & Dcorbe
Light-Kun & Iron Man
farside22 & Crazy
somestrangeflea & Linehouse
Sun Tzu & The Fonz
Tom & ashmite84
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Post Post #118 (isolation #13) » Mon Jul 14, 2008 11:55 pm

Post by somestrangeflea »

Mirth wrote:-The Mob did not send me a night kill
My fellow mob members seemed to vanish, not that it mattered anyway...

Serious kudos to The Fonz for working out a semi-game-breaking strategy. This setup needs work.

Thanks to Mirth for the great flavouring and moddering!

Now...

Let's try and fix this game!

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