[OLD] Open Setup Discussion and Nominations

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #11 (isolation #0) » Sat Aug 12, 2006 3:51 am

Post by Max »

I've got 1

3 mafia
3 werewolves
2 docs
2 sorcerors
2 bulletproof townies
2 wolves bane
2 cops
2 seer
1 cultists
2 lovers (1 chosen randomly from above)(1 just lover)

making 20players and 6 scum
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Post Post #13 (isolation #1) » Sat Aug 12, 2006 6:15 am

Post by Max »

dethy^2 (12 players)

3 mafia
9 cops (2 sane, 2 insane, 2 naive, 2 paranoid, 1 retired)
night start

Maybe make it a bit stranger like


3 mafia (1 GF, 1 goon, 1 RB)
1 miller
8 cops (2 sane, 2 insane, 2 naive, 2 paranoid)
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Post Post #63 (isolation #2) » Sat Sep 09, 2006 1:17 am

Post by Max »

Another Set-Up


2 Arsonists
3 mafia
5 civilians
1 magistrate
1 [
http://www.princeton.edu/~mafia/vr14.htm]govenor
1 cupid
1 Judas & Saulus
2
town
bookies (choice between cop or doc)
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Post Post #74 (isolation #3) » Wed Sep 13, 2006 5:11 am

Post by Max »

Kelly Chen wrote:Any particular concept behind that setup Max?
Well It has lots of confusion and games with confusion are fun
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Post Post #84 (isolation #4) » Sat Sep 16, 2006 3:00 am

Post by Max »

Could mith make it possible to eserve spaces in a game
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Post Post #1186 (isolation #5) » Tue Sep 18, 2007 8:10 am

Post by Max »

Unlyncher

The Unlyncher is the opposite from a lyncher and must prevent a player from being lynched. However if unlyncher is lynched the unlyncher loses

1 Unlyncher
4 Townie

What do you think

I had another unlycher set-up

1 Unlyncher
1 Lyncher
3 Townies
2 Mafia

Nightless
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Post Post #1188 (isolation #6) » Tue Sep 18, 2007 8:33 am

Post by Max »

yeah apart from the target.
Although it could be interesting if the unlyncher is dead and the target is alive he wins
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Post Post #1197 (isolation #7) » Wed Sep 19, 2007 5:19 am

Post by Max »

The unlyncher is famous already and I only invented it yesterday, Super strange flea edited my page...
It looks a lot nicer and makes a lot more sense ;)

I've edited a bit

1 Unlyncher (loses if Unlynchee is lynched)
1 Unlynchee (Townie)
5 Other Townies (wins if lynch lyncher)
2 Mafia.

What do you think
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Post Post #1201 (isolation #8) » Wed Sep 19, 2007 7:25 am

Post by Max »

Max wrote:The unlyncher is famous already and I only invented it yesterday, Super strange flea edited my page...
It looks a lot nicer and makes a lot more sense ;)

I've edited a bit

1 Unlyncher (loses if Unlynchee is lynched)
1 Unlynchee (Townie)
5 Other Townies (wins if lynches unlyncher and mafia)
2 Mafia.

What do you think
Win conditions

Unlyncher - Must make sure unlynchee is not lynched (may die in another way) (
Unlynchee - Wins With Town
Town - wins when unlyncher is dead and mafia is dead
Mafia - wins when unlyncher is dead and controls majority
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Post Post #1203 (isolation #9) » Wed Sep 19, 2007 7:38 am

Post by Max »

if unlyncher dies first he loses ;)
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Post Post #1208 (isolation #10) » Thu Sep 20, 2007 3:57 am

Post by Max »

somestrangeflea wrote:
Max wrote:if unlyncher dies first he loses ;)
And if the unlynchee dies first...?
he wins
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Post Post #1212 (isolation #11) » Fri Sep 21, 2007 4:53 am

Post by Max »

I'm bringing back one of my older set-ups with a slight adaption

I've got 1

3 mafia
3 werewolves
1 docs
1 sorcerors
1 bulletproof townies
1 wolves bane
1 cop
1 seer
1 cultists
7 townies
2 lovers (1 chosen randomly from above)(1 just lover)
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Post Post #1216 (isolation #12) » Fri Sep 21, 2007 11:17 pm

Post by Max »

I think the mafia should select a person to do the killing then they have a chance of failing
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Post Post #1218 (isolation #13) » Sat Sep 22, 2007 12:57 am

Post by Max »

That would be a great game maybe make it so the masons can kill but our townie aligned if they target Townie they die like the mafia if it's mafia the mafia die.

It could be one of the most interesting games of the century
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Post Post #1235 (isolation #14) » Mon Sep 24, 2007 4:16 am

Post by Max »

Max wrote:I'm bringing back one of my older set-ups with a slight adaption

I've got 1

3 mafia
3 werewolves
1 docs
1 sorcerors
1 bulletproof townies
1 wolves bane
1 cop
1 seer
1 cultists
7 townies
2 lovers (1 chosen randomly from above(not townie))(1 townie)
Any comments or nominations

Nominate: Jeep Classic
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Post Post #1239 (isolation #15) » Tue Sep 25, 2007 1:04 am

Post by Max »

so no cultist?
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Post Post #1243 (isolation #16) » Tue Sep 25, 2007 4:48 am

Post by Max »

I'm bringing back one of my older set-ups with a slight adaption

I've got 1

3 mafia
3 werewolves
1 docs
1 sorcerer
1 cop
1 seer
11 townies
2 lovers (1 chosen randomly from above(not townie))(1 townie)

No bulletproof or wolfsbane
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Post Post #1246 (isolation #17) » Tue Sep 25, 2007 6:07 am

Post by Max »

4 mafia
4 werewolves
1 docs
1 sorcerer
1 cop
1 seer
11 townies

4:4:16?

with alignment reveal only

or

4:4:16

with added Inventor and Bus Driver

any other ideas?
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Post Post #1275 (isolation #18) » Sun Sep 30, 2007 6:43 am

Post by Max »

confusing...
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Post Post #1281 (isolation #19) » Mon Oct 01, 2007 4:27 am

Post by Max »

mafia and SK could be out N0 if it's night start!!
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Post Post #1283 (isolation #20) » Mon Oct 01, 2007 4:52 am

Post by Max »

yeah good Idea
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Post Post #1319 (isolation #21) » Wed Oct 03, 2007 6:25 am

Post by Max »

Why not make it that the cop has the investigation option but will die if he hits any powerrole

how big are the mafia?
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Post Post #1334 (isolation #22) » Thu Oct 04, 2007 4:10 am

Post by Max »

Max wrote:
Max wrote:The unlyncher is famous already and I only invented it yesterday, Super strange flea edited my page...
It looks a lot nicer and makes a lot more sense ;)

I've edited a bit

1 Unlyncher (loses if Unlynchee is lynched)
1 Unlynchee (Townie)
5 Other Townies (wins if lynches unlyncher and mafia)
2 Mafia.

What do you think
Win conditions

Unlyncher - Must make sure unlynchee is not lynched (may die in another way) (
Unlynchee - Wins With Town
Town - wins when unlyncher is dead and mafia is dead
Mafia - wins when unlyncher is dead and controls majority
Thesp what don't you understand about this
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Post Post #1336 (isolation #23) » Thu Oct 04, 2007 4:57 am

Post by Max »

sorry but the town have to kill the unlynchee aswell
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Post Post #1338 (isolation #24) » Thu Oct 04, 2007 5:02 am

Post by Max »

but it can't be really classed as a theme when it's 1 players role that's different
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Post Post #1340 (isolation #25) » Thu Oct 04, 2007 5:24 am

Post by Max »

the unlyncher loses and has failed his objective and should be removed from game until a winner has been achieved
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Post Post #1350 (isolation #26) » Thu Oct 04, 2007 6:33 am

Post by Max »

I think you should make his win condition he same as the lyncher, whereby he wins with the town if he survives to end game. He needs to have a reason to play if his target dies.
In mafia only one aim ever applies. Complete your objective If you fail your objective you've lost
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Post Post #1353 (isolation #27) » Thu Oct 04, 2007 6:45 am

Post by Max »

From Wiki:

If the Unlynchee is lynched while the Unlyncher is alive, the latter loses. If the Unlynchee is nightkilled, typically the Unlyncher wins as the person did not get lynched. If the Unlyncher and Unlynchee Are left till endgame the Unlyncher wins as the unlynchee dies in endgame so cause of death is irrelevant. If the unlyncher dies his objectives remain the same although he wins because of that players mediocrity instead of that players skill.
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Post Post #1355 (isolation #28) » Thu Oct 04, 2007 7:54 am

Post by Max »

you can if 4 people are remaining 1 mafia 1 townie 1 unlynchee 1 unlyncher. It's impossible to get a lynch unless it's on the unlynchee so the unlyncher has to win. The town or mafia would get lynched and the unlyncher would win in endgame with mafia/town as secondary winners
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Post Post #1368 (isolation #29) » Mon Oct 08, 2007 6:06 am

Post by Max »

Nominate all of fiasco's justice's


They're great. maybe after they've all been run make a large open where theres an interstate crime for you all to solve everyone has different powers from all of the justices you mention
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Post Post #1390 (isolation #30) » Tue Oct 09, 2007 5:27 am

Post by Max »

English Justice:

3 mafia (innocent people being accused of terrorism)
9 cops (all one shot point blank innocent shooters)

American justice

3 Guantanamo Bay Prisoners
9 Guantanamo Bay Prison Guards (All 1 shot RBs, Torturers(if prisoner will confess) and vigs)
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Post Post #1402 (isolation #31) » Wed Oct 10, 2007 6:24 am

Post by Max »

lol

I'ld run it as a large theme with all of the justices suggested here. Person who wins in most gets a cookie.
off mith
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Post Post #1524 (isolation #32) » Sat Nov 03, 2007 11:38 pm

Post by Max »

Nominate Daytalk 6
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Post Post #1545 (isolation #33) » Mon Nov 12, 2007 7:28 am

Post by Max »

forgetful mafia


Standard C++ set-up with a difference.


If a post is over a week old the town "Forgets" where they place the record for that post, this means that town may misquote peoples post and their memory can lead them astray ;)

Would this be OK to be Open or would it be best as a mini theme
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Post Post #1547 (isolation #34) » Mon Nov 12, 2007 7:33 am

Post by Max »

Now that would not be in the spirit of the game
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Post Post #1550 (isolation #35) » Tue Nov 13, 2007 9:13 am

Post by Max »

So is everyone going to ignore my set-up *cries*
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Post Post #1554 (isolation #36) » Wed Nov 14, 2007 5:32 am

Post by Max »

I would for replacements purposes, make people 72 hours PM saying what they remember from the thread so people can replace, The Other Idea is that everyone is a double headed or triple headed group so people can forget and have partners. Th reason pablito for suggesting it here is because texas justice although it has unusual features USED to be a theme now it's a normal set-up, why can't this be any different
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Post Post #1556 (isolation #37) » Wed Nov 14, 2007 6:41 am

Post by Max »

So no problem with everyone having to have 2 heads?
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Post Post #1558 (isolation #38) » Wed Nov 14, 2007 7:47 am

Post by Max »

Yes I did mean C++ fiasco's set-up I now, finally, understand the set-up
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Post Post #1584 (isolation #39) » Wed Nov 21, 2007 9:47 am

Post by Max »

Now for my large open coming soon I'm trying to think of standardised roles which I could use. I was thinking of:

3 Mafia
3 Werewolves
2 cops (1 sane, 1 with sanity issues)
2 seers (1 sane, 1 with sanity issues)
1 doc
1 sorcerer
12 Town.

But I started thinking is that balanced enough?

So I came up with:

4 mafia (1GF, 1RB)
4 werewolves (1AW, 1 RB)
2 cops (1 with sanity issues)
2 seers (see above)
1 doc
1 sorcerer
12 town

And after a bit longer I decided why not use a mechanic max style

Like the unlyncher:

4 Mafia (1GF, 1RB)
4 Werewolves (1AW, 1RB)
2 cops (1WSI)
2 seers (1WSI)
1 doc
1 sorcerer
1 unlyncher
11 town

However although I believed that it would be a good idea o have neutral I wasn't sure what role.

I thought maybe I could make it more uncertain

3-4 Mafia with 2 of the following (GF, RB, Cop, 1 shot cross kill immunity)
3-4 Werewolves with 2 of the following (AW, RB, Cop, 1 shot cross kill immunity)
1-3 cops (100% chance first sane, 50%, 0%)
1-3 seers (100% chance first sane, 50%, 0%)
1-2 mafia healing roles (if 2 second martyr)
1-2 were healing roles (if 2 second martyr)
1 unlyncher OR lyncher
However many town.

Or should I (as I was going to) Create something like C9+++ to make it a tad more closed set-up.

Please post all ideas appreciated
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Post Post #1585 (isolation #40) » Fri Nov 23, 2007 6:37 am

Post by Max »

Thanks everyone is anyone actually going to comment
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Post Post #1589 (isolation #41) » Sat Nov 24, 2007 5:43 am

Post by Max »

I never said the martyr would get told they are martyr I may word it so the PMs say "You are a doctor you have always wondered whether you would die for your cause"
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Post Post #1827 (isolation #42) » Wed Feb 06, 2008 3:07 am

Post by Max »

Or you could make it illegal for any role to target itself
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Post Post #1840 (isolation #43) » Sat Feb 09, 2008 3:49 am

Post by Max »

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Post Post #1843 (isolation #44) » Sun Feb 10, 2008 1:27 am

Post by Max »

Theocracy Generation Mafia:
Each night is the equivalent of 100 years so we go through a single generation.

4 mafia
12 townies (1 of whom, King & Queen Maker)

At the beginning there are:

8 Princes
8 Princesses

And they get married to one of the opposite sex each night(for this we presume they are all heterosexual)
These will be the first generation, at dawn a couple gets selected as King and Queen.
They choose a person to get executed (removed from game forever)
And all generations give birth to up to 2 children (1 for each member of the couple remaining) (We presume the widow or widower got remarried and only had a single child)
Mafia make a kill
This is the second generation, this generation pick a partner of the opposite sex (However this time it may not be someone of relation i.e. sister/brother)
Go through cycle again
They pick partners again (can't marry anyone related (brother sister or cousins)
AFTER THAT GENERATION
They pick partners again but they can't marry anyone who is brother sister or cousin.
Once people can no longer get married genetic disease takes over and everyone loses.

Could that work?
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Post Post #1845 (isolation #45) » Sun Feb 10, 2008 1:48 am

Post by Max »

That wasn't the question it's noway near normal enough but could it work
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Post Post #1847 (isolation #46) » Sun Feb 10, 2008 2:18 am

Post by Max »

Wow I thought i dreamt that thread after searching for it with no prevail, thank you. You are the nicest flea I know.
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Post Post #1925 (isolation #47) » Sat Mar 01, 2008 2:30 am

Post by Max »

Third

Two of Four (Cop Doc RB Miller)
Two of Four (Cop Doc RB Townie)
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Post Post #1935 (isolation #48) » Tue Mar 04, 2008 6:45 am

Post by Max »

why don't we edit set up so all cops after the first (if any) have an equal chance of being sane, insane, naive, paranoid.
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Post Post #1937 (isolation #49) » Tue Mar 04, 2008 8:51 am

Post by Max »

So C/9ths Mark II

2 mafia
10 townies, 1/18th cop, 1/36th naive cop, 1/36th paranoid com, 1/18th doc, 1/18th quack, 7/9ths town.

What about that?
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Post Post #1942 (isolation #50) » Wed Mar 05, 2008 9:36 am

Post by Max »

He wins cos he'll commit suicide
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Post Post #1958 (isolation #51) » Sat Mar 08, 2008 11:26 pm

Post by Max »

Nominate Love in the palace
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Post Post #1963 (isolation #52) » Tue Mar 11, 2008 5:11 am

Post by Max »

Maybe make a reason why scum would not die with stumping.

Maybe they are stumped and at the end of the game they're sent to a logging shed.
(this means there are bad trees and good trees
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Post Post #1965 (isolation #53) » Tue Mar 11, 2008 9:40 am

Post by Max »

why would scum not die if they commited suicide?
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Post Post #1971 (isolation #54) » Wed Mar 12, 2008 2:50 am

Post by Max »

Starts N1 moves onto D1 then N2, makes it better odds for scum
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Post Post #1972 (isolation #55) » Thu Mar 13, 2008 5:28 am

Post by Max »

Tree Stump?

1 mafia
2 evil tree (member of mafia but can stump)
5 good trees
4 town

No reveal on stump, reveal on lynch only
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Post Post #1975 (isolation #56) » Sun Mar 16, 2008 3:03 am

Post by Max »

Reason against poisony thingy:

N1 (X and Y are mafioso)

A poisoned 2/3
B poisoned 2/3

D1 Lynch C

N2

D poisoned 2/3
E poisoned 2/3

D2

A fully poisoned
B fully Posioned
C fully Poisoned
D fully poisoned

So wait 3 nights and kill 4 people, Normally when people are poisoned they have so much time to live. E.G. X poisoned A N1, A dies night 2

Propose new poison mafia:

8 town
1 antidote (if person is poisoned or dieing that night saved)
3 Mafia

1 night delay

Poison!


1 Poison Serial Killer
3 Poison Mafia
7 town
1 antidote

Poison?


Each member of the mafia has different lethalities of poison

Mafia:
1 12 hour poisoner - dead by morning
1 24 hour poisoner - dead next night
1 36 hour poisoner - dead by 2nd morning

Nuetral-
Serial killer - uses knife.

Town:
1 antidote
7 town
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Post Post #1976 (isolation #57) » Sun Mar 16, 2008 6:17 am

Post by Max »

EBWOP: On the one that says Poison? There is no way of deferentiating the kills because all corpses are burnt by the mod.
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Post Post #2012 (isolation #58) » Thu Apr 03, 2008 6:24 am

Post by Max »

Good Idea, but a plan would be for chuck to claim and get him to kill people. Or just get chuck to kill randomly
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Post Post #2124 (isolation #59) » Wed May 21, 2008 6:01 am

Post by Max »

and it would teach people to come up with good plans, like get townies to plan who they marry in the day.
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Post Post #2168 (isolation #60) » Tue May 27, 2008 2:24 am

Post by Max »

That's the point, if ties mean no protection anyone can be killed.
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Post Post #2182 (isolation #61) » Wed May 28, 2008 12:17 am

Post by Max »

Stupid Lyncher
1 lyncher who is not informed of his target
1 Target
3 mafia
7 Townies

Second... But how can the lyncher find out it's target. I propose:

Late Lyncher
1 Lyncher who does not learn his target till night 2, if lynchee is dead before night 2 a random townie will be selected as backup lynchee.
1 Target
3 Mafia
6 Townies
1 back-up target.
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Post Post #2188 (isolation #62) » Thu May 29, 2008 8:32 am

Post by Max »

I don't mind jesters what I do think may be more appropriate is a Day X jester I propose the following

2 Mafia
9 Town
1 Day 2 Jester (Has to be lynched on day 2 to win)
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Post Post #2208 (isolation #63) » Sun Jun 01, 2008 7:54 am

Post by Max »

Live Or Die

1 Lyncher
1 Unlyncher
1 Lynchee/unlynchee
6 Townies

Live Or Die V2:

1 Lyncher
1 Unlyncher
1 Lynchee/unlynchee
6 Townies
3 Mafia

Live Or Die SK:

1 Lyncher
1 Unlyncher
1 Lynchee/unlynchee
6 Townies
1 SK

Rules for all games

If the unlyncher's target is not lynched the unlyncher wins regardless of whether he is alive or not.
If the lynchers target is lynched the win is only given to the lyncher if he is still alive.

The order town have to lynch is:
Lyncher
Then unlyncher or target
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Post Post #2227 (isolation #64) » Tue Jun 03, 2008 5:39 am

Post by Max »

Max wrote:Live Or Die

1 Lyncher
1 Unlyncher
1 Lynchee/unlynchee
6 Townies

Live Or Die V2:

1 Lyncher
1 Unlyncher
1 Lynchee/unlynchee
6 Townies
3 Mafia

Live Or Die SK:

1 Lyncher
1 Unlyncher
1 Lynchee/unlynchee
6 Townies
1 SK

Rules for all games

If the unlyncher's target is not lynched the unlyncher wins regardless of whether he is alive or not.
If the lynchers target is lynched the win is only given to the lyncher if he is still alive.
If the Target is night killed the unlyncher wins.

The order town have to lynch is:
Lyncher
Then unlyncher or target
I think lyncher games bring something to the game
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Post Post #2235 (isolation #65) » Wed Jun 04, 2008 1:53 am

Post by Max »

yellowbounder wrote:Ah, but colours are unique, and random.

A
Green
colour has no impact on alignment, and the Vigilante could be
Violet
.

Although that gives me pause for thought, because a mass colour claim may break the game, since then any one not telling the truth is found, and then the Artisans essentially become much more powerful.

If you made one of the Mafia ,a Mafia Artisan, and allowed the Doctor to determine Base Colour of target, and a person does not know their own colour?

I'm just throwing out suggestions here. Not to mention, what about mutual staining.
What about a mixing system. for example red and yellow make orange. Etc. And only artisans know their colours
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Post Post #2253 (isolation #66) » Thu Jun 05, 2008 4:53 am

Post by Max »

yellowbounder wrote:
Cautious Mafia

3 Mafia
3 CPR Doctors (if target not NKed, then kills target)
1 Gunsmith (tells if target can kill, so CPR Doc, or Mafia, yes; townie, no)
5 Townies

I'm tempted to allow the CPR doctors to cancel each other out if there's an even number of people, and the person isn't otherwise killed. (So, 1 CPR kills, 2 CPR lives, 3 CPR kills)
Maybe "Drug Detective" can find anyone with drugs. Mafia smuggle them, CPRs inject with them.

Also With the CPR
No NK: 1 CPR kills; 2 CPR lives; 3 CPR kills
NK: 1 CPR lives; 2 CPR kills; 3 CPR lives
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Post Post #2268 (isolation #67) » Sat Jun 07, 2008 1:00 am

Post by Max »

I thought we were going with the assumption that people don't know their own colours. The only people who could work them out are Artisans. (Since their own colour would always show up when they target someone, eventually they'd work it out.)

I presumed that they would find the colour on them and then accidentally stain them so they never actually find out what colour they are unless they target themselves first.

And I've though of another idea. If you get given red and blue and your base colour is X you pass on your base plus all others on you.
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Post Post #2271 (isolation #68) » Sat Jun 07, 2008 5:28 am

Post by Max »

That was the point of number 2. It requires quick action or it's too late.
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Post Post #2273 (isolation #69) » Sat Jun 07, 2008 6:44 am

Post by Max »

What about

Lyncher Power 1

1 Lyncher
2 Mafia
1 cop or doc
5 town (1 target)
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Post Post #2277 (isolation #70) » Sun Jun 08, 2008 7:05 am

Post by Max »

Maybe MILLER EXTREME, the role of the person who was lynched will be shown, if there was no lynch no result will be given.
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Post Post #2290 (isolation #71) » Thu Jun 12, 2008 5:23 am

Post by Max »

Third Kingmaker in the palace
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Post Post #2328 (isolation #72) » Mon Jun 23, 2008 4:45 am

Post by Max »

I think it should be enlarged though.

Polygamist 2.0

3 groups of 2 player lover groups
2 groups of 4 player lover groups
1 group of 6 player mafia group

so 14 v 4

so as few as 1 lynch for town win. As much as 3 lynches for mafia win
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Post Post #2341 (isolation #73) » Tue Jun 24, 2008 5:54 am

Post by Max »

Double It!

3 Mafia A
3 Mafia B
13 Town
1 SK

Each round 2 players must pick each other as partners. The 1 person without a partner is eliminated (lynched)
And 1 pair is lynched
Then 3 person is night killed

YOU MAY NOT:
Have the same partner twice in a row.
Rid of partnerships once they have been formed (until night)
No lynch
No kill

YOU MUST:
Have both players pair with each other to go to the next round.
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Post Post #2342 (isolation #74) » Tue Jun 24, 2008 6:00 am

Post by Max »

Speed Date! - Nightless

Alignment

2 Mafia
10 Town

Gender - independent of alignment

6 Male
6 Female

The 6 females stay in the same place and the males move in order through the women. One pairing is lynched and the rotation continues

Just because there are 2 mafia does not mean there are 1 man and 1 woman.

The genders are revealed at the beginning
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Post Post #2349 (isolation #75) » Tue Jun 24, 2008 8:57 am

Post by Max »

No xdaamno it's mine!!!
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Post Post #2358 (isolation #76) » Tue Jul 01, 2008 6:26 am

Post by Max »

Why don't we just double the whole of polygamist. So

3 X 4 player lover groups
1 X 8 player mafia lover group
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Post Post #2365 (isolation #77) » Wed Jul 02, 2008 12:46 am

Post by Max »

hasdgfas wrote:
Max wrote:Why don't we just double the whole of polygamist. So

3 X 4 player lover groups
1 X 8 player mafia lover group
No. 4 and 8 player groups are way too large.
So what about

6X2 lover groups
2X4 player mafia lover groups

20 players

If it is nightless the mafia would win too quickly.
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Post Post #2366 (isolation #78) » Wed Jul 02, 2008 1:05 am

Post by Max »

What about mini unanimous mafia.

1 Mafia
4 Town

Votes to lynch D1 =4
Mafia Votes To Kill =1
Votes to lynch D2 =2

2 Days.

No Vote or Double Vote

The Votes Players have are independent of alignment

4 Double Voters
4 Voters
4 No Votes

Then roles are distrobuted

3 Mafia
9 Town

If mafia own a majority of votes they win
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Post Post #2369 (isolation #79) » Wed Jul 02, 2008 8:24 am

Post by Max »

If it was set the information gained from a mafia lynch would secure up to 3 innocent townsfolk.

Somestrangeflea. Why don't you second it
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Post Post #2380 (isolation #80) » Thu Jul 03, 2008 5:20 am

Post by Max »

somestrangeflea wrote:
Max wrote:Somestrangeflea. Why don't you second it
Because it was "no'd" by the man what runs the Open queue, under the grounds that "not having a vote sucks", or words to that effect.

EDIT: And that was
with
precautions taken to ensure that the instant-endgame situation of "3 scum DVs" was avoided.
What about removing the no vote players.

"Influential Townie"

9 Town
3 Mafia

Each odd day (1,3,5) prior to lynch 1 player is selected to have 2 votes
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Post Post #2397 (isolation #81) » Wed Jul 09, 2008 5:21 am

Post by Max »

It could work.
If once the first mafia goon dies the godfather remembers about his past.
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Post Post #2420 (isolation #82) » Fri Jul 11, 2008 7:05 am

Post by Max »

Jester-Lyncher Game

4 Vengeful Townies (1 target)
1 Lyncher-Jester

Lyncher Jester wins if he is lynched or his target is lynched. But loses if he is shot.
There will be at least 1 day could be 2.
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Post Post #2457 (isolation #83) » Wed Jul 16, 2008 2:01 am

Post by Max »

Chain Reaction (11 players)

2 Mafia
9 Town

In chain reaction each person is the vengeful lover of 2 other townies. However after shooting they die.
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Post Post #2467 (isolation #84) » Fri Jul 18, 2008 6:05 am

Post by Max »

Could we generate some conversation on either old/tested opens or current suggested topics.

What about a crush nightless we haven't seen one of those in a while

Nominate: Crush Nighless

Nominate: Crush
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Post Post #2484 (isolation #85) » Mon Jul 28, 2008 4:01 am

Post by Max »

shouldn't the doc be before the killings.
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Post Post #2487 (isolation #86) » Mon Jul 28, 2008 6:17 am

Post by Max »

I am under the impression that the doc protects even if he is killed. He in effect is willing to work though he's mortally wounded.

Nominate: Yoguraimee C9
:

2 mafia
2 cops
1 doc
2 townies

It was ran some time ago but I didn't get a chance to play... So shall we play this?
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Post Post #2489 (isolation #87) » Tue Jul 29, 2008 3:23 am

Post by Max »

Mafia & Werewolves have been run, I don't know whether it's balanced in a game of that size though. Love to see it played out
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Post Post #2493 (isolation #88) » Wed Jul 30, 2008 12:08 am

Post by Max »

I think he means more like this:

Spies Cannot Kill

1 British Spy (can recruit night 1,4,7,10 etc.)
1 French Spy (can recruit night 2,5,8,11 etc.)
1 Russian Spy (can recruit night 3,6,9,12 etc.)
1 Italian Spy (can recruit night 2,5,8,11 etc.)
1 German Spy (can recruit night 3,6,9,12 etc.)
1 Axis Cop (can detect, Italy and Germany)
1 Allies Cop (Can detect, Britain, Russia and France)
2 Pro-Town Roleblocker
5 Vigilantes (can have a nightkill every other night starting night 2)
7 Townies

If 2 sets of spies recruit the same person the said spy becomes a "double agent" and if a Head Spy selects, instead of a recruit, they can flush out double agents, these double agents die.

If the Head Spy dies the Spy agency disbands, all double agents die, and all single agents return to Vanilla. The Cops can only find the leaders.
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Post Post #2495 (isolation #89) » Wed Jul 30, 2008 1:13 am

Post by Max »

mmmm, I just realised How many vigs there are.

1 British Spy (can recruit night 1,4,7,10 etc.)
1 French Spy (can recruit night 2,5,8,11 etc.)
1 Russian Spy (can recruit night 3,6,9,12 etc.)
1 Italian Spy (can recruit night 2,5,8,11 etc.)
1 German Spy (can recruit night 3,6,9,12 etc.)
1 Axis Cop (can detect, Italy and Germany)
1 Allies Cop (Can detect, Britain, Russia and France)
2 Pro-Town Roleblocker
5 Vigilantes (can have a night kill every 5 nights starting night 2)
7 Townies
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Post Post #2499 (isolation #90) » Wed Jul 30, 2008 5:37 am

Post by Max »

I wonder how we can define the double agents victory conditions:
Double Agent wrote:Cool, now you need to live a double life, as a double agent your victory condition has changed again. To win you need to kill both bosses and survive to endgame to avoid the opponents grasp
However if they become triple agents this is easier:
Triple Agent wrote:You have become a collectors item, as a triple agent your victory condition has stayed the same, kill any 2 of your bosses and survive to engame
EXAMPLE ROLE PMS:
X Spy wrote:==Insert Greeting Of Country Of Spy== (e.g. Bonjour for French Spy)
You have been thrown into this town of backstabbings. Starting on Night (1/2/3) and every 3 nights thereafter you can recruit a member or instead, if you have a reasonable belief they they are Working For More than just your spy agency you can choose to kill a member of your squad, if you are right no repercussions occur, if wrong the penalty is an uprising in your own squad and your death.
I know I have changed the rules slightly but it means they have to believe they are right to make that choice.
X recruit wrote:==Insert Greeting Of Recruiting Of Countries==

You have been recruited by your good head spy X.
Your Colleagues Are Y (if no colleagues delete Line)
Listen to his commands carefully as he will lead you to victory if you are the only spy centre remaining and no people oppose your plans for domination.
Double and Triple Spies (See Above)

The number of vigs is 5, what I didn't point out is they are only meant to kill once every 5 nights. N1,N6,N11 etc. Not every night and the second player kills N2,N7,N12 etc. And there are 5 kills over 5 nights unless a vig dies then ther are less.

IF ANYONE IS RECRUITED THEY LOSE ALL POWERS

I think he means more like this:

Spies Cannot Kill

1 British Spy (can recruit night 1,4,7,10 etc.)
1 French Spy (can recruit night 2,5,8,11 etc.)
1 Russian Spy (can recruit night 3,6,9,12 etc.)
1 Italian Spy (can recruit night 2,5,8,11 etc.)
1 German Spy (can recruit night 3,6,9,12 etc.)
1 North Cop (can detect, Britain, Russia and Germany)
1 South Cop (Can detect, Italy and France)
2 Pro-Town Roleblocker
5 Vigilantes (can have a nightkill every 5 nights starting night 1/2/3/4/5 - Staggered killing)
7 Townies

If 2 sets of spies recruit the same person the said spy becomes a "double agent" and if a Head Spy selects, instead of a recruit, they can flush out double agents, these double agents die.

If the Head Spy dies the Spy agency disbands, double agents retain their objective, and all single agents return vanilla. The Cops can only find the leaders, and cannot be recruited themselves

I hereby name this set-up
SPIES & VIGS
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Post Post #2505 (isolation #91) » Wed Jul 30, 2008 7:57 am

Post by Max »

Nominated Set-Ups since last Thesp's Post: Here
[i]Trendy and Subversive C9- B[/i] - Suggested By Norinel; Nominated By iamausername & Adel; Players who mentioned they liked it but didn't nominate trojan horse, Mr. Flay wrote:
1 Mafia Goon
1 Mafia Roleblocker
1 Cop or Nurse
1 Doc or Deputy
3 Townies
[i]Chosen (11 players)[/i] - Suggested by Ether nominated by armlx wrote: 2 mafia
vs.
9 vanilla townies (initially)
Day Start

Mafia selects a townie pregame to be the unnightkillable, unendgameable Chosen One. It isn't alerted to its identity, and has to be lynched before the end of the game for the mafia to win. (Town wins as soon as the chosen one is the only town player still alive--that is, even in a 1:2 endgame where it's outnumbered by the mafia. However, the mafia still has a chance at 2:2.)

A mafia/lyncher hybrid, basically.
Crush
- nominated by Max
Crush Nightless
- Nominated by Max
[i]Gun Show Mafia[/i] - Invented by Adel; Nominated by Korts wrote:
50% Chance of setup being:
1 Godfather (can kill with a gun, immune to cop investigation)
1 Mafia Goon (can kill with a gun)
1 Mac the Knife (mafia, can kill with his knife)
1 SK (can kill with a gun or a knife, immune to cop investigation, immune to NK)
1 Gun Collector
1 Cop (confirmed sane, has a gun, investigates mafia)
1 Gunsmith (also has a gun and doesn't use it)
1 Miller
4 Townies

day start

50% Chance of setup being:
1 Godfather (mafia A, can kill with a gun, immune to cop investigation)
1 Mafia Goon (mafia A, can kill with a gun)
1 Mac the Knife (mafia A, can kill with his knife)
1 Godfather (mafia B, can kill with a gun, immune to cop investigation)
1 Mafia Goon (mafia B, can kill with a gun)
1 Mac the Knife (mafia B, can kill with his knife)
2 Gunsmiths (has a gun, doesn't use it)
4 Townies

day start
Vengeful
- Nominated By Korts
[i]Spies and Vigs[/i] - V1 by Caboose, V2 by Max - Nominated by Both wrote:
I wonder how we can define the double agents victory conditions:
Double Agent wrote:Cool, now you need to live a double life, as a double agent your victory condition has changed again. To win you need to kill both bosses and survive to endgame to avoid the opponents grasp
However if they become triple agents this is easier:
Triple Agent wrote:You have become a collectors item, as a triple agent your victory condition has stayed the same, kill any 2 of your bosses and survive to engame
Quadruple Agent wrote:You are now the ultimate traitor. Kill 2 of your bosses and survive to engame for victory
Pentuple Agent wrote:Survive to engame for the win.
EXAMPLE ROLE PMS:
X Spy wrote:==Insert Greeting Of Country Of Spy== (e.g. Bonjour for French Spy)
You have been thrown into this town of backstabbings. Starting on Night (1/2/3) and every 3 nights thereafter you can recruit a member or instead, if you have a reasonable belief they they are Working For More than just your spy agency you can choose to kill a member of your squad, if you are right no repercussions occur, if wrong the penalty is an uprising in your own squad and your death.
I know I have changed the rules slightly but it means they have to believe they are right to make that choice.
X recruit wrote:==Insert Greeting Of Recruiting Of Countries==

You have been recruited by your good head spy X.
Your Colleagues Are Y (if no colleagues delete Line)
Listen to his commands carefully as he will lead you to victory if you are the only spy centre remaining and no people oppose your plans for domination.
Double and Triple Spies (See Above)

The number of vigs is 5, what I didn't point out is they are only meant to kill once every 5 nights. N1,N6,N11 etc. Not every night and the second player kills N2,N7,N12 etc. And there are 5 kills over 5 nights unless a vig dies then ther are less.

IF ANYONE IS RECRUITED THEY LOSE ALL POWERS

I think he means more like this:

Spies Cannot Kill

1 British Spy (can recruit night 1,4,7,10 etc.)
1 French Spy (can recruit night 2,5,8,11 etc.)
1 Russian Spy (can recruit night 3,6,9,12 etc.)
1 Italian Spy (can recruit night 2,5,8,11 etc.)
1 German Spy (can recruit night 3,6,9,12 etc.)
1 North Cop (can detect, Britain, Russia and Germany)
1 South Cop (Can detect, Italy and France)
2 Pro-Town Roleblocker
5 Vigilantes (can have a nightkill every 5 nights starting night 1/2/3/4/5 - Staggered killing)
7 Townies

If 2 sets of spies recruit the same person the said spy becomes a "double agent" and if a Head Spy selects, instead of a recruit, they can flush out double agents, these double agents die.

If the Head Spy dies the Spy agency disbands, double agents retain their objective, and all single agents return vanilla. The Cops can only find the leaders, and cannot be recruited themselves
Youragaimee C9
- Nominated by Max

That's it. Hope this helps you thesp.

Max
Last edited by Max on Fri Aug 01, 2008 1:19 am, edited 3 times in total.
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Post Post #2507 (isolation #92) » Thu Jul 31, 2008 5:16 am

Post by Max »

hasdgfas any comments on other set-ups I've checked the Open Queue and the final game is nearly filled so Thesp will come set-up hunting soon.
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Post Post #2554 (isolation #93) » Sun Aug 10, 2008 4:19 am

Post by Max »

Mayors get one pardon per day, and cannot pardon themselves.
This means that the town must lynch the mafia mayor to have a chance of winning.
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Post Post #2558 (isolation #94) » Sun Aug 10, 2008 5:11 am

Post by Max »

No because they pardon by PM
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Post Post #2559 (isolation #95) » Sun Aug 10, 2008 5:12 am

Post by Max »

And the balance is off anyway

4vs7 = Not Balanced
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Post Post #2567 (isolation #96) » Mon Aug 11, 2008 9:33 am

Post by Max »

It may work in a C9+2 game...
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Post Post #2583 (isolation #97) » Wed Aug 13, 2008 1:40 am

Post by Max »

I think also the iocaine powder should be one shot. Then they should only use it when ran.
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Post Post #2587 (isolation #98) » Wed Aug 13, 2008 4:06 am

Post by Max »

I'd agree with simenon Fiasco may be good at variations but we should try and test a few larger/smaller games with power roles, and see if that sort of thing is possible
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Post Post #2611 (isolation #99) » Thu Aug 14, 2008 7:23 am

Post by Max »

I'm sure I've already said although the numbers may be good I think it should still be a themed game. The objectives are completely different
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Post Post #2623 (isolation #100) » Thu Aug 21, 2008 8:56 am

Post by Max »

What about one with multiple mafias skitzer.

Monks And Frenemies

3 Mafia A
3 Mafia B
3 Masons (1 Mafia A, 1 Mafia B)
3 Masons (1 Mafia A)
3 Masons (1 Mafia B)
3 Masons
9 Townies (I know its a large game but I am flexible on numbers)
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Post Post #2639 (isolation #101) » Sat Aug 23, 2008 6:48 am

Post by Max »

Maybe a far better Idea would be

Serial Serial Killers

3 Serial Killers (each know the name of another serial killer (immune to cross kills)

1 Vigilante
12 Town

It still has an informed minority, and an uniformed majority, still technically mafia.
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Post Post #2651 (isolation #102) » Tue Aug 26, 2008 7:02 am

Post by Max »

Switch Mafia

3 Mafia - 1RB, 1GF, 1Framer
1 SK "Switch" - Until this person is lynched all powers are null after each lynch it may send the Mod a kill - does not appear innocent to cop
1 Cop
1 Jailkeeper
1 Vig
6 Town

It is a nightless game until the SK is lynched, the game is balanced until the SK is lynched, as the search is originally for the SK once the SK is found do they lynch them giving potentially game winning power to scum but potential power to them, or do they hunt some scum first?
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Post Post #2668 (isolation #103) » Wed Sep 03, 2008 3:22 am

Post by Max »

And you can just vote and un-vote over and over to get loads of points...
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Post Post #2704 (isolation #104) » Fri Sep 12, 2008 5:15 am

Post by Max »

I like adels idea, with a possible addition:

50% chance of each player being each but they are partners no matter what

so there is a 25% chance a role is useless
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Post Post #2706 (isolation #105) » Sun Sep 14, 2008 12:43 am

Post by Max »

I thought it would be interesting if a player could not know whether they were naive until the end.
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Post Post #2708 (isolation #106) » Tue Sep 16, 2008 7:37 am

Post by Max »

Problem with above, Breakable by mass-claim
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Post Post #2710 (isolation #107) » Sun Sep 21, 2008 12:13 am

Post by Max »

that would be fun.

Nominate
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Post Post #2725 (isolation #108) » Mon Oct 13, 2008 8:50 am

Post by Max »

Interesting Idea here:

"Not a Democracy Mafia"

Town Aligned:
1 Dictator
7 Town

Mafia:
2 Mafia


The dictator is sole decider of lynch
If the dictator dies the mafia choose a new heir to the throne (cannot be them)
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Post Post #2727 (isolation #109) » Mon Oct 13, 2008 8:53 am

Post by Max »

The dictator is aligned with them, they have to help the dictator find scum
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Post Post #2729 (isolation #110) » Mon Oct 13, 2008 8:57 am

Post by Max »

"Neutral Dictator"

1 Neutral Dictator

9 Town
3 Mafia

Each day the town vote for 2 people for the Dictator to pick between.

The Dictator knows everyone's roles and if 2/3rds of the town deem him to be corrupt he is killed and loses, if all the mafia believe he is corrupt he is killed and loses.

Once the dictator is killed the game reverts to normal, however the corrupt ballot can only take place on Even Numbered Days
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Post Post #2734 (isolation #111) » Mon Oct 13, 2008 9:14 am

Post by Max »

Crazy wrote:
Max wrote:the corrupt ballot can only take place on Even Numbered Days
What does this mean?
RandomGem hit the nail on the head
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Post Post #2736 (isolation #112) » Mon Oct 13, 2008 9:25 am

Post by Max »

rules are in place, so the dictator cannot go around saying things like that, in fact if the dictator really wants they can choose not to read their list (which will be sent separately)

The dictator wins if (s)he survives to endgame

The dictator cannot be NKd, but can sort of as mafia can decide to kill him, by unanimous PMs during an even number days.
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Post Post #2761 (isolation #113) » Tue Oct 21, 2008 4:21 am

Post by Max »

If scum are lynched day 1 does the town win?
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Post Post #2773 (isolation #114) » Fri Oct 24, 2008 6:38 am

Post by Max »

Godmother Mafia

I'm planning on using this role in an upcoming game but was wondering about placing it in a set-up

3 Mafia
8 Vanilla
1 Godmother

If a deadline is reached the Godmother decides the person who is killed, if the godmother dies the dead godmother picks the next one
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Post Post #2775 (isolation #115) » Fri Oct 24, 2008 7:45 am

Post by Max »

Role is not public, the godmother is pro-town
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Post Post #2782 (isolation #116) » Sat Oct 25, 2008 2:16 am

Post by Max »

Max: So the setup is basically not much more than a 9:3 mountainous with someone who decides on deadline lynches?
Yes, the godmother is the town equivalent of the gf
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Post Post #2800 (isolation #117) » Tue Oct 28, 2008 9:58 am

Post by Max »

I have though of an adaptation of the godmother game.

Each day lasts 1 week precisely.
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Post Post #2850 (isolation #118) » Sun Nov 09, 2008 5:26 am

Post by Max »

well they would only have a use if all of the survivors have a 1 shot cult immunity, and if one cult leader targeted the other they win, turns into a two way AITP. Without the guards,
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Post Post #2867 (isolation #119) » Fri Nov 14, 2008 8:39 am

Post by Max »

Kingmaker Extreme


The kingmaker selects a king
The king selects a queen, who selects a maid who kills
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Post Post #2900 (isolation #120) » Fri Nov 21, 2008 8:26 am

Post by Max »

Back-it-up

3 Mafia
1 Traitor (Recruited once first mafia dies)

1 Cop (50% Chance sane, 16.7% chance of Insane, Naive, Paranoid)
1 Back-up (50% Sane, 50% Insane)

1 Doc (50% Normal, 16.7% of each of the following CPR, Jailkeeper or Weak)
1 Back-up (50% Normal, 50% Quack)

1 SK (Not found by Cop, Un-NKable

10 townies

Please note, that neither cop, doc or back-ups know their sanity.
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Post Post #2923 (isolation #121) » Sat Nov 22, 2008 2:22 am

Post by Max »

BEEP BEEP BEEP (originally back it up)

3 Mafia
1 Traitor (Recruited once first mafia dies)

1 Cop (50% Chance sane, 16.7% chance of Insane, Naive, Paranoid)
1 Back-up (50% Sane, 50% Insane)

1 Doc (50% Normal, 16.7% of each of the following CPR, Jailkeeper or Weak)
1 Back-up (50% Normal, 50% Quack)

1 SK (Not found by Cop, Un-NKable

10 townies

Please note, that neither cop, doc or back-ups know their sanity.
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Post Post #2995 (isolation #122) » Wed Nov 26, 2008 9:00 am

Post by Max »

Quick-Lynch


2:2:10 (or any proportion really)

Votes required for lynch is (number of mafia alive+1)
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Post Post #3013 (isolation #123) » Sat Nov 29, 2008 7:22 am

Post by Max »

Will the unlicensed doctor know they are unlicensed?

I know they would IRL but mafia is sometimes screwed up

Same Question RE: Macho Cop
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Post Post #3015 (isolation #124) » Sun Nov 30, 2008 2:02 am

Post by Max »

Nominate: Cops and Docs
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Post Post #3035 (isolation #125) » Mon Dec 01, 2008 8:46 am

Post by Max »

how is it decided which nurse takes over?
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Post Post #3037 (isolation #126) » Mon Dec 01, 2008 9:57 pm

Post by Max »

so some people are vanilla without knowing it?
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Post Post #3193 (isolation #127) » Sat Dec 20, 2008 6:08 am

Post by Max »

I think that game would be better if the following occurred: and make 1 player a day vig, ergo if one person is non-nkable then they must be killed during day

2 Mimes (1 GF (turns up guilty), 1 Non-NKable)
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Post Post #3225 (isolation #128) » Sat Dec 27, 2008 6:56 am

Post by Max »

Either/Or.. or possibly Both


Nightless

2 Mafia + 2 Werewolves
or
4 Mafia
or
4 Werewolves

8 Townies
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Post Post #3253 (isolation #129) » Fri Jan 02, 2009 4:30 am

Post by Max »

add an SK and your set to go.
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Post Post #3256 (isolation #130) » Fri Jan 02, 2009 7:47 am

Post by Max »

dahill1, I presumed that blowing up the other boat immediately would end the game.

As the engines would restart and the boats would arrive and everyone would run for their lives.

Caboose, it is in no way normal
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Post Post #3260 (isolation #131) » Fri Jan 02, 2009 9:44 am

Post by Max »

I think the wisest think to do Caboose is to make it that there is a gf (who reveals the identity of his goon if lynched) and a goon.

So then it becomes more like Crush, and therefore more balanced
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Post Post #3269 (isolation #132) » Fri Jan 02, 2009 12:05 pm

Post by Max »

Boat A:
1 Trigger
6 Townies

Boat B:
2 Mafia
4 Town
1 Trigger

Nightless Game (Trigger is on side of town), No Reveal

The trigger is entirely in control of blowing up the other thread
If the trigger on the town only boat pulls the trigger the town wins. Otherwise the mafia wins
If at any point either trigger dies the mafia wins.
If one mafia member is lynched they have a vengeful kill they can use against a player (on either boat), they can use this at any time
If the mafia controls 50% of Boat B they win
If the game is not over in two weeks both boats are destroyed and the Mod Wins
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Post Post #3277 (isolation #133) » Sat Jan 03, 2009 2:59 am

Post by Max »

Seol wrote:
Max wrote:If the game is not over in two weeks both boats are destroyed and the Mod Wins
You're only saying that to make us blow each other up. You and your wacky social experiments - the Batman will stop you!
I am actually considering running this as a large theme, do you want to back-up?
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Post Post #3308 (isolation #134) » Wed Jan 14, 2009 6:49 am

Post by Max »

Nationality Nightless


2 Italian Mafia
2 French Mafia
1 English SK - can maul a person once a week

1 (No Nationality) Caterer (Italian = Pizza, French = Onions, English = Fish and Chips) - Can submit choice once a week

3 French Civilians
3 Italian Bystanders
4 English Gentlemen

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