(3) Mafia
(1) Cop
(1) Pillar of Healing
(1) Pillar of Poison
(7) Vanilla Town
The Pillar of Healing Doc-protects whoever targets it, and is town-aligned.
The Pillar of Poison NKs whoever targets it, and is a self-aligned SK.
The Mafia have one NK action per night (if it hits the Pillar of Poison, the one who sent the kill dies).
The Cop has one investigation action per night.
Each townie has one action per night, which only does anything if the townie targets either of the Pillars.
All night actions are compulsive. Day Start?
This way, I think, you can have a protective role and a Cop in the same game without actually having an overpowered Doc-Cop combo, because if the PoH claims, the Cop (after, I suppose, investigating the player in question) has the choice of giving himself a Doc protect or investigating. The SK and mafia may need a little balancing, though. Might be an interesting mechanic that the SK has as many kills as he's targeted with, be that five or none, and can't choose whom to kill. Too many mafia? I don't think so but have a nagging suspicion.
this looks cool. I nominate it. Although my nomination means nothing
"Let us say that you are right and there are two worlds. How much, then, is this 'other world' worth to you? What do you have there that you do not have here? Money? Power? Something worth causing the prince so much pain for?'"
"Well, I..."
"What? Nothing? You would make the prince suffer over... nothing?"
(3) Mafia
(1) Cop
(1) Pillar of Healing
(1) Pillar of Poison
(7) Vanilla Town
The Pillar of Healing Doc-protects whoever targets it, and is town-aligned.
The Pillar of Poison NKs whoever targets it, and is a self-aligned SK.
The Mafia have one NK action per night (if it hits the Pillar of Poison, the one who sent the kill dies).
The Cop has one investigation action per night.
Each townie has one action per night, which only does anything if the townie targets either of the Pillars.
All night actions are compulsive. Day Start?
This way, I think, you can have a protective role and a Cop in the same game without actually having an overpowered Doc-Cop combo, because if the PoH claims, the Cop (after, I suppose, investigating the player in question) has the choice of giving himself a Doc protect or investigating. The SK and mafia may need a little balancing, though. Might be an interesting mechanic that the SK has as many kills as he's targeted with, be that five or none, and can't choose whom to kill. Too many mafia? I don't think so but have a nagging suspicion.
this looks cool. I nominate it. Although my nomination means nothing
Thanks! I believe BlakAdder did actually give it a nom already, and I'll give it an unofficial tooting-my-own-horn nomination as well, for laughs and giggles (hey, I'd happily play it).
(3) Mafia
(1) Cop
(1) Pillar of Healing
(1) Pillar of Poison
(7) Vanilla Town
The Pillar of Healing Doc-protects whoever targets it, and is town-aligned.
The Pillar of Poison NKs whoever targets it, and is a self-aligned SK.
The Mafia have one NK action per night (if it hits the Pillar of Poison, the one who sent the kill dies).
The Cop has one investigation action per night.
Each townie has one action per night, which only does anything if the townie targets either of the Pillars.
All night actions are compulsive. Day Start?
This way, I think, you can have a protective role and a Cop in the same game without actually having an overpowered Doc-Cop combo, because if the PoH claims, the Cop (after, I suppose, investigating the player in question) has the choice of giving himself a Doc protect or investigating. The SK and mafia may need a little balancing, though. Might be an interesting mechanic that the SK has as many kills as he's targeted with, be that five or none, and can't choose whom to kill. Too many mafia? I don't think so but have a nagging suspicion.
this looks cool. I nominate it. Although my nomination means nothing
Thanks! I believe BlakAdder did actually give it a nom already, and I'll give it an unofficial tooting-my-own-horn nomination as well, for laughs and giggles (hey, I'd happily play it).
can't the PoH+cop just claim, then all townies just target the PoH for an easy win
(3) Mafia
(1) Cop
(1) Pillar of Healing
(1) Pillar of Poison
(7) Vanilla Town
The Pillar of Healing Doc-protects whoever targets it, and is town-aligned.
The Pillar of Poison NKs whoever targets it, and is a self-aligned SK.
The Mafia have one NK action per night (if it hits the Pillar of Poison, the one who sent the kill dies).
The Cop has one investigation action per night.
Each townie has one action per night, which only does anything if the townie targets either of the Pillars.
All night actions are compulsive. Day Start?
This way, I think, you can have a protective role and a Cop in the same game without actually having an overpowered Doc-Cop combo, because if the PoH claims, the Cop (after, I suppose, investigating the player in question) has the choice of giving himself a Doc protect or investigating. The SK and mafia may need a little balancing, though. Might be an interesting mechanic that the SK has as many kills as he's targeted with, be that five or none, and can't choose whom to kill. Too many mafia? I don't think so but have a nagging suspicion.
this looks cool. I nominate it. Although my nomination means nothing
Thanks! I believe BlakAdder did actually give it a nom already, and I'll give it an unofficial tooting-my-own-horn nomination as well, for laughs and giggles (hey, I'd happily play it).
can't the PoH+cop just claim, then all townies just target the PoH for an easy win
PoH claiming will reult in PoH being killed by the mafia. Cop claiming is death unless he knows the identity of the PoH and the mafia don't; and in that case he has to choose between ensuring his survival or investigating and risk being killed by the mafia/targeting the PoP. Yeah?
animorpherv1 wrote:How does the Pillar of Poison die? The only way it could normally be killed is the Mafia, but it can't.
Lynch kills the PoP. It does seem the PoP might have (?) a smaller chance of winning, but then it's immune to both investigations and mafia kills. Then again, could coordinated townie-targets do it in? That might be a flaw there . . .
3 Mafia Trackers (all sane)
3 Sane Trackers
2 Naive Trackers (follows scum to random location instead of who was killed that night)
2 Selfish Trackers (follows target to himself)
2 Paranoid Trackers (follows target to person that dies)
animorpherv1 wrote:How does the Pillar of Poison die? The only way it could normally be killed is the Mafia, but it can't.
Lynch kills the PoP. It does seem the PoP might have (?) a smaller chance of winning, but then it's immune to both investigations and mafia kills. Then again, could coordinated townie-targets do it in? That might be a flaw there . . .
Yes I think a townie circle target will likely uncover the PoP.
animorpherv1 wrote:How does the Pillar of Poison die? The only way it could normally be killed is the Mafia, but it can't.
Lynch kills the PoP. It does seem the PoP might have (?) a smaller chance of winning, but then it's immune to both investigations and mafia kills. Then again, could coordinated townie-targets do it in? That might be a flaw there . . .
Yes I think a townie circle target will likely uncover the PoP.