Day One - Mafia A enabler lynched...
Night One - There are 5 ways for the other enabler to be removed... 2 Kills from M-B, 1 From M-A and 2 From the disablers.
So, Mafia A could be screwed by night one. Also town can lose lynching correct every time:
Day One - Maf A lynched
Night One - 4 Townies die...
Day Two - Maf B Lynched
Night Two - 4 More Townies Die...
Then whoever wins is based on which Enablers are alive...
Special Mechanic: If both Faith Healers protect the same person in one night, the protection is guaranteed to not work. Y'know, competing religions and whatnot.
Day start.
Just want to repost this because my open is super soon and I want to run this setup. I nominated it but it still needs seconds and so on. So you should so that. xD
zOMG one more vote and I (think I) can use this setup for my open... and I'm FIFTH to next! XDXD NTH IT. PLZ. KTHXBAI
lol
"Fuck you. I opened up my heart to you and you stabbed it a thousand times." - Gamma, to me, right before confessing to being the town vig and murdering my scum partner N1.
I love how chkflip is pushing my setup even harder than I am.
Andrew--that setup could still be broken with the follow-the-cop technique.
Animorpherv--very sorry I forgot to reply to you, man--if making the faith healers immune to protection is necessary for approval, then I'll totally allow that change, but tbh, I'm not as worried about it--other setups get by w/ multiple protective roles without those roles having to be immune to protection.
On hiatus from any new mafia commitments.
Jesus loves you. But that doesn't mean you're town.
James 2:13
It's kinda like a 10:3 mini normal, except with more scum to lynch and less swinginess.
Although there are more scum to lynch, keep in mind that scum has to fool just 3 townies every day to get a mislynch.
Okay, that would expose the scumteam a bit too much, but 70% of the town has to agree on a scumlynch. That is a lot.
I highly doubt this setup will have a 50%/50% win ratio or is even near it.
I calculated a town win rate of 40% for that setup, which I think is too low given the raw power level of the mafia, especially if they're controlling who dies (and the vote thing doesn't work in an open, as you could easily mod-confirm a ton of town). I think the version where 2 scum lynches is a loss is slightly better given that difference.
But that's kinda, y'know, going to have the same problem. Literally every townie had to be on a scum lynch wagon? Uh...
Well it helped for us that we basically were one step ahead of the entire thread.
Emp would have gotten the setup weirdness pretty fast AND he was obvtown, he had to be seeing the wall of VT tells and would have guessed what had happened (I've never seen a game where 9/10 of the town gave off obvious VT tells before, but I knew by the end of day 1 we were living in a world of Vanilla). Slaxx the day before he broke the setup, LLD's call on Pine got him before he broke it, and Toog needed maybe 1 more day to figure out which way was up
I think the version with the 1 scum dead per night is better because it makes bussing near suicidal. That gives the town a LOT to work with.
Max wrote:Better Idea:
If Town Mislynch, Scum Sacrifice a player
If Town Lynch Correctly, Scum kill a townie.
Like My "perpetual mylo". It reduces the swinginess as appropriate.
I approve of Max's set-up with the following added rule.
Scum are not allowed to Sacrifice any scum player who hammers a wagon. It prevents the L-1 on Town quickhammer and sacrifice strategy that really helped Scum win in the original iteration.
"I am a leaf on the wind ... watch how I soar!"
Pretty much Geriatric game restricted at this point ... unless there are players I REALLY want to play with.
Max wrote:Better Idea:
If Town Mislynch, Scum Sacrifice a player
If Town Lynch Correctly, Scum kill a townie.
Like My "perpetual mylo". It reduces the swinginess as appropriate.
I approve of Max's set-up with the following added rule.
Scum are not allowed to Sacrifice any scum player who hammers a wagon. It prevents the L-1 on Town quickhammer and sacrifice strategy that really helped Scum win in the original iteration.
Ours was apparently the 'scum player who got the most votes in the entire game' which ended up looking a hell of a lot like random.org to us (damn RVS ).
@Powerrox: If it reaches to 2:2:2:2, then each member of each faction will have to start fully eliminating the other faction..
For Town, they will force to eliminate 2 scum teams, possibly the SK.
For SK, they have to get rid of scum/town or they already won in the occasion they equal amount of with the town.
For scums, they have to get rid of both other scum factions & Town.
... Or they go through a draw...
I blame you for this.
For I have been awaiting for another heart pounding segment of
Dokidoki Precure!
[10/15/2013 - 00:13] -
Tragedy
~
I wish for Kami-nii-sama to have better naming skills.