[OLD] Open Setup Ideas and Discussion

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #2560 (isolation #200) » Wed Mar 09, 2011 11:20 am

Post by drmyshottyizsik »

lewarcher82 wrote:@Herodotus: yes, you are right... the game would work better if all the neighborhood were randomised... but still, you have pointed out a breaking strategy. I take it back.

@shotty: interesting idea, but:
1) the SK is really overpowered.
2) what happens if RC investigates SK and SK hasn't performed any kill? You have two docs who may prevent him from doing it...
3) does the RC JK target a single player with both actions or can he pick two?
4) is SK forced to kill at night?
5) can SK choose which role among those of his victims will be shown to RC?
1) Actually it may seem that way but he's not. At the fastest he wins after 5 days...
2) Then the RC get a no result, which he will also get when he is roleblocked.
3) He uses both actions
4) No the SK does not have to kill
5) Hmm... I was thinking the RC got the latest, but actually that would work better.
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Post Post #2562 (isolation #201) » Wed Mar 09, 2011 11:30 am

Post by drmyshottyizsik »

lewarcher82 wrote:2 to 4 sound good (although I am not big fan of super-pr's, and your RC-JK is a little too strong, but in this case there are so many nightkills that it may actually work)

But believe me: SK
is
overpowered. All being a SK is about is having a damn hard win condition. Here he can win in 5 days in a 17 player game: trust me, this is not normal for a SK. You give that role to a good player and he will just win, win and win again. I would eliminate the unroleblockable feature, if I were you.
Hmmmm... ya that's the one I was thinking about getting rid of. Sounds good!
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Post Post #2563 (isolation #202) » Wed Mar 09, 2011 11:30 am

Post by drmyshottyizsik »

Ok so I have done a lot of thinking about games I have played and I came up with this! It's not finished but I would really like you guys's input on it.

Power Roles are US

Town
1 Role cop jail keeper
2 Masons
2 Doctors
1 One-shot Vig
2 Lovers
5 Townies


3rd Party
1 One Bullet Proof, Unjailkeepable, Investigation Immune, Janitorial Serial Killer


Mafia
1 Janitor
1 Back Up Janitor
1 Bullet Proof RoleBlocker


All Janitorial Roles' targets alinement's flip.
Yes there are a lot of confirmables, but with two NKs mass claiming day one is dumb, and after night one, since there are two Janitor kills that happen, a mass claim is pointless because the mafia and SK can just claim using the roles they killed the night before. If the SK is targeted by the role cop then the role cop will get back the role of one of the SK's targets.
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Post Post #2565 (isolation #203) » Wed Mar 09, 2011 12:11 pm

Post by drmyshottyizsik »

Silver1337 wrote:Randomly came up with this. (Haters gonna hate this setup).
It's a fairly large game.
Once I get better at Mafia and learn more roles I'll likely come up with better setups.

Insanity is the Key


Pro-Town:
1 Cop
1 Insane Cop
1 Doctor
1 Insane Doctor
1 Paranoid Doctor
1 Doublevoter
9 Townies

Third Party:
1 Serial Killer
1 Survivor

Mafia:
2 Mafia Goons
1 Mafia Roleblocker.
No sorry, but no this idea is just bad, also you are stealing the spot light from my idea!
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Post Post #2569 (isolation #204) » Wed Mar 09, 2011 12:35 pm

Post by drmyshottyizsik »

drmyshottyizsik wrote:Ok so I have done a lot of thinking about games I have played and I came up with this! It's not finished but I would really like you guys's input on it.

Power Roles are US

Town
1 Role cop jail keeper
2 Masons
2 Doctors
1 One-shot Vig
2 Lovers
5 Townies


3rd Party
1 One Bullet Proof, Unjailkeepable, Investigation Immune, Janitorial Serial Killer


Mafia
1 Janitor
1 Back Up Janitor
1 Bullet Proof RoleBlocker


All Janitorial Roles' targets alinement's flip.
Yes there are a lot of confirmables, but with two NKs mass claiming day one is dumb, and after night one, since there are two Janitor kills that happen, a mass claim is pointless because the mafia and SK can just claim using the roles they killed the night before. If the SK is targeted by the role cop then the role cop will get back the role of one of the SK's targets.
This thread need to focus on one game at a time.
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Post Post #2572 (isolation #205) » Wed Mar 09, 2011 4:06 pm

Post by drmyshottyizsik »

Andrius wrote:Shotty, you have 2 pairs of masons.

And what's with this massive push for Janitors? :?
Janitors kill MC breaks.
Also no there are 2 masons. 1 pair.
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Post Post #2574 (isolation #206) » Wed Mar 09, 2011 5:51 pm

Post by drmyshottyizsik »

Ythan wrote:Good design kills mc breaks.
Thank you :)
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Post Post #2576 (isolation #207) » Wed Mar 09, 2011 6:03 pm

Post by drmyshottyizsik »

Ythan wrote:No I mean, don't rely on janitors.
Janitors are perfectly fine roles.
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Post Post #2579 (isolation #208) » Wed Mar 09, 2011 6:09 pm

Post by drmyshottyizsik »

Ythan wrote:That's a description of the role. Point?
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Post Post #2581 (isolation #209) » Wed Mar 09, 2011 6:15 pm

Post by drmyshottyizsik »

Andrius wrote:Lovers are masons in a MC.
Also, Janitors help not-so-open become more open.
Andy, any over all thoughts on it?
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Post Post #2583 (isolation #210) » Thu Mar 10, 2011 3:09 am

Post by drmyshottyizsik »

Lew I did. Look at the last version I posted. And yes Epic Mafia sucks now.
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Post Post #2600 (isolation #211) » Fri Mar 11, 2011 3:32 pm

Post by drmyshottyizsik »

I once won a vengeful in like 10 hours...
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Post Post #2603 (isolation #212) » Fri Mar 11, 2011 3:44 pm

Post by drmyshottyizsik »

drmyshottyizsik wrote:Ok so I have done a lot of thinking about games I have played and I came up with this! It's not finished but I would really like you guys's input on it.

Power Roles are US

Town
1 Role cop jail keeper
2 Masons
2 Doctors
1 One-shot Vig
2 Lovers
5 Townies


3rd Party
1 One Bullet Proof, Unjailkeepable, Investigation Immune, Janitorial Serial Killer


Mafia
1 Janitor
1 Back Up Janitor
1 Bullet Proof RoleBlocker


All Janitorial Roles' targets alinement's flip.
Yes there are a lot of confirmables, but with two NKs mass claiming day one is dumb, and after night one, since there are two Janitor kills that happen, a mass claim is pointless because the mafia and SK can just claim using the roles they killed the night before. If the SK is targeted by the role cop then the role cop will get back the role of one of the SK's targets.
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Post Post #2734 (isolation #213) » Sun Mar 20, 2011 12:44 pm

Post by drmyshottyizsik »

Who to Protect Mafia


1 Doctor/RoleCop(Uses Both abilities each night)
1 Iatrophobic Townie(If protected he kills the doctor)
2 Macho Townies
3 Vanilla Townies



1 RoleBlocker
1 Goon


The townies are not told what they are.
Last edited by drmyshottyizsik on Mon Mar 21, 2011 3:28 pm, edited 1 time in total.
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Post Post #2736 (isolation #214) » Sun Mar 20, 2011 12:48 pm

Post by drmyshottyizsik »

Tragedy wrote:Poor Doctors are so screwed.
So basically, 5-7 people out of 10 people won't be protected tonight.
Screwed.
How? In F11 only one person is protected,,, so 6-7 people each night are not protected then..
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Post Post #2741 (isolation #215) » Sun Mar 20, 2011 2:39 pm

Post by drmyshottyizsik »

Slaxx wrote:^ This

If anything the townies shouldn't know which brand of townie they are.
I wasn't planning on telling them
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Post Post #2747 (isolation #216) » Sun Mar 20, 2011 4:27 pm

Post by drmyshottyizsik »

so what if there was only 1 doctor and I added 1 role cop and the townies where not told who they are.
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Post Post #2754 (isolation #217) » Mon Mar 21, 2011 3:28 pm

Post by drmyshottyizsik »

Who to Protect Mafia V2


1 Doctor/RoleCop(Uses Both abilities each night)
1 Iatrophobic Townie(If protected he kills the doctor)
2 Macho Townies
3 Vanilla Townies



1 RoleBlocker
1 Goon


The townies are not told what they are.
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Post Post #2756 (isolation #218) » Mon Mar 21, 2011 3:36 pm

Post by drmyshottyizsik »

He's a role cop...
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Post Post #2758 (isolation #219) » Mon Mar 21, 2011 3:52 pm

Post by drmyshottyizsik »

either vanilla or roleblocker. And the point of the roleblocker is to block the cop/doc
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Post Post #2760 (isolation #220) » Mon Mar 21, 2011 4:02 pm

Post by drmyshottyizsik »

gandalf5166 wrote:
drmyshottyizsik wrote:either vanilla or roleblocker. And the point of the roleblocker is to block the cop/doc
But when there's only one power role...... Why wouldn't they just kill him?
Only if he was dumb enough to claim...
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Post Post #2764 (isolation #221) » Mon Mar 21, 2011 4:18 pm

Post by drmyshottyizsik »

The Macho townie does not die if protected, he just isn't protected...
This game centers around multiple townies. Also the Role Cop/Doctor doesn't have to use both abilities in one night.
I think the different use of townies is a different take on townies when mixed with the rolecop/doc.

Also I was thinking that maybe if the role cop investigated a townie then he would have the choice of telling the person what type of townie they are.
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Post Post #2766 (isolation #222) » Mon Mar 21, 2011 5:31 pm

Post by drmyshottyizsik »

I think it opens up a lot of WIFOM. .Because if mafia is rolecopped(mafia always comes back as vanilla) Then they can try to confirm them selves... And each day claim the doc protected them. And the only way to stop that is if the cop/doc claimed...
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Post Post #2785 (isolation #223) » Thu Mar 24, 2011 1:21 pm

Post by drmyshottyizsik »

Lights Mafia(Shotty's Version)


7x
Lights-On Townies

1x
Electrician



1x
Lights-On/
Off Goon
1x Lights-Off Goon
1x
Lights-On
Goon


~~

- Day Start
- Each Townie has a light they can turn off any time during the day. Once they turn it off, it stays off.
- The Lights-Off Goon can only kill Townies who's lights are Off.
- The Lights-On/Off Goon can choose to make a Lights On or Off kill. Whichever she picks, her kill has to match the townie's light.
- Townies can't turn their lights off during twilight or night.
- Electrician targets one person each night and grounds their wires. He doesn't turn their switches on or off, but rather renders them null. So if he targets a mafia member that mafia member can't kill, and if he targets a don't member that town member can't be killed.
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Post Post #2870 (isolation #224) » Fri Apr 01, 2011 2:15 pm

Post by drmyshottyizsik »

gandalf5166 wrote:
Second Jester Nightless


I think that the mafia SHOULD know, and that the game should only end once the jester AND the mafia are gone.
thirded
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Post Post #2872 (isolation #225) » Fri Apr 01, 2011 3:16 pm

Post by drmyshottyizsik »

Crazy are you modding soon? If not can I run this in like 3 weeks when it's my turn to mod?
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Post Post #2883 (isolation #226) » Sat Apr 02, 2011 9:07 am

Post by drmyshottyizsik »

LF wrote:different reasons
different != other
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Post Post #2885 (isolation #227) » Sat Apr 02, 2011 9:26 am

Post by drmyshottyizsik »

So in different words....
Same......... otherence?
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Post Post #2912 (isolation #228) » Sat Apr 02, 2011 3:50 pm

Post by drmyshottyizsik »

Peek-a-Boo Mafia

Town

2X
Hiders
1X
Doctor
1X
Role Cop
1X
VT
1X
Transparent VT(Can't be hidden behind or RoleCopped)


Mafia

1X
Role Cop
1X
RoleBlocker



The TVT is not told who he is.
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Post Post #2929 (isolation #229) » Sun Apr 03, 2011 5:58 am

Post by drmyshottyizsik »

0 is an even number...
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Post Post #2932 (isolation #230) » Sun Apr 03, 2011 6:53 am

Post by drmyshottyizsik »

drmyshottyizsik wrote:0 is an even number...
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Post Post #2934 (isolation #231) » Sun Apr 03, 2011 7:12 am

Post by drmyshottyizsik »

you if 0 doctors protect someone then an even number of doctors protected them. I like the game, I just wanted to point that out.
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Post Post #2974 (isolation #232) » Tue Apr 05, 2011 11:49 am

Post by drmyshottyizsik »

Sex-Bob-Omb! Mafia


2x
Town Bomb Lovers

1X
Town Syllabic

3X
Townies



1X
Hooker

1X
Goon



Both the Hooker and the Goon get a kill. If the hooker targets the Syllabic the Syllabic will kill the hooker.
If the goon targets a Bomb, then the bombs and the goon die.
If the Hooker targets a bomb then just the bombs die.
If the goon targets the Syllabic then the Syllabic dies.
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Post Post #2976 (isolation #233) » Tue Apr 05, 2011 11:55 am

Post by drmyshottyizsik »

And? Plenty of games can end N1
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Post Post #2978 (isolation #234) » Tue Apr 05, 2011 11:59 am

Post by drmyshottyizsik »

So you don't like vengfuls?
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Post Post #2980 (isolation #235) » Tue Apr 05, 2011 12:02 pm

Post by drmyshottyizsik »

well two bombs alone would be to pro town, and only one bomb would be to pro mafia
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Post Post #2982 (isolation #236) » Tue Apr 05, 2011 3:16 pm

Post by drmyshottyizsik »

yay!
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Post Post #3039 (isolation #237) » Sun Apr 17, 2011 1:06 pm

Post by drmyshottyizsik »

chesskid3 wrote:3p

cop
BP doc, informed if saves
goon

nightstart,

FUCK YEAAAAAAAAAAAAAAAa
nominate
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Post Post #3077 (isolation #238) » Wed Apr 20, 2011 12:24 pm

Post by drmyshottyizsik »

Three Way Vanilla

x7 Townies

x2 Mafia A Goons

x2 Mafia B Goons
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Post Post #3097 (isolation #239) » Sat Apr 23, 2011 4:56 am

Post by drmyshottyizsik »

Empking wrote:
Olinea wrote:
animorpherv1 wrote:Also, Dethy Revisited:

1 Mafia Roleblocker
1 Sane Cop
1 Insane Cop
1 Paranoid Cop
1 Naive Cop
Is this supposed to help skewed Mafia or Town win rates? Because being Roleblocked = confirmed as Town.
Scum can WIFOM that.
Like crazy
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Post Post #3117 (isolation #240) » Mon Apr 25, 2011 2:40 pm

Post by drmyshottyizsik »

Double Day Mountain into a Mole Hill Mafia


2x Mafia A enablers
2x Mafia B enablers
6x VTs
2x Disablers


1x Mafia A enabler finder
1x Mafia A Goon


1x Mafia A enabler finder
1x Mafia A Goon


Roles

Enablers
: Each active enabler allows that mafia group they enable to have a night kill. So when there are two enablers for group A then they get two night kills.
Disabler
: The disablers target someone each night trying to disable the enablers.
Enabler Finder
: They function as a role cop, but are only told if their target is an enabler of theirs or not.

Notes

Enablers are given VT Role PMs
Once both enablers of a group die, that mafia group still lives, but they simply have to kill people by mis lynches.
There are two day phases before each night phase.
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Post Post #3261 (isolation #241) » Tue May 10, 2011 5:34 pm

Post by drmyshottyizsik »

Well I haven't posted here in a while, but here it goes.

Mafia of the Gods

1x Cop
1x Pair of picky Lovers
6x Townies

1x Pair of picky SK Lovers

1x Mafia Goon
1x Pair of picky Mafia Lovers


Ok so at night picky lovers have two choices. They can either do nothing, and live to the next day, or they can choose to have one of themselves killed, but keep the other one alive.

The benifit of that is say I was your lover,,, well for your safety you might want to kill me at night.
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Post Post #3263 (isolation #242) » Tue May 10, 2011 7:02 pm

Post by drmyshottyizsik »

Hmmmm... maybe.
I was just trying to see how people would react to the picky lovers idea.
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Post Post #3271 (isolation #243) » Wed May 11, 2011 11:49 am

Post by drmyshottyizsik »

chkflip wrote:And if they both decide to off the other? That's potentially seven deaths in a single night.

Go town.

Both people have to agree that someone will die. Then after that random.org will choose who dies.
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Post Post #3276 (isolation #244) » Thu May 12, 2011 5:59 pm

Post by drmyshottyizsik »

Mafia of the Gods V2

1x Cop
1x Picky Lover A
1x Picky Lover B
1x Picky Lover C
1x Picky Lover D
6x Townies


1x BP SK Picky Lover E

2x Mafia Goons
1x Mafia Picky Lover F

Ok so each Picky Lover is paired with another Picky Lover Randomly. Each night the lovers can individually choose to either do nothing or kill their partners. If they kill their partner and their partner does not kill them then they will not die.
The SK Picky Lover can not be killed by his partner or at night by the mafia. This creates a nice WIFOM I think. Also is the SK chooses to off his partner he cannot kill that night.
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Post Post #3278 (isolation #245) » Fri May 13, 2011 8:36 am

Post by drmyshottyizsik »

Thanks :) I'm 2nd in the open queue and I really want to run this.
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Post Post #3280 (isolation #246) » Fri May 13, 2011 5:47 pm

Post by drmyshottyizsik »

chkflip wrote:Mafia would clearly know who the SK was and proceed to lynch them the next day (if they could). Then again, that could make it obvious that they're mafia? I dunnoooo, but I dig.

Nominate
: MotG v2.0

Anyone else? I reall want to run this in a week or two.
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Post Post #3292 (isolation #247) » Sun May 15, 2011 4:35 am

Post by drmyshottyizsik »

Just for the record I'm running(most likely) MotG V2 in a week or two. If 2nd in the queue so ya just to let you guys know.
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Post Post #3293 (isolation #248) » Sun May 15, 2011 7:11 am

Post by drmyshottyizsik »

Mafia of the Gods V3

1x Cop
1x Picky Lover A
1x Picky Lover B
1x Picky Lover C
1x Picky Lover D
6x Townies


1x BP PGO SK Picky Lover E

2x Mafia Goons
1x Mafia Picky Lover F

Ok so each Picky Lover is paired with another Picky Lover Randomly. Each night the lovers can individually choose to either do nothing or kill their partners. If they kill their partner and their partner does not kill them then they will not die.
The SK Picky Lover can not be killed by his partner or at night by the mafia. This creates a nice WIFOM I think. Also is the SK chooses to off his partner he cannot kill that night.
The reason I made the SK a PGO is because it gives the mafia picky lover a reason not to just kill his lover N1 no matter what, also it makes the SK think twice about killing his lover night one because he could kill someone else in stead and hope his lover tries to kill him.
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Post Post #3311 (isolation #249) » Thu May 19, 2011 1:13 pm

Post by drmyshottyizsik »

Mafia of the Gods V3

1x Cop
1x Picky Lover A
1x Picky Lover B
1x Picky Lover C
1x Picky Lover D
6x Townies


1x BP PGO SK Picky Lover E

2x Mafia Goons
1x Mafia Picky Lover F

Ok so each Picky Lover is paired with another Picky Lover Randomly. Each night the lovers can individually choose to either do nothing or kill their partners. If they kill their partner and their partner does not kill them then they will not die.
The SK Picky Lover can not be killed by his partner or at night by the mafia. This creates a nice WIFOM I think. Also is the SK chooses to off his partner he cannot kill that night.
The reason I made the SK a PGO is because it gives the mafia picky lover a reason not to just kill his lover N1 no matter what, also it makes the SK think twice about killing his lover night one because he could kill someone else in stead and hope his lover tries to kill him.

Re posting for urgency.
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Post Post #3331 (isolation #250) » Tue May 24, 2011 2:40 pm

Post by drmyshottyizsik »

Mafia of the Gods V4

1x Cop
1x Doctor
1x Picky Lover A
1x Picky Lover B
4x Townies


1x PGO SK Picky Lover C

2x Mafia Goons
1x Mafia Picky Lover D

Ok so each Picky Lover is paired with another Picky Lover Randomly. Each night the lovers can individually choose to either do nothing or kill their partners. If they kill their partner and their partner does not kill them then they will not die.
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Post Post #3372 (isolation #251) » Sat Jun 04, 2011 11:24 am

Post by drmyshottyizsik »

Silver1337 wrote:Someone make an all 3rd party game. :D

Not Mafia
Nominate Emp's new game
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Post Post #3407 (isolation #252) » Tue Jun 07, 2011 5:24 am

Post by drmyshottyizsik »

3 of 5

Same of 2 of 4 but the Role Cop is an option.
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Post Post #3411 (isolation #253) » Wed Jun 08, 2011 1:14 pm

Post by drmyshottyizsik »

Tragedy wrote:
Friends and Enemies and That Other Bastard
2 Mafia Goons


1 Cult Recruiter


3 Masons
6 Vanilla Townies


Notes

Mafia Goons & Masons cannot be recruited.
Cult Recruiter is immune to death during Night One only.

Maybe ad a doctor and/or a vig and I will nominate like hell!
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Post Post #3414 (isolation #254) » Thu Jun 09, 2011 2:33 am

Post by drmyshottyizsik »

So little friends, and so many enemies!
1 Mafia Goon
1 Mafia Jailkeper


1 BP SK


1 Cult Recruiter
1 Cult member/back-up Recruiter


1 3rd Party BP PGO


3 Masons
6 Townies
1 Doctor
1 Roleblocker

Notes

Only Vanilla Roles can be recruited. Even mafia goons. But the mafia jailkeeper can jailkeep his goon if he wants.
The PGO has no night kill.
Only the first cult member serves as a back up recruiter.
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Post Post #3416 (isolation #255) » Thu Jun 09, 2011 3:06 am

Post by drmyshottyizsik »

ok
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Post Post #3429 (isolation #256) » Sat Jun 11, 2011 9:46 pm

Post by drmyshottyizsik »

1 Mafia Goon
1 Mafia RB

1 Doctor
1 Jailkeper
1 Hider
4 Townies
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Post Post #3432 (isolation #257) » Sun Jun 12, 2011 5:49 am

Post by drmyshottyizsik »

Quilford wrote:
Amrun wrote:Two protective roles? No.

They can't protect each other.

That was the point. Only one can be protected at a time.
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Post Post #3433 (isolation #258) » Sun Jun 12, 2011 3:05 pm

Post by drmyshottyizsik »

thoughts anyone?
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Post Post #3436 (isolation #259) » Mon Jun 13, 2011 2:09 am

Post by drmyshottyizsik »

Look at the results of newbie games. arround 75% are mafia wins. Also @ChewGrass- I like that.
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Post Post #3438 (isolation #260) » Mon Jun 13, 2011 3:36 pm

Post by drmyshottyizsik »

Haylen wrote:^ Hence one of the reasons why the setup got changed. Your statistics are only taking into account results from games prior to the new setup. If you look at the new setup results, however, you do not have a large enough sample side to support/contradict your hypothesis.

Good point. I was talking about the old set up. Sorry.
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Post Post #3456 (isolation #261) » Tue Jun 14, 2011 9:52 am

Post by drmyshottyizsik »

To much WIFOM
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Post Post #3478 (isolation #262) » Wed Jun 15, 2011 4:04 pm

Post by drmyshottyizsik »

I_Chew_On_Grass wrote:
Pick Your Weapon Mafia V3

1 Mafia Goon
1 BP GF(guilty on cop results)
1 Mafia Role Cop

1 Jailkeeper/BP IC(Receives a VT pm at the start of the game but at the start of day 2, if he wasn't lynched day 1, he is auto confirmed as town.)
1 Odd Night Vig/1 Shot Day Vig
1 Cop
7 Townies

Notes:

Before the game starts everyone who is town get a PM that looks like this.
Mod wrote:
Hello ________ welcome to Open _____. You are a member of the town. At this point you need to send me a PM telling me whether you want a Jailkeeper or a Innocent Child and whether you want an Odd Night Vig and a 3 Shot Vig. After everyone submits their votes role PMs will be sent out. Have fun!

Mafia do not get to vote.
After all votes are sent in everyones roles are determined randomly and role PMs go out.
I felt this was a nice twist on a PYP type game. Plus I feel it may satisfy Hoopla.

@GreyIce- I had that exact idea last night and came here to post it,,, but you said it!!!!

Nominate
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Post Post #3480 (isolation #263) » Wed Jun 15, 2011 4:10 pm

Post by drmyshottyizsik »

Cults are not normal...
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Post Post #3482 (isolation #264) » Sat Jun 18, 2011 9:41 am

Post by drmyshottyizsik »

For the record since I'm like next on the open modding list, if you do pass it farside, and it's cool with Chew I'd like to run his game instead of double cop.
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Post Post #3488 (isolation #265) » Tue Jun 21, 2011 2:20 am

Post by drmyshottyizsik »

Farside I don't mean to bug you but is PYW aproved?
Last edited by drmyshottyizsik on Tue Jun 21, 2011 4:06 am, edited 1 time in total.
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Post Post #3609 (isolation #266) » Wed Aug 03, 2011 5:52 pm

Post by drmyshottyizsik »

I Got Your Back Mafia

1 Shot Cop
1 Shot Doctor
1 Shot Jail Keeper
1 Shot Blacksmith
2 Universal Back Ups
4 VTs


1 Mafia Night Roll Cop
1 Mafia Day Roll Cop
1 Mafia Goon


Notes
Mafia Roll Cops will get 1 of 2 pm's back.
If the town member has used their shot, or is a universal back up who doesn't have a shot yet, they will get a PM saying disarmed.
Otherwise the PM will say Armed.
When the universal back up takes over, the role is no longer one shot.
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Post Post #3615 (isolation #267) » Thu Aug 04, 2011 9:18 pm

Post by drmyshottyizsik »

Callandor wrote:
drmyshottyizsik wrote:
I Got Your Back Mafia

1 Shot Cop
1 Shot Doctor
1 Shot Jail Keeper
1 Shot Blacksmith
2 Universal Back Ups
4 VTs


1 Mafia Night Roll Cop
1 Mafia Day Roll Cop
1 Mafia Goon


Notes
Mafia Roll Cops will get 1 of 2 pm's back.
If the town member has used their shot, or is a universal back up who doesn't have a shot yet, they will get a PM saying disarmed.
Otherwise the PM will say Armed.
When the universal back up takes over, the role is no longer one shot.

Do the UB's know they're UB's? If so the game is broken by massclaim.

No they do not.

Also, yes UB's come into effect if the shot has been used.
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Post Post #3618 (isolation #268) » Fri Aug 05, 2011 12:09 am

Post by drmyshottyizsik »

Shadowmod wrote:
drmyshottyizsik wrote:[...]
No they do not.

Also, yes UB's come into effect if the shot has been used.


So the PRs can just perform their one shots, possibly confirm quite a good amount of townies in the process and all scum achieves by killing them off (which would require at least four or five nights!) is that unlimited backups come into play... Of course town would go cop and blacksmith claim first, I goess. So the backups becoe investigative and with doctor and JK still alive and saving their shots scum could not even kill those... Seriously, way too much confirmation power for town.

Forgot to say this. UB don't take effect for lynches.
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Post Post #3635 (isolation #269) » Fri Aug 05, 2011 9:37 am

Post by drmyshottyizsik »

I Got Your Back Mafia

1 Shot Doctor
1 Shot Jail Keeper
1 Shot Blacksmith
1 Universal Back Up
6 VTs


1 Mafia 1 Shot Night Roll Cop
1 Mafia 1 Shot Day Roll Cop
1 Mafia Universal Back Up


UB do take effect at lynches now.
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Post Post #3640 (isolation #270) » Fri Aug 05, 2011 1:44 pm

Post by drmyshottyizsik »

Empking wrote:Shotty: What is a Blacksmith.

Maybe it's gun smith, idk I know there's a role with a similar name. It's someone who can detect someone who has a weapon.
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Post Post #3643 (isolation #271) » Fri Aug 05, 2011 9:11 pm

Post by drmyshottyizsik »

Maruchan wrote:
drmyshottyizsik wrote:
Shadowmod wrote:
drmyshottyizsik wrote:[...]
No they do not.

Also, yes UB's come into effect if the shot has been used.


So the PRs can just perform their one shots, possibly confirm quite a good amount of townies in the process and all scum achieves by killing them off (which would require at least four or five nights!) is that unlimited backups come into play... Of course town would go cop and blacksmith claim first, I goess. So the backups becoe investigative and with doctor and JK still alive and saving their shots scum could not even kill those... Seriously, way too much confirmation power for town.

Forgot to say this. UB don't take effect for lynches.

also, if all PRs used up their roles, then claimed, maf would be more inclined to kill a NON-CLAIMED, because they could A: hit a backup, B: the current claimed are now useless

exactly.
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Post Post #3644 (isolation #272) » Fri Aug 05, 2011 9:11 pm

Post by drmyshottyizsik »

Or they would kill them, because they are confirmed town.
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Post Post #3669 (isolation #273) » Sun Aug 07, 2011 2:18 pm

Post by drmyshottyizsik »

ok here it is

x1 Mafia Goon
x1 Mafia RB

x1 Serial Guard Maker

x6 VTs
x1 Day Vig
x3 Guard


Notes
The Guards are assigned to a VT, they don't know which VT they are assigned to.
Each night the Serial Guard Maker Chooses someone to be their guard.
If the person a guard is guarding gets killed or lynched then the guard dies instead.
The 3rd party Guard can choose mafia.
Only alignments are flipped.
Last edited by drmyshottyizsik on Sun Aug 07, 2011 2:50 pm, edited 1 time in total.
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Post Post #3670 (isolation #274) » Sun Aug 07, 2011 2:20 pm

Post by drmyshottyizsik »

Edit: If the Vig gets RB'd during the night then they can't use their shot in the day.
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Post Post #3673 (isolation #275) » Sun Aug 07, 2011 2:52 pm

Post by drmyshottyizsik »

ok here it is, but better.

x1 Mafia Goon
x1 Mafia RB

x1 Serial Guard Maker

x7 VTs
x1 Vig
x3 Guard


Notes
The Guards are assigned to a VT, they don't know which VT they are assigned to.
Each night the Serial Guard Maker Chooses someone to be their guard.
If the person a guard is guarding gets killed or lynched then the guard dies instead.
The 3rd party Guard can choose mafia.
Only alignments are flipped.
Last edited by drmyshottyizsik on Sun Aug 07, 2011 6:49 pm, edited 2 times in total.
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Post Post #3676 (isolation #276) » Sun Aug 07, 2011 6:49 pm

Post by drmyshottyizsik »

Nikanor wrote:
tclaw wrote:How does 3rd party
win
lose?

ftfy

If he is NK'd.
Also he can't use the guards as guards.
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Post Post #3678 (isolation #277) » Sun Aug 07, 2011 6:56 pm

Post by drmyshottyizsik »

How?
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Post Post #3680 (isolation #278) » Sun Aug 07, 2011 7:11 pm

Post by drmyshottyizsik »

That's why the Serial Guard Maker is there
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Post Post #3682 (isolation #279) » Sun Aug 07, 2011 7:18 pm

Post by drmyshottyizsik »

SleepyKrew wrote:
drmyshottyizsik wrote:Also he can't use the guards as guards.

wut

The guard maker can't make a guard his guard.
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Post Post #3684 (isolation #280) » Sun Aug 07, 2011 7:27 pm

Post by drmyshottyizsik »

SleepyKrew wrote:So then it doesn't matter...

So what doesn't matter?
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Post Post #3686 (isolation #281) » Sun Aug 07, 2011 7:38 pm

Post by drmyshottyizsik »

Yes
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Post Post #3688 (isolation #282) » Sun Aug 07, 2011 7:52 pm

Post by drmyshottyizsik »

So do you like it?
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Post Post #3690 (isolation #283) » Sun Aug 07, 2011 9:26 pm

Post by drmyshottyizsik »

Go ahead. Break it :p
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Post Post #3692 (isolation #284) » Mon Aug 08, 2011 8:41 am

Post by drmyshottyizsik »

Shadowmod wrote:Actually it is rather your responsibility to take care that your setup is not broken before you suggest it, Shotty.

My point is I did. He can't break it.
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Post Post #3694 (isolation #285) » Mon Aug 08, 2011 8:43 am

Post by drmyshottyizsik »

He wins if he survives.
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Post Post #3696 (isolation #286) » Mon Aug 08, 2011 9:29 am

Post by drmyshottyizsik »

wierdalexv wrote:So he's basically a Survivor with a 10/13 chance of making himself immune to one death, and then he has a 9/12 chance if the guard dies, etc?? Way too easy to win.

Also, and thoughts on my setup?

True.... Should he have to make up the majority?
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Post Post #3701 (isolation #287) » Mon Aug 08, 2011 10:20 am

Post by drmyshottyizsik »

WAIT!
Town Role Blocker!
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Post Post #3702 (isolation #288) » Mon Aug 08, 2011 10:21 am

Post by drmyshottyizsik »

Also there is a vig who can vig the 3rd party...
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Post Post #3705 (isolation #289) » Mon Aug 08, 2011 10:35 am

Post by drmyshottyizsik »

SleepyKrew wrote:But not if the SK is Guarded...

he's only guarded during the day
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Post Post #3764 (isolation #290) » Tue Aug 09, 2011 9:07 pm

Post by drmyshottyizsik »

tclawren wrote:I'd play the second one.
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Post Post #3839 (isolation #291) » Sun Aug 14, 2011 6:31 pm

Post by drmyshottyizsik »

3x Mafia Goons

8x Townies
2x Ability givers

The ability givers may give anyone an ability, I don't know which ones yet, but mafia may receive these abilities as well, they may not use it on them selves, and no ability can be used twice.
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Post Post #3841 (isolation #292) » Sun Aug 14, 2011 6:52 pm

Post by drmyshottyizsik »

Emp thoughts on mine?
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Post Post #3844 (isolation #293) » Sun Aug 14, 2011 7:35 pm

Post by drmyshottyizsik »

3x Mafia Goons

7x Townies
1x Vanilla Townie Cop
1x Odd Night Aggressive Ability Giver Mason
1x Even Night Passive Ability Giver Mason

Aggressive Ability Giver Abilities: Bomb, PGO, and Day Vig
Passive Ability Giver Abilities: Commuter, Unlynchable(Person doesn't know), and Guard

If one of the Ability Givers dies then the other Ability giver gets their unused abilities, but may only still use them on their night.
If the Vanilla Townie Cop investigate someone who has been given an ability then the result if not a VT.
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Post Post #3847 (isolation #294) » Sun Aug 14, 2011 7:49 pm

Post by drmyshottyizsik »

drmyshottyizsik wrote:Fixed

3x Mafia Goons

7x Townies
1x Vanilla Townie Cop
1x Odd Night Aggressive Ability Giver Mason
1x Even Night Passive Ability Giver Mason

Aggressive Ability Giver Abilities: Bomb, PGO, and Day Vig
Passive Ability Giver Abilities: Commuter, Jailkeeper, and Guard

If one of the Ability Givers dies then the other Ability giver gets their unused abilities, but may only still use them on their night.
If the Vanilla Townie Cop investigate someone who has been given an ability then the result if not a VT.
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Post Post #3857 (isolation #295) » Sun Aug 14, 2011 8:35 pm

Post by drmyshottyizsik »

Junpei I will post what your set up should look like in 1 second.
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Post Post #3860 (isolation #296) » Sun Aug 14, 2011 8:46 pm

Post by drmyshottyizsik »

1 Mafia Roleblocker
1 Regular Mafia
1 Mafia Role Cop

1 Odd Day Jester Lover(Third Party)
1 Even Night Jester Lover(Third Party)

1 Town Jailkeeper
1 Town Neighbourizer
1 2 Shot Town Even Day Doctor
1 2 Shot Even Night Role Cop
9 VTs

Notes:
The fact that they are lovers and can talk creates a reason for them to live even more so, and also gives them a reason to play well during the day as a faction because if one if NK'd or Lynched when it's not thier day/night the other dies as well and that faction looses.
IF ONE JESTER WINS THEY BOTH WIN
If the jesters win the game continues
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Post Post #3867 (isolation #297) » Sun Aug 14, 2011 9:02 pm

Post by drmyshottyizsik »

Empking wrote:
drmyshottyizsik wrote:1 Mafia Roleblocker
1 Regular Mafia
1 Mafia Role Cop

1 Odd Day Jester Lover(Third Party)
1 Even Night Jester Lover(Third Party)

1 Town Jailkeeper
1 Town Neighbourizer
1 2 Shot Town Even Day Doctor
1 2 Shot Even Night Role Cop
9 VTs

Notes:
The fact that they are lovers and can talk creates a reason for them to live even more so, and also gives them a reason to play well during the day as a faction because if one if NK'd or Lynched when it's not thier day/night the other dies as well and that faction looses.
IF ONE JESTER WINS THEY BOTH WIN
If the jesters win the game continues


I think that town should just get rid of the Jesters D1 if the odd night claims D1.

There is no odd night...
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Post Post #3869 (isolation #298) » Sun Aug 14, 2011 9:06 pm

Post by drmyshottyizsik »

Why? The jesters don't harm the town, and getting rid of them day 1 would let the mafia have a free NK.
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Post Post #3871 (isolation #299) » Sun Aug 14, 2011 9:10 pm

Post by drmyshottyizsik »

But it more dilutes their chances of mislynching town.
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Post Post #3873 (isolation #300) » Sun Aug 14, 2011 9:16 pm

Post by drmyshottyizsik »

Ok the jesters win separately, but are lovers.
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Post Post #3875 (isolation #301) » Sun Aug 14, 2011 9:19 pm

Post by drmyshottyizsik »

Junpei wrote:
drmyshottyizsik wrote:Ok the jesters win separately, but are lovers.


What motivation is there to use the lovers chat?

For fun?
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Post Post #3877 (isolation #302) » Sun Aug 14, 2011 9:24 pm

Post by drmyshottyizsik »

Junpei wrote:
drmyshottyizsik wrote:
Junpei wrote:
drmyshottyizsik wrote:Ok the jesters win separately, but are lovers.


What motivation is there to use the lovers chat?

For fun?


So in other words it'll get no use. I do not see how that setup is an improvement from the other setup.

It's not broken...
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Post Post #3879 (isolation #303) » Sun Aug 14, 2011 9:28 pm

Post by drmyshottyizsik »

.........
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Post Post #3893 (isolation #304) » Tue Aug 16, 2011 5:16 pm

Post by drmyshottyizsik »

Each day three things are voted upon:
- who receives an (publicly-announced) ability
- who to lynch

:/
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Post Post #3899 (isolation #305) » Sun Aug 21, 2011 10:07 pm

Post by drmyshottyizsik »

1x 2 Shot Mafia Doctor
1x Mafia Goon
1x Mafia Janitor

1x Beloved Princess
1x Vig
1x Watcher
1x BP Townie
8x VT
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Post Post #3901 (isolation #306) » Sun Aug 21, 2011 11:00 pm

Post by drmyshottyizsik »

Janitor is there in case the mafia want to kill there own guy after he counter claims Beloved P
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Post Post #3903 (isolation #307) » Mon Aug 22, 2011 1:50 am

Post by drmyshottyizsik »

Yes.
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Post Post #4003 (isolation #308) » Thu Sep 29, 2011 8:52 pm

Post by drmyshottyizsik »

Nightless

4 Mafia (White Flag)

3 Innocent Childs
4 Vanilla Townies
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Post Post #4558 (isolation #309) » Sun Apr 01, 2012 12:48 pm

Post by drmyshottyizsik »

1 Mafia Goon
1 Mafia Poisoner

5 VTs
1 Chronophenix


**Mafia faction has no kill
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Post Post #4560 (isolation #310) » Sun Apr 01, 2012 12:52 pm

Post by drmyshottyizsik »

In post 4558, drmyshottyizsik wrote:1 Mafia Goon
1 Mafia Poisoner

5 VTs
1 Chronophenix


**Mafia faction has no kill

^^Nightless obviously
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Post Post #4562 (isolation #311) » Sun Apr 01, 2012 12:59 pm

Post by drmyshottyizsik »

If a chronophenix is killed they come back to life the next day and poisoning is a day action
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Post Post #4579 (isolation #312) » Mon Apr 02, 2012 1:08 pm

Post by drmyshottyizsik »

Lovers Coral
Mafia A

2 Mafia Goons(One at random is in love and not told)

Mafia B

2 Mafia Goons(One at random is in love and not told)

Town

2 Townies in Love(Told they are in love but not with who)
Love Guru
9 Townies

Third Party

Loved SK

If the loved SK dies everyone in love with him dies.
The Love Guru get a yes or no about someone being in love, the loved SK come back as a yes too, because he loves him self.
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Post Post #4582 (isolation #313) » Mon Apr 02, 2012 9:34 pm

Post by drmyshottyizsik »

A better way to run this!

Captain Drafting Mafia
10 Town Players

3 Scum Players

1 Town Drafter
1 Scum Drafter

(Drafters pick pre-game, but do not actually play during the game. They want to pick the best team for their side.)


*Once the sign ups are complete each player will randomly be assigned a role from the list. They won't be assigned the number of shots they have but each player will be assigned a PR of some sort. Both town and Mafia can choose from both the Offensive and Defensive lists. Once the first six picks have been made the remaining people will be made into town aligned 0 shot or 0% <insert role here>*

Odd Turn Draft List

Roll Activator(Changes a 0 shot or 0% role into a 1 shot or 100% role)
Role/Alignment Cop
Bullet Proof
Roleblocker
Jailkeeper
Chronophenix(If killed, comes bad to life)
Tracker
Vigilante


Even Turn Draft List

Role/Alignment Cop
Doctor
Jailkeeper
Roleblocker
Ninja



Once everyone has signed up, the Captains and the Mod will join a QT(or communicate out of thread somehow) and conduct the draft.

ROUND 1

  • Scum Captain chooses first, followed by Town Captain.(This is in order to give the mafia a chance to choose the activator, but loose a role of there own.)

  • The picked role this round will be a 3-Shot Role.
  • Both picked roles will be made public in the first post of the game. The players who are playing each role will not.
  • After both Captains have picked,
    each Captain has the option to choose
    a role on the opposite list to ban from the game.


ROUND 2

  • This time Town chooses first, followed by Scum.

  • The picked role this round will be a 2-Shot Role.
  • The roles picked this round will not be made public. The drafters themselves will know what the other selected though.
  • Once again, after both Captains have picked,
    each Captain has the option
    to ban a role on the opposite list to ban from the game.


ROUND 3

  • Scum picks first again

The players that were banned will be reverted to VTs and cannot be activated by the activator.

After the draft is complete, each Captain recieves a list of their players.(Town Captain recieves his 10, Scum Captain recieves his 3)
After Captains make their selections, the game begins.

[/quote]
This seems more balanced to me, the roles being rationed by turn number fix the need to have the * or the ~.
The availability of all rolls to both factions makes the draft more competitive, and requires more thought to go into each pick.
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Post Post #4590 (isolation #314) » Fri Apr 06, 2012 8:50 am

Post by drmyshottyizsik »

In post 4589, callforjudgement wrote:
In post 4579, drmyshottyizsik wrote:
Lovers Coral
Mafia A

2 Mafia Goons(One at random is in love and not told)

Mafia B

2 Mafia Goons(One at random is in love and not told)

Town

2 Townies in Love(Told they are in love but not with who)
Love Guru
9 Townies

Third Party

Loved SK

If the loved SK dies everyone in love with him dies.
The Love Guru get a yes or no about someone being in love, the loved SK come back as a yes too, because he loves him self.

Isn't optimal town strategy there for the loved townies to volunteer to be lynched? Perhaps on day 2 or 3, so as to allow relational tells to build up first. Then the Love Guru effectively becomes an FBI Agent, which sucks for the SK.

That could result in 6 NKs though.... not a good strategy.
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Post Post #8600 (isolation #315) » Mon Mar 21, 2016 5:04 am

Post by drmyshottyizsik »

Martyr Mafia

Mafia

2x Secret Mafia Goons - goons don't know who each other are and each have a seperate quick topic to talk to the boss in.
1x Mafia Boss

Town


1x Ballistics Expert - each night can give his bomb suit to a townie, the suit prevents the wearer from being martyred at the end of the day phase, he can give it to himself
1x Day Cop
8x Vanilla Townies


When ever someone is lynched, they have 24 hours to decide if they want to take someone with them. The person must be one of the latest 3 people who had a vote on them when they were lynched. This is done before the flip and the mafia get to do this as well.

If the Mafia Boss dies, he can then choose who becomes the new Boss. The Mafia Boss is the only person who gets a kill.
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Post Post #8602 (isolation #316) » Mon Mar 21, 2016 7:52 am

Post by drmyshottyizsik »

But that makes it unfair to town. If a goon is lynched i don't want them to have a free kill they need to have the option of accidentally kill the other goon.
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Post Post #8606 (isolation #317) » Mon Mar 21, 2016 9:28 am

Post by drmyshottyizsik »


Updates, and a day cop gives the lynched townie someone not to kill
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Post Post #8608 (isolation #318) » Mon Mar 21, 2016 9:45 am

Post by drmyshottyizsik »

In post 8607, Sméagol wrote:Not a fan of the hired gun you just added.. I would lose the private topics like I already suggested, but keep everything else as it was, and let the mafia keep their factional kill. Instead, I'd suggest simply have the boss decide all the kills when he's alive, and also have him decide which of the 2 goons is the first in line to succeed him.

Good idea
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Post Post #8609 (isolation #319) » Mon Mar 21, 2016 9:47 am

Post by drmyshottyizsik »

In post 8600, drmyshottyizsik wrote:
Martyr Mafia

Mafia

2x Secret Mafia Goons - goons don't know who each other are and each have a seperate quick topic to talk to the boss in.
1x Mafia Boss

Town


1x Ballistics Expert - each night can give his bomb suit to a townie, the suit prevents the wearer from being martyred at the end of the day phase, he can give it to himself
1x Day Cop
8x Vanilla Townies


When ever someone is lynched, they have 24 hours to decide if they want to take someone with them. The person must be one of the latest 3 people who had a vote on them when they were lynched. This is done before the flip and the mafia get to do this as well.

If the Mafia Boss dies, he can then choose who becomes the new Boss. The Mafia Boss is the only person who gets a kill.

Amended again.
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Post Post #8614 (isolation #320) » Tue Mar 29, 2016 8:44 am

Post by drmyshottyizsik »

In post 8613, BNL wrote:A twist on the Gladiator mechanic:

2 Mafia vs 7 Town or 3 Mafia vs 10 town etc.

Day start. Each Night, the Mafia must choose someone (X). They can choose themselves, but not the person they are killing. X will then choose another player (Y) before the next Day starts. X and Y will be publicly announced, and will be the only votable players on that Day.

I like it
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Post Post #8620 (isolation #321) » Wed Mar 30, 2016 3:09 am

Post by drmyshottyizsik »

In post 8616, BNL wrote:Eh, but you get to analyse how the Mafia chooses the Gladiator. And I intentionally didn't put the mechanic Day 1 because you don't have any reads yet so that's bad.

Allow a no lynch also.
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Post Post #8625 (isolation #322) » Tue Apr 05, 2016 10:18 am

Post by drmyshottyizsik »

In post 8621, Sméagol wrote:Is there an equivalent thread for closed set-ups? Or something similar to the theme test market, but then for mechanics rather than flavour.
I think a thread for discussing mechanics that won't be used in open set-ups could be useful. At the moment, for example, I'd like to know if an informed majority vs an informed minority has been done before. Lynch mechanics are obviously removed, and the mafia would be a lot stronger than town. I had some rudimentary ideas about it, and was wondering if there already have been games like that.

If we talked openly they wouldn't be closed.
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Post Post #8627 (isolation #323) » Tue Apr 05, 2016 10:25 am

Post by drmyshottyizsik »

In post 8626, Sméagol wrote:
In post 8625, drmyshottyizsik wrote:
In post 8621, Sméagol wrote:Is there an equivalent thread for closed set-ups? Or something similar to the theme test market, but then for mechanics rather than flavour.
I think a thread for discussing mechanics that won't be used in open set-ups could be useful. At the moment, for example, I'd like to know if an informed majority vs an informed minority has been done before. Lynch mechanics are obviously removed, and the mafia would be a lot stronger than town. I had some rudimentary ideas about it, and was wondering if there already have been games like that.

If we talked openly they wouldn't be closed.

You can still talk about specific mechanics without disclosing the complete set-up (like the role distribution). I guess I can do that here as well, but I was wondering if there was amore appropriate place.
we have a thread to introduce themes and ask for co mods and reviews
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Post Post #8629 (isolation #324) » Tue Apr 05, 2016 10:38 am

Post by drmyshottyizsik »

Like.with serial killers? Or.with siblings? I once played a game with 3 mafia and 3 sets of quadruplits, but the thing was you couldn't confirm your siblings as town and each group had one traitor
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Post Post #8635 (isolation #325) » Fri Apr 08, 2016 3:20 am

Post by drmyshottyizsik »

Power Defused - A Take on Diffusion of Power


Town
4x 1 shot night-x cop
4x 1 shot night-x doc
1x 4 shot any night jk


Mafia
3x 1 shot night-x killers
1x 4 shot any night jk


Deets
All night actions are determined by RNG
The Mafia and Town JKs have 4 shots to use any night, and they can use multiple in one night.
Mafia has no kills other than their 3 nights.
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Post Post #8637 (isolation #326) » Fri Apr 08, 2016 4:08 am

Post by drmyshottyizsik »

In post 8636, JasonWazza wrote:I feel like the power is mostly based on the RNG and what your RNGing up to for nights.

eg. Nights 1-5 are randomized for all roles, the Night 4-5 PR's are relatively underpowered, and then Night 1's tend to be really strong.

Also due to mafia not having a proper night kill it's very possible there is no mafia aligned kill till a few nights in which also limits info.

All PRs will be nights 1-4
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Post Post #8658 (isolation #327) » Thu Apr 21, 2016 3:14 am

Post by drmyshottyizsik »

Shooting Blind


Town
4x Town PRs
1x Town Power Grabber
6x VTs


Mafia
2x Mafia PRs
1x Mafia Power Grabber


The following PRs will be randomly assigned to the town, and the town will not know which PR they are simply that they are a power role:
Watcher
Doc
JK
Vig

The following PRs will be randomly assigned to the mafia, and the mafia will not know which PR they are simply that they are a power role:
Doc
Vig


The Mafia doesn't have a group night kill.


Power Grabber

The power grabber has the option to absorb the PR of a lynch member of their alignment. They may reject the PR, they will not be told what the PR is either, and they can only have one power at a time.
Last edited by drmyshottyizsik on Thu Apr 21, 2016 4:28 am, edited 1 time in total.
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Post Post #8661 (isolation #328) » Thu Apr 21, 2016 3:52 am

Post by drmyshottyizsik »

In post 8659, callforjudgement wrote:Mafia will figure out which of them is the vig very quickly, at which point they basically have two kills per night, + will be able to protect their vig from the town vig. I don't think the town PRs compensate for this.

EDIT: That said, the Town have a ton of power too; the Cop will be self-aware by D2, and has a backup so that they can safely claim. The Vig will probably also be self-aware by D2. I still don't think it's enough to compensate for the scum controlling two kills, but it'd be enough to unbalance any normal setup (especially because Follow the Cop is possible by D3; you get one of the remaining town PRs to claim, the other protects the Cop, there's a 50% chance it's the Doctor, or a 50% chance it's the JK in which case the Cop can claim being blocked, the Doctor probably gets NKed, then the (hidden) Power Grabber takes over the Doc role).

The mafia doesn't have a group NK. Also I don't think mafia will always shoot day 1. The vig may think he is a doc and kill his own teammate.
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Post Post #8662 (isolation #329) » Thu Apr 21, 2016 3:53 am

Post by drmyshottyizsik »

In post 8660, JasonWazza wrote:I don't know if that will ever really have a balance because of the non-knowledge of PR's, Fun maybe but balanced is iffy.

Realistic night 1 is 13 members, and 6 PR's.

Town;
Cop can instantly identify himself because he gets a result.
Vig can possibly identify himself if he gets lucky and misses the 3 protection roles and doesn't hit his target, which may make him assume he is the protective role.
Doc and JK will know their target didn't die but won't know if they are able to only protect or able to protect and roleblock.

Mafia;
Assuming they don't hit a Protection target, each PR is identifiable instantly.

P-Edit: what CfJ said.

Yes but that is where the power grabber comes in, he doesn't know who what or what power he may be accepting.
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Post Post #8664 (isolation #330) » Thu Apr 21, 2016 4:28 am

Post by drmyshottyizsik »

Shooting Blind


Town
4x Town PRs
1x Town Power Grabber
6x VTs


Mafia
2x Mafia PRs
1x Mafia Power Grabber


The following PRs will be randomly assigned to the town, and the town will not know which PR they are simply that they are a power role:
Watcher
Doc
JK
Vig

The following PRs will be randomly assigned to the mafia, and the mafia will not know which PR they are simply that they are a power role:
Doc
Vig


The Mafia doesn't have a group night kill.


Power Grabber

The power grabber has the option to absorb the PR of a lynch member of their alignment. They may reject the PR, they will not be told what the PR is either, and they can only have one power at a time.
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Post Post #8665 (isolation #331) » Thu Apr 21, 2016 4:29 am

Post by drmyshottyizsik »

That's a bit more balanced
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Post Post #8700 (isolation #332) » Sun May 08, 2016 4:05 am

Post by drmyshottyizsik »

In post 8699, _Max_ wrote:There was a thread dedicated to Mafia role ideas. It has a cult leader role in it. Does anyone know where I can find this thread?
check our wiki
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Post Post #8701 (isolation #333) » Sun May 08, 2016 4:14 am

Post by drmyshottyizsik »

I'm about to mod a carbon 14 game and it got me thinking.

Carbon 14 and that thing, plus some nice dudes too


town

1 cop
1 seer
7 townies

scum 1

2 werewolf or mafia

scum 2

2 killless bullet proof werewolf or mafia

work like carbon 14 but two scum groups are chosen at random to be either mafia or werewolves.
scum can win together if they are the same faction but do not know who is in the other faction
weird quirk, if the night kill is mafia killing mafia or werewolves killing a werewolf they do die, they are getting stabbed in the back
Last edited by drmyshottyizsik on Sun May 08, 2016 4:48 am, edited 1 time in total.
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Post Post #8703 (isolation #334) » Sun May 08, 2016 4:43 am

Post by drmyshottyizsik »

In post 8702, callforjudgement wrote:I have a suspicion that the 9:4 versions of the setup are much more scumsided than the 9:2:2 versions even though the scumteam doesn't have perfect information. (Also, the 9:2:2 versions clearly favour scumteam 1 over scumteam 2 except possibly when endgame screwiness is involved.)
the trade off is that scum 2 are bullet proof
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Post Post #8705 (isolation #335) » Sun May 08, 2016 4:46 am

Post by drmyshottyizsik »

In post 8703, drmyshottyizsik wrote:
In post 8702, callforjudgement wrote:I have a suspicion that the 9:4 versions of the setup are much more scumsided than the 9:2:2 versions even though the scumteam doesn't have perfect information. (Also, the 9:2:2 versions clearly favour scumteam 1 over scumteam 2 except possibly when endgame screwiness is involved.)
the trade off is that scum 2 are bullet proof,
actually they should only be bullet proof from non same faction kills. so in the 9:4 set ups mafia can kill themselves on accident, but in the 9:2:2 set ups the kill less scum team can't be nkd
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Post Post #8706 (isolation #336) » Sun May 08, 2016 4:49 am

Post by drmyshottyizsik »

In post 8704, callforjudgement wrote:So are scum 1. There aren't any roles in the setup that have the ability to kill them at night.
if it is same scum killing same scum I'll call it being stabbed in the back so bullet proof won't mean shit
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Post Post #8708 (isolation #337) » Sun May 08, 2016 6:37 am

Post by drmyshottyizsik »

In post 8707, callforjudgement wrote:I mean, in the 9:2:2 setup,
both
scumteams have equal NK immunity.

The kill-less scumteam has bulletproof, so it can't be killed by the other scumteam.
The scumteam with a kill doesn't have bulletproof, but they can't be killed by the other scumteam because the other scumteam don't have a kill, and there are no other killing roles in the setup that could kill them.
hmmm true, so what if they both had a night kill, and kills worked like this:

[same factions]
scum shoots scum - scum dies

scum both shoot same town member - town dies and one who ever gave the kill order now knows that the other person who killed them is mafia(confirming it is a 9:4 set up for mafia, but only revealing one partner to each team)

scum shoot 2 different townies - two dead townies


[different factions]
scum shoots scum - no kill
both scum shoot same townie - town lives both scum die
scum shoot differnt town, two dead town.


also in order to win with the other scum team in 9:4 the person must survive to end game
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Post Post #8710 (isolation #338) » Mon May 09, 2016 12:25 am

Post by drmyshottyizsik »

In post 8709, JasonWazza wrote:


This way it seems town sided if different factions, and scum sided if the same faction.

If they accidently kill the same townie, they instantly know that either

A) they are opposing factions (known by the left member)
B) Know one partner of the other team, and need to switch killing member to try and give the most info.

In scenario A, both scum teams have basically fucked each other, but now know that they are both different, town has no knowledge that they shot each other (but can probably assume)

In Scenario B, your able to basically promote yourselves to a 4 man scum team, by making 2 smart kills on obvious targets.

but with no day talk only one member of each scum group will know they are they same until the next night. also the two different factions have no way of knowing.

ALSO what if when they are the same faction there is only one kill, who ever sends it in first.
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Post Post #8720 (isolation #339) » Tue May 10, 2016 1:07 am

Post by drmyshottyizsik »

mame the goons bandits and let them each pick a player. if that player got a gun the mafia steals it
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Post Post #8723 (isolation #340) » Tue May 10, 2016 2:59 am

Post by drmyshottyizsik »

Wild Wild West


6 Town Gunslingers

2 Mafia Goon with no factional kill
1 Mafia Bandit


Mechanics:

-
Mafia
have no kill during the night.
-Each night each
Town Gunslingers
must PM the mod the name of any player to whom they will give a gun.
-They may not give anyone a gun if they choose, but cannot give a gun to themselves.
-During day, each player via PM will be told they received X guns during the night (you can receive more than one).
-During the day, any player with a gun may PM the name of any player to mod for a one shot kill. There is a 50% chance the player's name will be revealed upon using gun.
-Any gun not used by end of day is disposed of.
-Lynches still occur every day
-The Mafia Bandit will get all guns give to the person that he targets in the night, but regardless oh how many he steals, he can only use one of them.
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Post Post #8726 (isolation #341) » Tue May 10, 2016 2:54 pm

Post by drmyshottyizsik »

that's why I said regardless of how many guns they steal they can only use one
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Post Post #8728 (isolation #342) » Wed May 11, 2016 12:32 am

Post by drmyshottyizsik »

In post 8727, heuristically_alone wrote:I though that was the bandit rule. So you're saying that even if gunslingers give mafia multiple guns, mafia can only use one?
They can only use one more than they get. So if they are given 2 and they steal 3 they have 3 guns.
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Post Post #8730 (isolation #343) » Wed May 11, 2016 8:48 am

Post by drmyshottyizsik »

Seems very stack against the SK and Town
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Post Post #8734 (isolation #344) » Thu May 19, 2016 8:53 am

Post by drmyshottyizsik »

Once you run your first open you can enter the queue again and ask to mod this game. It will then be reviewed with either a yes or a yes but you won't get credit for this because it is bastard or no.
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Post Post #8735 (isolation #345) » Thu May 19, 2016 8:53 am

Post by drmyshottyizsik »

Also we tend to do 2 or 3 week days.
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Post Post #8736 (isolation #346) » Thu May 19, 2016 8:55 am

Post by drmyshottyizsik »

Also with there being 17 people I believe you would have to run this as a large
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Post Post #8738 (isolation #347) » Thu May 19, 2016 9:04 am

Post by drmyshottyizsik »

In post 8737, PantherPunt wrote:
In post 8736, drmyshottyizsik wrote:Also with there being 17 people I believe you would have to run this as a large
So over a certain player size goes in Large regardless of Open, Semi-Open, Closed?

Open is for what? <=13?
yep
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Post Post #8743 (isolation #348) » Sat May 21, 2016 12:29 pm

Post by drmyshottyizsik »

In post 8742, Alchemist21 wrote:
In post 8738, drmyshottyizsik wrote:
In post 8737, PantherPunt wrote:
In post 8736, drmyshottyizsik wrote:Also with there being 17 people I believe you would have to run this as a large
So over a certain player size goes in Large regardless of Open, Semi-Open, Closed?

Open is for what? <=13?
yep
This isn't true. Open setups can be larges as long as they're approved. Elemental Mafia is a 16'er and has been played at least twice.
Don't they have to be run in normal large
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Post Post #8788 (isolation #349) » Sun Jun 05, 2016 2:14 pm

Post by drmyshottyizsik »

Un named BP variant

1x BP One Shot Vig
2x Even Night BP Townie
2x Odd Night BP Townie

1x Mafia Goon
1x 1 Shot Mafia Strong Man
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Post Post #8791 (isolation #350) » Mon Jun 06, 2016 4:57 am

Post by drmyshottyizsik »

its fairly even when you brute force it
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Post Post #8794 (isolation #351) » Tue Jun 07, 2016 9:57 am

Post by drmyshottyizsik »

I'm going to run is in the micro queue, also I'm going to make the even and odds not know which night they are(to prevent MC), and the vig is a 1 shot bp 1 shot vig
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Post Post #8796 (isolation #352) » Tue Jun 07, 2016 11:16 am

Post by drmyshottyizsik »

In post 8795, JasonWazza wrote:Strongman someone N1, then you just shoot someone twice if they don't die.

Worst case scenario then is lynching a Odd night BP townie, because that means the game can end that night (assuming vig+mafia both shoot a different Even night).

While stopping the MC, it also screws the town over i think.

In fact i think MC is the best case scenario for both alignments.
Ok so MC happens
1 vig
6 BP townies

Spoiler: Day 1

Code: Select all

lynch 1 BP townie claim
{
  if town (66.6%)
  {
  4:2
    if EN BP(33.3%) - N1#1
    {
    1 vig
    1 EN BPT
    2 ON BPT
    1 Goon
    1 Strongman
    }
    else if ON BP(33.3%) - N1#2
    {  
    1 vig
    2 EN BPT
    1 ON BPT
    1 Goon
    1 Strongman
    }
  }
  else if scum (33.3%)
  {
  5:1
    if strongman lynched(16.6%) - N1#3
    {
    1 vig
    2 EN BPT
    2 ON BPT
    1 Goon
    }
    else if goon lynched(16.6%)  - N1#4
    {  
    1 vig
    2 EN BPT
    2 ON BPT
    1 Strongman
    }
  }
}


Spoiler: N1#1

Code: Select all

Strong Man Shoots Vig & Vig Shoots
{
   if Vig Hits EN BPT(6.6%) - Day1#1-1(Mafia Win)
   {
    2:2 - Mafia Win Night 1
    2 ON BPT
    2 Goon
   }
   else if Vig Hits ON BPT(13.3%) - Day1#1-2
   {
    3:2
    1 EN BPT
    2 ON BPT
    2 Goons
    }
   else if Vig Hits Mafia(13.3%) - Day1#1-3
   {
    3:1
    1 EN BPT
    2 ON BPT
    1 Goon
    }
}


Spoiler: N1#2

Code: Select all

Strong Man Shoots Vig & Vig Shoots
{
   if Vig Hits ON BPT(6.6%) - Day1#2-1(Mafia Win)
   {
    2:2 - Mafia Win Night 1
    2 ON BPT
    2 Goon
   }
   else if Vig Hits EN BPT(13.3%) - Day1#2-2
   {
    3:2
    2 EN BPT
    1 ON BPT
    2 Goons
    }
   else if Vig Hits Mafia(13.3%) - Day1#2-3
   {
    3:1
    2 EN BPT
    1 ON BPT
    1 Goon
    }
}


Spoiler: N1#3

Code: Select all

if Vig Shoots
{
  if Vig Hits EN BPT and Goon Hit Other BPT(.66%) - Day2#3-1
  {
     3:1
     1 vig - still BP
     2 ON BPT
     1 Goon
   }
   else if Vig Hits EN BPT and Goon Hits (ON BPT || Same EN BTP as Vig)(1.99%) Day2#3-2
   {
    4:1
    1 vig - still BP
    1 EN BPT
    2 ON BPT
    1 Goon
    }
    else if Vig Hits EN BPT and Goon Hits Vig(.33%) Day2#3-3
    {
    4:1
    1 vig - not BP
    1 EN BPT
    2 ON BPT
    1 Goon
    }
    else if Vig Hits Goon(1.66%) - Day2#3-4 - town win
    {
     4/5:0
    }
    else if Vig Hits ON BPT && Goon Hits ON BPT(1.33%) - Day2#3-5
    {
    5:1
    1 vig - Still BP
    2 EN BPT
    2 ON BPT
    1 Goon
    }
    else if Vig Hits ON BPT && Goon Hits EN BPT(1.33%) - Day2#3-6
    {
    4:1
    1 vig - still BP
    1 EN BPT
    2 ON BPT
    1 Goon
    }
    else if Vig Hits ON BPT && Goon Hits Vig(.66%) - Day2#3-7
    {
    5:1
    1 vig - Not BP
    2 EN BPT
    2 ON BPT
    1 Goon 
    }
}
else if Vig doesn't shoot(8.3)
{
   if Goon shoots Vig(1.66%) - Day2#3-8
  {
    5:1
    1 vig - not BP
    2 EN BPT
    2 ON BPT
    1 Goon
  } 
  else if Goon shoots EN BPT(3.33%) - Day2#3-9
  {
    4:1
    1 vig - Still BP
    1 EN BPT
    2 ON BPT
    1 Goon
  }
  else if Goon shoot ON BPT(3.33%) - Day2#3-10
  {
    5:1
    1 vig - Still BP
    2 EN BPT
    2 ON BPT
    1 Goon
   }
}


Spoiler: N1#4

Code: Select all

if Strong Man Shoots Vig
{
  if Vig Shoots ON BPT || Doesn't Shoot(8.3%) Day2#4-1
  {
    4:1
    2 EN BPT
    2 ON BPT
    1 Goon
  } 
  else if Vig Shoots EN BPT (5.55%) Day2#4-2
  {
  3:1
  1 EN BPT
  2 ON BPT
  1 Goon
  }
  else if Vig Shoots Goon (2.8%) Day2#4-3 - town wins
  {
   3/4:0 - town win
   }
}



So town is more likely to lose night 1 than mafia if, but after that it swings back into towns favor in most cases. I don't think a MC breaks this.
#freeShotty
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Post Post #8798 (isolation #353) » Tue Jun 07, 2016 12:33 pm

Post by drmyshottyizsik »

it follows a basic c language style of method. the first number is the day every number after that is a different possibility of the prior number 1.2 is day one option two 1.4.5 is day one option 4 sub option 5.
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Post Post #8809 (isolation #354) » Wed Jun 08, 2016 11:04 am

Post by drmyshottyizsik »

Well since we are doing bull shit set ups!
RAFReady Aim Fire(Mafia Style)

2 Goons

7 RAF'ing Townies


Special Mechanics:
Each night the goons each get to pick air or ground or to kill.
Each night the townies each have the option to shoot either the ground or air or them selves.
If they shoot themselves and they were the target night kill then the shooter dies, if not they die.
If one goon picks air or ground, then if two or more townies pick the same, the goon dies.
If both goons pick the same, either air or ground, then the number becomes 1 + half of the remaining townies.


it's bad now but I will make it work eventually.
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Post Post #8817 (isolation #355) » Thu Jun 09, 2016 7:56 am

Post by drmyshottyizsik »

2 Mafia Lynchers

4 1 Shot Vigs
3 VTs

Mafia have no NK, vigs and vts can be lynchers target. Mafia have no NK. Each Lynchers has a different target. Town win when mafia is lynched or killed, or they kill the two targets nd still hold a majority.
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Post Post #8819 (isolation #356) » Thu Jun 09, 2016 8:30 am

Post by drmyshottyizsik »

Yes they do, they win if either of the targets are lynched
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Post Post #8834 (isolation #357) » Fri Jun 10, 2016 6:16 am

Post by drmyshottyizsik »

In post 8817, drmyshottyizsik wrote:2 Mafia Lynchers

4 1 Shot Vigs
3 VTs

Mafia have no NK, vigs and vts can be lynchers target. Mafia have no NK. Each Lynchers has a different target. Town win when mafia is lynched or killed, or they kill the two targets nd still hold a majority.
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Post Post #8836 (isolation #358) » Fri Jun 10, 2016 7:20 am

Post by drmyshottyizsik »

2 Mafia Lynchers

6 1 Shot Vigs
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Post Post #8841 (isolation #359) » Fri Jun 10, 2016 9:06 am

Post by drmyshottyizsik »

2 Lovers
2 Lovers
2 Lovers
2 Lovers
2 Lovers
1 Doctor

2 Goons
#freeShotty

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