[REVIEW] Open Setup Reviews

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #1208 (isolation #0) » Fri Nov 12, 2021 5:08 pm

Post by T3 »

chromatic ascension
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Post Post #1271 (isolation #1) » Tue Sep 12, 2023 8:09 am

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Parity and Deceit

1
Manipulator

1
Overlord

2
Mafia Goons

1
Town Parity Cop

8
Vanilla Townies



The Manipulator wins if they are alive at the same time the Mafia make up 50% of all living players, they are also informed of the identity of the scumteam. The Overlord wins if they are alive at the same time all the Mafia are dead. The Mafia cannot win if the Manipulator is still alive, and the Town cannot win if the Overlord is still alive.
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Post Post #1278 (isolation #2) » Sun Oct 01, 2023 1:27 pm

Post by T3 »

In post 1275, Jingle wrote: Both cop 9er and vig 9er are playable
Are they? I think in Cop 9er the Cop gets an n0 check and I think Vig 10er is statistically very balanced
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Post Post #1280 (isolation #3) » Mon Oct 02, 2023 1:01 pm

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17 players:

10 Vanilla Townies
1 Town Parity Cop
1 Town Leader
1 Town Co-leader

3 Mafia Goons
1 Mafia Leader


The Town Leader is informed of the identities of the 3 Mafia Goons but not the Mafia Leader. The Town Co-leader is informed of the identity of the Town Leader. If the Mafia have all been eliminated, then the Mafia Leader has 48 hours to submit their guess as to who they think the Town Leader is. If they are correct, the Mafia win instead. Town Leader flips as Vanilla Townie.


Would someone be willing to review this? I'm planning to run it in the Large Theme queue in a month or two.
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Post Post #1282 (isolation #4) » Thu Oct 05, 2023 3:28 am

Post by T3 »

maybe to speed up the game i could give the co-leader some vig shots and remove the parity cop
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Post Post #1283 (isolation #5) » Wed Oct 18, 2023 2:50 pm

Post by T3 »

In post 1280, T3 wrote:
17 players:

10 Vanilla Townies
1 Town Parity Cop
1 Town Leader
1 Town Co-leader

3 Mafia Goons
1 Mafia Leader


The Town Leader is informed of the identities of the 3 Mafia Goons but not the Mafia Leader. The Town Co-leader is informed of the identity of the Town Leader. If the Mafia have all been eliminated, then the Mafia Leader has 48 hours to submit their guess as to who they think the Town Leader is. If they are correct, the Mafia win instead. Town Leader flips as Vanilla Townie.


Would someone be willing to review this? I'm planning to run it in the Large Theme queue in a month or two.
i'm gonna run this when my current large ends
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Post Post #1285 (isolation #6) » Thu Oct 19, 2023 1:18 am

Post by T3 »

In post 1284, Gamma Emerald wrote:
In post 1280, T3 wrote:
17 players:

10 Vanilla Townies
1 Town Parity Cop
1 Town Leader
1 Town Co-leader

3 Mafia Goons
1 Mafia Leader


The Town Leader is informed of the identities of the 3 Mafia Goons but not the Mafia Leader. The Town Co-leader is informed of the identity of the Town Leader. If the Mafia have all been eliminated, then the Mafia Leader has 48 hours to submit their guess as to who they think the Town Leader is. If they are correct, the Mafia win instead. Town Leader flips as Vanilla Townie.


Would someone be willing to review this? I'm planning to run it in the Large Theme queue in a month or two.
That’s a palace game kinda
?
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Post Post #1325 (isolation #7) » Fri Jan 19, 2024 7:12 am

Post by T3 »

Freemason Conspiracy

13 players

3 Masonry A Masons
3 Masonry B Masons
4 Vanilla Townies

3 Mafia Goons

The Masons know whether they are in Masonry A or B at the start of the game and flip as such.

The Mafia may forgo their factional kill and instead make a guess in their PT of 2 or 3 players. If all these players are in the same Masonry, they die. If not, nothing happens.
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Post Post #1326 (isolation #8) » Fri Jan 19, 2024 7:14 am

Post by T3 »

At first glance this seems townsided because the Masons can just claim Mason but not specify which Masonry they’re in… maybe the Mafia can be informed at the start of the game of one Mason in Masonry A and one Mason in Masonry B?
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Post Post #1330 (isolation #9) » Sat Jan 20, 2024 3:48 pm

Post by T3 »

In post 1327, DragonEater70 wrote: I tried to look at various scenarios of this in my head and I feel like a lot of the time the optimum strategy would be really unfun either to the maf or to the town, or even both.

I think if you want to have two masonries, you need to make more VTs + more maf, or smaller masonries, for it to work like a game of mafia. Because a proper game of mafia has an uninformed majority but here you're making the majority mostly informed.
Yeah I suppose so, although the majority is 1. only partially informed and 2. can't reveal their information or they'll be double/triple killed
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Post Post #1331 (isolation #10) » Fri Feb 02, 2024 3:22 am

Post by T3 »

Anti-Masonic Party

13 players

4 Masons
6 Vanilla Townies

3 Mafia Goons

The Mafia may choose to forgo their factional kill and instead make a guess in their PT of 2-4 players. If all these players are Masons, they die. If not, nothing happens.
Last edited by T3 on Fri Feb 02, 2024 3:26 am, edited 1 time in total.
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Post Post #1333 (isolation #11) » Fri Feb 02, 2024 3:23 am

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In post 1328, DragonEater70 wrote: Like maybe 4 mafia, 3 masons, 3 masons, 7 VTs with the same masonry guess mechanic could be balanced AND fun to play.
Idk if this would fill so I'm gonna try and run the 13p setup above first
Last edited by T3 on Fri Feb 02, 2024 3:24 am, edited 1 time in total.
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Post Post #1334 (isolation #12) » Fri Feb 02, 2024 3:23 am

Post by T3 »

In post 1332, Gypyx wrote: you really like this mason guessing idea huh
I do!

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