Nightless
2 Mafia + 2 Werewolves
or
4 Mafia
or
4 Werewolves
8 Townies
I still like the basic mechanic but it can probably be made more elegant. Some ideas for expansion:Sheep and Wolves 1.2
6 Sheep- At night, target one player. Sheep win if at least 3 target the same player, +2 for every shepherd targeting the player that night. No night talking (obviously). If there are fewer than 3 sheep left, all sheep die.
4 Townies- No powers. Town wins when all wolves are dead.
1 Shepherd- At night, target a player to lead two sheep away from them. You win with the town.
1 Roleblocker- At night, target a player. That player will be unable to perform any action (sheep, shepherd, kill, protect). You win with the town.
1 Doctor- At the beginning of every night, target a player. Any kill attempts during that night on that player fail. Cannot self-protect. You win with the town.
3 Wolves- At any time, target a player. If target is a sheep, the target dies, if target is town, you die. Additionally, you can talk at night and send a normal night kill. Wolves win when they equal or outnumber the town and sheep combined.
1 Wolf in Shepherd's Clothing- A wolf, but with the powers of a shepherd.
Day start. Sheep do not know the other sheep. Wolves do know the other wolves (they are essentially scum).
Do the cows know who each other are?Fiasco wrote:Wolves and Cows, 0.1
6 townies
1 doctor
1 roleblocker
1 governor (makes night target unlynchable the next day)
3 wolves
1 cow doctor
1 cow roleblocker
1 cow governor
day start
wolves are a standard mafia
cows win if the game ever reaches N7 (note: I haven't thought about this number), whether or not any cows live
probably this game needs an info role
Good idea on the surface, but my problems are that it's too confusing and it's not exactly a normal game.Fiasco wrote:Three Hat Mafia
16 players, 4 scum 12 town, cop head start
everyone has a blue hat or no blue hat, a green hat or no green hat, a yellow hat or no yellow hat, a red hat or no red hat (all 16 combinations happen once)
the scum all have 3 hats, for the rest it's random (this means one role is a "miller" with 4 hats)
the town consists of 12 hat cops, 2 sane and 1 insane for each hat color (they know what color they can see but not whether they're sane)
the point is to have lots of little pieces of objective information that don't necessarily overwhelm the normal day game, but I hope this doesn't become too puzzle-y like dethy
What's the point of the hats?Fiasco wrote:Three Hat Mafia
16 players, 4 scum 12 town, cop head start
everyone has a blue hat or no blue hat, a green hat or no green hat, a yellow hat or no yellow hat, a red hat or no red hat (all 16 combinations happen once)
the scum all have 3 hats, for the rest it's random (this means one role is a "miller" with 4 hats)
the town consists of 12 hat cops, 2 sane and 1 insane for each hat color (they know what color they can see but not whether they're sane)
the point is to have lots of little pieces of objective information that don't necessarily overwhelm the normal day game, but I hope this doesn't become too puzzle-y like dethy
I've never played dethy, but it's more of a logic puzzle than Mafia, so more days would probably tilt thingsBlakAdder wrote:Speaking of Dethy, this is just an idea I had the other day. Would a Dethy setup where the Mafia doesn't have an NK work? I like Dethy, but the low number of days kind of favors scum. Would taking the Mafia's NK even it more, or would it tilt it toward towntoomuch.