[CHALLENGE] May Challenge

This forum is for discussion of individual Open Setups, including theoretical balance.
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Post Post #50 (ISO) » Fri May 29, 2020 6:53 am

Post by Isis »

This is a strong month
"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?"
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Post Post #51 (ISO) » Fri May 29, 2020 6:54 am

Post by Alyssa The Lamb »

In post 82, Alyssa The Lamb wrote:Extended, maybe? I think it depends on how active the thread is
there's been enough momentum over the past several days that I'm not going to just call it here for voting, but I don't want to extend this for another month only for it to be dead for three weeks

I'll leave it for discussion since there's likely people here who would have a better idea on that than I would
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Post Post #52 (ISO) » Fri May 29, 2020 6:54 am

Post by Isis »

Do you think One Night Ultimate Conspiracy games would be improved by arbitrary night phases with no kills, just a loss of main thread access for a bit?
"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?"
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Post Post #53 (ISO) » Fri May 29, 2020 8:28 am

Post by Hectic »

That'd be interesting. Like a short 2 day intermission halfway through the phase to force people to make use of the hoods? Last time, the hoods were fairly active in the two rounds except for one round where a hood only had like 5 posts.

Also, I actually have more Conspiracy ideas but I don't want to continue spamming the thread with them. I'll probably run a Conspiracy game with each round being an altered Conspiracy setup, and keep a points tally through the rounds.
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Post Post #54 (ISO) » Fri May 29, 2020 8:37 am

Post by Isis »

As I think about it maybe it could be like a darkness falling thing? Like the deadline to lock the thread is earlier than the deadline that locks the neighbor pts, the final part of the game is played in the pt, although still let them lolhammer conspiracies early if they want
"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?"
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Post Post #55 (ISO) » Fri May 29, 2020 8:47 am

Post by Hectic »

Oh, I see what you mean. So they have 3 days of discussion in thread + hoods, and then if no one has self-voted, "darkness falls", the thread is locked, and they have 2 more days to talk in the hood and for someone to self-vote. It'd be cool if no one wanted to self-vote approaching deadline, and they'd be speculating/wondering if anyone in the other hood was going to, since no one self-voting would mean mafia automatically win the phase.

https://youtu.be/2D4qvaLpHfw?t=150
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Post Post #56 (ISO) » Fri May 29, 2020 9:07 am

Post by northsidegal »

In post 45, Hectic wrote:And yeah, that's exactly what lylo ends up being. Scum can give themselves the chalice for *WIFOM* but erase their chances of an easy quickhammer win, or can give a townie the chalice and hope they win equivalent to how they'd win if town voted for each other in a normal lylo.
i'd also change the mafia wincon to include "or nothing can prevent this" so that the game just ends if town passes the chalice to town in lylo
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Post Post #57 (ISO) » Fri May 29, 2020 9:46 am

Post by Hectic »

Cool, added.
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Post Post #58 (ISO) » Fri May 29, 2020 12:35 pm

Post by Hectic »

Last one:

Death Curse
4 Mafia

13 Town

Nightless.
Each day, players vote to give someone a scroll containing a death curse. That person must pass the scroll to a second person, who must pass it to a third. Then, the 3 players who came in contact with the scroll simultaneously die and are flipped.
This repeats until mafia have parity with the town, or all mafia are dead.
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Post Post #59 (ISO) » Fri May 29, 2020 1:54 pm

Post by Kanna »

Trust Fall
2 Mafia Goons

7 Vanilla Townies


Nightless.
There is no lynching during the day; instead, there is a Trust Fall mechanic. To Trust Fall, one player must post in bold: “I trust X” and the trustee, X, must reciprocate. Together, they will exit the game and their alignments are revealed.
Mafia cannot Trust Fall together.
Mafia win when they have both exited the game. Town win when Mafia outnumbers them.

I don’t think the numbers work well, but it’s the thought that counts

I’m also really liking the setups this month!

edit: thanks for the feedback!
edit edit: i've realised that parity/outnumber at 6:2 makes it too easy. town only need to make 2 correct pairs and then they win. but if it's outnumber, i don't think it makes sense in a T T S S scenario(?) i've changed it back since 7:2 gives a reverse lylo of T T S which seems fairer even if EV is worse.
Last edited by Kanna on Mon Jun 01, 2020 1:30 am, edited 4 times in total.
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Post Post #60 (ISO) » Fri May 29, 2020 1:57 pm

Post by northsidegal »

how does town win?
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Post Post #61 (ISO) » Fri May 29, 2020 2:04 pm

Post by Kanna »

It’s almost like reverse mafia so it’s when mafia outnumber town? Does that work?
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Post Post #62 (ISO) » Fri May 29, 2020 2:13 pm

Post by Hectic »

Town would win when when they have parity with mafia, right? Currently, mafia will win unless 1 of them ends up being the only person left behind after 4 trust falls. What do you think of adding a town and making it 2/8, so town wins as long as either of the two remaining players at the end are mafia?
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Post Post #63 (ISO) » Fri May 29, 2020 2:15 pm

Post by northsidegal »

In post 61, Kanna wrote:It’s almost like reverse mafia so it’s when mafia outnumber town? Does that work?
it works, although if you want my opinion i think it'd be scumsided
In post 62, Hectic wrote:Town would win when when they have parity with mafia, right? Currently, mafia will win unless 1 of them ends up being the only person left behind after 4 trust falls. I would suggest adding a town and making it 2/8, so town wins as long as either of the two remaining players at the end are mafia.
how does town get parity with mafia in a 9 player game where you only ever remove 2 at a time? you could only go 7->5->3->1 townies alive, and there's only ever either 2 or 1 mafia alive
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Post Post #64 (ISO) » Fri May 29, 2020 2:33 pm

Post by Hectic »

Parity was the wrong word. *Have town be outnumbered by the mafia. Parity would be a thing if it was 2/8.
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Post Post #65 (ISO) » Sat May 30, 2020 12:33 am

Post by callforjudgement »

In post 63, northsidegal wrote:
In post 61, Kanna wrote:It’s almost like reverse mafia so it’s when mafia outnumber town? Does that work?
it works, although if you want my opinion i think it'd be scumsided
Vote for Town, which is very similar to but probably slightly more townsided than this, seems to be balanced at 6:2. So this is likely to be scumsided at 7:2.
scum
· scam · seam · team · term · tern · torn ·
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Post Post #66 (ISO) » Sat May 30, 2020 12:46 am

Post by Isis »

How do mountainous numbers compare to ebonohar numbers? It's largely ebonohar vote for town, except with the reciprocation element added that I'd expect to only minorly affect ev
"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?"
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Post Post #67 (ISO) » Sat May 30, 2020 4:01 am

Post by Something_Smart »

In post 46, mith wrote:S_S: Maybe just one swap, and scum lose if they are all in the same location (or rather, all town are at two locations).
I like this one. Seems sufficiently unlikely that it won't affect EV hugely.

Guardians of the Fortress v2
3 Mafia Goons

6 Vanilla Townies


On Day 1, there is no lynching. Instead, at any time a player may sign up to guard the
Gate
, the
Wall
, or the
Keep
. One player may only sign up to guard one location, and players may not change their chosen location. At most three players can be signed up at any one location.

Day 1 ends when all players except one have signed up for a location. The last player will be forced to the last location without three people at it. Then, if all three mafia members are at the same location, the town wins immediately. Otherwise, the scum must choose two players and swap their locations such that exactly one scum member is at each location. Location assignments are public.

Finally, the three locations resume as independent three-player minigames, with the following rules:
  • At the
    Gate
    , one town player is chosen by the mafia to be confirmed as town, and town must lynch the mafia member to win.
  • At the
    Wall
    , there are no special rules. Town must lynch the mafia member to win.
  • At the
    Keep
    , town must vote on one player. If that player is town, town wins; otherwise, mafia wins.
The side that wins a majority of the minigames is the winner.
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Post Post #68 (ISO) » Sat May 30, 2020 4:56 pm

Post by T-Bone »

In post 11, Auro wrote:
Chromavalon v1.1
[Mafia]

Red Goon
Blue Goon
Green Goon

[Town]

Red Merlin
Blue Merlin
Green Merlin
5x Vanilla Town

[More information]
  • Goons are given a set of 5 town including the 3 Merlins and 2 random VTs, but they don't know who's who. Mafia cannot NK any of these players on the first night.
  • Each colored Merlin knows their color, and the identity of their correspondingly colored goon.
  • If Goons fail to achieve parity, they can win by identifying the colors of all Merlins correctly.
  • Only alignments reveal on flip.
  • Daytalk is always present, and dead Goons can continue to chat in the scum PT after death.
  • Percival is given the set of 3 Merlins, without their colors.

  • Merlins know the other Merlins, but not colors.


Still refining the idea but thought I'd post it here. Partial credit to Popsofctown ^_^

Changelog
:
  • After a discussion with BBMolla, added Percival. Also added the condition that Mafia cannot NK in their Merlin pool on N1.
  • Removed Percival after further thought, to prevent Massclaim from being too beneficial from town (considering Merlins are N1 unkillable)
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There is a demand for this. BBMolla put this game in and it filled in about 48 hours.
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Post Post #69 (ISO) » Sat May 30, 2020 6:02 pm

Post by NotAJumbleOfNumbers »

Hmmm....I'd like to run Triad Conspiracy.
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Post Post #70 (ISO) » Sun May 31, 2020 3:12 am

Post by NotAJumbleOfNumbers »

Update: Posted it in Open Queue, still looking for a co-mod
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Post Post #71 (ISO) » Sun May 31, 2020 2:00 pm

Post by Albert B. Rampage »

Since its still may I'll enter this one:

14 players, 3 scum. At the start of the game, every player lists their order of preference for their role:

5 Nobles with a household guard and army

4 Power Brokers with a spy network

5 Court Officials


Ties for preferred roles will be decided randomly. These roles are public.

Each noble and power broker can travel once per phase and each start with a second-in-command NPC, who can carry out one action per phase. Court officials carry out their own one action per phase. Players don't flip on death. Everyone starts in the capital city. Armies start in their respective Noble's castle. Scum start with an undetectable PT and a secret unblockable untargetable collective Spy Network NPC operative who always resolves actions fast. Actions cannot be withdrawn or changed once submitted, and will resolve during a brief lockdown period between phases. Power Brokers start in their own PT (doesn't count as secret alliance). Voting functions as usual to lynch.

Locations:

-Capital City
-5 Castles, one for each Noble

Players and their second-in-commands in the capital city are revealed at the start of each phase. Players outside the city are hidden from public view. NPC/Player second(and third)-in-commands always follow their Noble or Power Broker unless arrested (upon release, they re-join the Noble's party). A Noble is alerted if a player is staying in their castle.

Action Resolution:
burst happen right away, fast happen in the next game phase, and slow happen at the start of two phases after next (if initiated week 1, will resolve week 3). In case of conflict, actions resolve first in this order: Escape route, Burst, Fast, Slow, and then, Power Broker, Noble, Court Official Actions.

Player Actions


Travel Actions:

-Travel without household guard escort (move to specified location) (fast)
-Travel with household guard escort (move to specified location) (slow)

If a noble is separated from their household guard, the guards are automatically disbanded. Court Officials can't travel.

Castles belonging to a dead Noble can't be visited.

Court Official Actions:

-Investigate death (look at a dead player's flip) (fast) (hidden)
-Investigate alliances (find out all the secret alliance PTs a player is in) (burst) (hidden)
-Investigate plots (find out how many active kidnapping and assassination plots there are) (burst) (hidden)
-Investigate escape routes (will reveal if target player has any planned, and destination) (burst) (hidden)
-Disband household guard (type:
Disband: Player1's Guard
) (only works if they are in capital city) (fast) (public)
-Arrest second-in-command (type:
Arrest: Player1's 2nd
(only works if they are in capital city) (burst) (public)
-Release second-in-command (type:
Release: Player1's 2nd
) (burst) (public)

Noble Actions:

-Kill hostage / violate guest right (kill a player residing in your castle or a conquered castle by typing
Kill: player1
) (burst) (public)
-Release hostage (release a player taken hostage to their castle back to the capital city) (fast) (public)
-Recruit new household guard (must stay in home or conquered castle until resolution) (slow) (hidden)
-Call the banners (prepare your army) (fast) (publicly revealed next phase after use)
-Move the army (move a prepared army to a capital city or a designated castle) (slow) (publicly revealed next phase after use)
-Lay siege to castle (can only use once per game, conquer designated castle, targeted player can no longer prepare or move their army) (fast) (public)

When there are at least 2 armies moved to the capital, a vote can be taken by the army leaders to stage a coup, by typing
Support Coup: player 1, player 2, player 3, etc.
and with a majority vote, re-appoint all Court Officials. Nobles and Power Brokers can gain Court Official actions on top of their original actions, and former Court Officials lose all their abilities.

Court Officials who lose their abilities and Power Brokers who have all their followers killed gain the ability to become a 2nd or 3rd-in-command for a Noble or Power Broker by publicly typing
Pledge: player 1
. They gain all abilities associated with that player and must carry out their orders that will be given to them publicly by the Noble who can type
Player 1: Action
. They may use pledge once per phase, including to change allegiance from one Noble to another, and doing this can interrupt slow actions.

Second(or third)-in-command Actions


Noble Actions:

-House arrest (Must have household guard. Roleblock a player without a household guard (or if they are busy arresting) from using Player Actions (fast) (public)
-Secret alliance (neighborizer) (burst) (hidden)
-Recruit ally (gain an NPC third-in-command that will give you an additional action per phase, can only be used once per game) (slow) (hidden)

Spy Network Actions:

-Plan escape route (grants self or targeted player the escape route ability to leave capital city, must designate destination castle) (slow) (hidden)
-Escape route (escape capital city with household guard in pre-established escape route, does not use an action, overrides house arrest) (burst) (hidden)
-Plan assassination (kill a player's second-in-command if there is one accompanying him, if none, then kill player. Must designate location of player at time of resolution or action fails) (slow) (hidden)
-Infiltrate intelligence network (pick 2 players you suspect of having a secret alliance and become a hidden observer in their PT) (fast) (hidden)
-Take hostage (take a player without a household guard (or busy arresting) to a designated castle and jailkeep them, must designate target player's location at resolution) (slow) (hidden)
-Recruit ally (gain an NPC third-in-command that will give you an additional action per phase, can only be used once per game) (slow) (hidden)

A player cannot have a fourth-in-command (player or NPC). If a 2nd-in-command dies or is arrested, the 3rd-in-command becomes the 2nd-in-command (but cannot resume actions started by 2nd; they are interrupted).
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Post Post #72 (ISO) » Mon Jun 01, 2020 5:03 pm

Post by Auro »

Deepwolf ConspiracyThe game is either a Conspiracy [2 goons vs 7 town] or Innocent [9 town].

Town
: You can use your vote to lynch, and play the game normally. You can choose to leave at any point; mod registers game leaves at the end of every two IRL days.

If the game is Innocent, you win upon being lynched, or exiting the game. You lose if you're the last 5 Town.

If the game is Conspiracy, you win if both scum are lynched, and lose if a) you exit the game, or b) scum reach parity.

Mafia
: Achieve parity to win.


Nightless flipless. Or maybe I can make this flipful (eeks) and add a White Flag?

Hoctac, you may be interested in this inversion of Conspiracy!
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Post Post #73 (ISO) » Tue Jun 02, 2020 10:39 am

Post by BBmolla »

We Need a Fourth
3 players, 1 Bot (4 total)

2 Town

2 Mafia

  • Daystart
  • Nightless
  • If a townie is lynched day 1, he does not get lynched and is instead given a one-shot compulsive dayvig.
  • If a mafia member is lynched day 1, he has to confirm one of the town players as town.
  • If there is one scum and one town left, it is a scum victory.
  • If the bot is lynched and is Town, the Bot will immediately shoot both the players who voted it first and second.
  • If the bot is lynched and is Mafia, the partner selects someone to reveal.
  • Day 1, the Bot will always hammer unless the L-1 vote is upon itself.
  • In LYLO, Town-Bot will vote for the last Scum.
  • In LYLO, Scum-Bot will vote for the unconfirmed Town.


I don't know if this is fun or interesting but why not
Last edited by BBmolla on Tue Jun 02, 2020 9:57 pm, edited 1 time in total.
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Post Post #74 (ISO) » Tue Jun 02, 2020 4:49 pm

Post by Isis »

That game looks like it is either
-abject worthlessness
-an ingenious masterpiece that outclasses every other <smaller than vengeful> that's ever been designed, and it's two player slots more accommodating to queueing than Vengeful, not just 1. My intuition is that at such small numbers having an odd number of players will make for a better social deduction game
"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?"

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