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Mike
October 18th, 2020, 08:32 AM
All Stars

Players 14 2 Ghosts
Players 15 1 Ghost
Players 16 0 Ghost

Disclaimer (This setup is old school. I am not the creator of this setup. This setup is From Daily Mafia.)(edited to added 1 extra Cit. To be playable via sc2mafia.comstandards)

What is a Ghost? This setup starts night 0. Mafia have 2 Kill power (KP) night 0 16 Player setup. So a ghost is a Sub to the Player that would be killed. For example: 16 player has 0 Ghosts meaning 2 players will be killed night 0 unless one gets a medic save. 15 player has 1 Ghost meaning 1 Ghost Player will be insta killed. and Mafia will pick 1 real player to Kill that can also be medic saved. 14 player setup has 2 Ghosts Meaning Mafia will not pick the KP night 0 that the 2 ghost players will be insta killed night 0 no active players. Ghosts will be in the RNG For the PR roles. But Ghosts can not be 2 PR roles only 1 or none.

What is 2KPTIL2 aka 2KP2? Mafia will have 2 Kill Power (KP) each night, until there are 2 mafia or less alive. They may split their kills on two people, or stack 2KP on one person to ensure they die. (Medics can only protect against 1KP. So if mafia double stack there kills will kill even if there is a medic save)

There are no flips
Game starts with a Night 0

Mafia has 2KPTILL2
Mafia Roles
3 Mafia Goons : No ability but to vote and have night KP. Will Pick 2 KP night 0 on 16p, 1 KP on loosing one mafia member. Mafia night chat for night only can only used to decide who to kill ONLY!!

Town Roles
•Parity Cop: Checks someone each night, told "same" or "different" alignment to the person they checked the previous night.
Must pick a check night 0.

•Nerfed Medic: Saves someone from 1 KP each night, cannot save self, cannot save same person 2 nights in a row. Picks a
night 0 save if 15p or 16p.

•Vigilante: 1KP per game to use during a night phase. Can holster any night. Can not shoot night 0.
•10 Citizens

Town win con: Kill all Mafia
Mafia win con: to get 50% of votes.

OoO: All night actions happen same time. Meaning no night action can cancel another night action. All night actions will happen regardless.

Rule: normal FM rules

Voting = plurality - no hammer.

NO last wills allowed
48/24 day/nights
Min of 10 posts per day. Also must make a post in first 24 of day 1 or be replaced out.
Play nice have fun. Well mafia may not be nice they are mafia lol.

Mike
October 19th, 2020, 09:57 AM
Voss here is the All Stars setup. A pure setup for a purist. Once it is approved will be looking for you /sign. And as you can tell I have not modified it at all.

Marshmallow Marshall
October 19th, 2020, 11:55 AM
Review in progress.

To clarify the special mechanics: Ghosts are basically predefined "attacked Citizens" for night 0. Their existence is RNGed, and they are taken from the pool of Citizens. Is that correct?

Balance: Since 2 townies will likely die on N0, the setup's town/scum ratio can be considered as 10/3, which is a standard ratio for a game with flips. However, scum have the 2KP2 mechanic, while town has a few weak PRs; plus, the game is flipless. I believe adding 1 Citizen would help balance the setup, because it is currently scumsided. I'm open to discussion, though.

Other stuff:

- All TPRs will be present in the game and are unique, right?
- Can the Parity Cop target himself? Please specify.
- 12 hour nights will almost necessarily make some people unable to appear during the night, since the different timezones makes it impossible to make everyone happy. Plus, 48 + 12 is not a multiple of 24, which means that if D1 starts and ends at 2 AM, D2 will start and end at 2 PM. Do you have an objection to making it 48/24?
- What do you mean by "48 hr days 12 hour nights or less once night actions are in night ends. Day starts."?

Voss
October 19th, 2020, 12:15 PM
/presign

also please make vote system plurality.

Voss
October 19th, 2020, 12:15 PM
no hammer would be even cool, but that's still unpopular on this site for some reason.

Mike
October 19th, 2020, 08:01 PM
/presign

also please make vote system plurality.


It is plurality sorry I did not list it.

Mike
October 19th, 2020, 08:16 PM
Review in progress.

To clarify the special mechanics: Ghosts are basically predefined "attacked Citizens" for night 0. Their existence is RNGed, and they are taken from the pool of Citizens. Is that correct?

Balance: Since 2 townies will likely die on N0, the setup's town/scum ratio can be considered as 10/3, which is a standard ratio for a game with flips. However, scum have the 2KP2 mechanic, while town has a few weak PRs; plus, the game is flipless. I believe adding 1 Citizen would help balance the setup, because it is currently scumsided. I'm open to discussion, though.

Other stuff:

- All TPRs will be present in the game and are unique, right?
- Can the Parity Cop target himself? Please specify.
- 12 hour nights will almost necessarily make some people unable to appear during the night, since the different timezones makes it impossible to make everyone happy. Plus, 48 + 12 is not a multiple of 24, which means that if D1 starts and ends at 2 AM, D2 will start and end at 2 PM. Do you have an objection to making it 48/24?
- What do you mean by "48 hr days 12 hour nights or less once night actions are in night ends. Day starts."?

Ok setup is a 15 player setup. Ghosts are for 13 or 14 players to fill the missing players but sub in as the night 0 kills. And one ghost can rng the PR. So all 3 PR roles are not guaranteed. They will be in setup. If we have 15 2 players will be killed noght 0 mafia team will pick the 2.

The setup is not scum sided this setup is not a special setup this is OLD SChool setup that is played everyday. It is literally the most banaced setup out there. Town has won mafia has won.

How the rng works is this
Let’s say we run a 13 player
Rng all 13 players with 2 ghosts makeing it the 15p
P1
P2
P3
P4
P5
P6
P7
P8
P9
P10
P11
P12
P13
G1
G2
I would rng that list
If G1 of G2 land in the first 3 slots I would roll the rng again Untill no G1or G2 are in the first 3 slots
At the same time the 4thru 6 slot would be the PR roles if G1or G2 land in slot 4,5,or6 that PR will not be in fame as it will be in the Graveyard. Now if both G1 and G2 land in slot4,5,6 then I would re roll the rng.
Slot 4 will be cop sot 5 will be medic slot 6 will be viggy so to keep RNG clean.

If it is a 15 player setup no ghost slots. And if mafia hit 2PR night 0 mafia got lucky on who the hit. It can happen.

The cop can not check himself.

Mike
October 19th, 2020, 08:23 PM
Review in progress.

To clarify the special mechanics: Ghosts are basically predefined "attacked Citizens" for night 0. Their existence is RNGed, and they are taken from the pool of Citizens. Is that correct?

Balance: Since 2 townies will likely die on N0, the setup's town/scum ratio can be considered as 10/3, which is a standard ratio for a game with flips. However, scum have the 2KP2 mechanic, while town has a few weak PRs; plus, the game is flipless. I believe adding 1 Citizen would help balance the setup, because it is currently scumsided. I'm open to discussion, though.

Other stuff:

- All TPRs will be present in the game and are unique, right?
- Can the Parity Cop target himself? Please specify.
- 12 hour nights will almost necessarily make some people unable to appear during the night, since the different timezones makes it impossible to make everyone happy. Plus, 48 + 12 is not a multiple of 24, which means that if D1 starts and ends at 2 AM, D2 will start and end at 2 PM. Do you have an objection to making it 48/24?
- What do you mean by "48 hr days 12 hour nights or less once night actions are in night ends. Day starts."?

Ok the night how it works is this. Mafia does not communicate plans or ideas. There night chat is only to pick and decide on who to kill. That is all. I am not agents 24 hour nights. But mafia will not be cheating about anything but who to kill and who they think is pr so they can kill them.


The point of flipless is this the 2KP2 helps give town info if they hit. You see if they lynch a mafia they will only have 1 KP. Mafia only has 2 KP till there is 2 mafia left. If one dies they lose a KP. Mafi can double stack. But that makes then need more mislynchs to win.

I have played this setup as town and as mafia I have won many times as both I have also lost many times as both. I have Moded this setup also many times.

This setup does not need to be changed. Trust me when I say is it balanced ask Voss. He know about this setup as well he has seen it ran.

Voss
October 19th, 2020, 08:59 PM
As Mike has said, given that this setup is played almost daily on a video mafia site, I'm seconding the motion that this setup be approved unchanged.

Also Mike, I mean this with absolutely no offense, but there is an easier way to explain the 'ghost' mechanic in sc2mafia terms.

in 13player, the setup looks like this
3 goons
2 tpr
7 citizens
1 tpr or cit

in 14player, the setup looks like this
3 goons
2 tpr
8 citizens
1 tpr or cit

in 15player, the setup looks like this
3 goons
3 tpr
9 citizens

Voss
October 19th, 2020, 09:04 PM
I do think it is fair to nail down the setup details though, if there is something inconsistent here.

Mike
October 19th, 2020, 09:14 PM
As Mike has said, given that this setup is played almost daily on a video mafia site, I'm seconding the motion that this setup be approved unchanged.

Also Mike, I mean this with absolutely no offense, but there is an easier way to explain the 'ghost' mechanic in sc2mafia terms.

in 13player, the setup looks like this
3 goons
2 tpr
7 citizens
1 tpr or cit

in 14player, the setup looks like this
3 goons
2 tpr
8 citizens
1 tpr or cit

in 15player, the setup looks like this
3 goons
3 tpr
9 citizens

No offense at all ty for makeing it cleared for others.

Marshmallow Marshall
October 20th, 2020, 02:32 AM
It's ok that mafia can't communicate outside of that even if there are 24 hours nights: the main purposes of that phase lenght are to allow everyone who needs to enter an action to do so and to make day + night cycle lenght a multiple of 24 to avoid bad EoD times.

Thanks for the detailed explainations about Ghosts!

~~

I understand the point of the flipless + 2KP2 system; there's nothing wrong with it, and it's rather interesting.
As you and Voss said, the setup is played very often in video mafia in another community. I am convinced, after seeing your feedback, that it works well in that community under that format. However, we're here talking about playing forum mafia on Sc2 Mafia. Those two formats are completely different, a bit like how FM and the Sc2 Arcade are completely different. In FM, there are no non-verbal tells, phase lenghts are infinitely longer, etc. And again, just like how FM setups and Arcade ones cannot be balanced in the same way, FM setups and VM setups cannot be identical.
Therefore, the reviewing process will carry on under normal Sc2 Mafia standards for FM setups. I maintain my comment on balance, and believe it would be best to address it in its aforementioned real context.

I mean no offense to anyone by this, by the way. It's just that the arguments presented don't apply to the situation.

Mike
October 20th, 2020, 03:56 AM
It's ok that mafia can't communicate outside of that even if there are 24 hours nights: the main purposes of that phase lenght are to allow everyone who needs to enter an action to do so and to make day + night cycle lenght a multiple of 24 to avoid bad EoD times.

Thanks for the detailed explainations about Ghosts!

~~

I understand the point of the flipless + 2KP2 system; there's nothing wrong with it, and it's rather interesting.
As you and Voss said, the setup is played very often in video mafia in another community. I am convinced, after seeing your feedback, that it works well in that community under that format. However, we're here talking about playing forum mafia on Sc2 Mafia. Those two formats are completely different, a bit like how FM and the Sc2 Arcade are completely different. In FM, there are no non-verbal tells, phase lenghts are infinitely longer, etc. And again, just like how FM setups and Arcade ones cannot be balanced in the same way, FM setups and VM setups cannot be identical.
Therefore, the reviewing process will carry on under normal Sc2 Mafia standards for FM setups. I maintain my comment on balance, and believe it would be best to address it in its aforementioned real context.

I mean no offense to anyone by this, by the way. It's just that the arguments presented don't apply to the situation.

I agree with what you are saying but remember mafia are just 3 mafia goons no power eather. Consider day1 will always start with 13 players alive On a 13 player setup and possible 14 players alive on a 14 or 15 player setup if the medic saves. Meaning 3 mafia 10 town or 3 mafia 11 town both with 2to 3 pr alive unless
So it can be 3/10 or 3/11. 3•3=9+1 =10 that is fm standerds for balance. Town has 3 PR mafia has 0 but mafi has the 2KP2.

Now for the 48/24 I will change not a problem I see where you are at on that MM.

Mike
October 20th, 2020, 04:00 AM
Also I am hoeing to get a lot of the older players in this setup would be fun to see all of them.

Voss
October 20th, 2020, 11:29 AM
Town knows when they hit 1 mafia there'll be less kills happening. It's not completely flipless.

And as someone who has done a fair amount of forum mafia, and a ton of video mafia, i think video mafia is harder because of the time constraints involved. less time to organize information.

How did you come up with the statement of "adding citizen makes this scum sided setup into a fair setup". Also, on a related note, how many citizens is majority vs plurality worth, and hammer vs no hammer? Because using shitty vote systems is always going to help mafia out.

Marshmallow Marshall
October 20th, 2020, 01:53 PM
I agree with what you are saying but remember mafia are just 3 mafia goons no power eather. Consider day1 will always start with 13 players alive On a 13 player setup and possible 14 players alive on a 14 or 15 player setup if the medic saves. Meaning 3 mafia 10 town or 3 mafia 11 town both with 2to 3 pr alive unless
So it can be 3/10 or 3/11. 3•3=9+1 =10 that is fm standerds for balance. Town has 3 PR mafia has 0 but mafi has the 2KP2.

Now for the 48/24 I will change not a problem I see where you are at on that MM.
As I said previously, the standard ratio is here, but the game is flipless and the TPRs are weak and mafia has the additional kill mechanic.


Also I am hoeing to get a lot of the older players in this setup would be fun to see all of them.
Nice ^^

Town knows when they hit 1 mafia there'll be less kills happening. It's not completely flipless.

And as someone who has done a fair amount of forum mafia, and a ton of video mafia, i think video mafia is harder because of the time constraints involved. less time to organize information.

How did you come up with the statement of "adding citizen makes this scum sided setup into a fair setup". Also, on a related note, how many citizens is majority vs plurality worth, and hammer vs no hammer? Because using shitty vote systems is always going to help mafia out.

That's a small thing compared to having no flips for PR claim wars, no clear flips for association, possibility for Mafia to WIFOM having lost a member, etc.

Well I've played IRL mafia with setups that had a lot of citizens (or rather villagers since I was playing the werewolf version), and it was rather obvious when most people were wolves lol because they were acting weird. Same could be said of VM. However, that's a bit past the point: they are two different game modes that cannot be treated the same way.

Adding a citizen gives town something to balance out the N1 additional kill (assuming a mafia member wasn't lynched on D1, which is legitimate). That's what I've been measuring. There's also that the setup is flipless (even with the 2KP2 mechanic, it's still flipless or at least mostly flipless), which is definetly favoring the scum.

Vote systems can be used well or horribly by town and by scum; the community's ease and experience with a system is a major factor in this. I don't think balance is heavily affected by it; it's up to the players to use the systems' assets correctly.

Voss
October 20th, 2020, 07:07 PM
Mike, I'm pretty sure the kills are mandatory. I've spent a lot of time putting this setup into the narrator, and I'm pretty sure RJ made me do that. Point being that Mafia can't wifom that really well unless they intentionally double stack for the entire game (which self lowers their KPN and then it helps the town).

I don't think it's beside the point. Is it possible that you used your expert forum mafia skills in deducing who the wolves were, and, in addition, maybe that those IRL players aren't hardcore players like those on the most popular VM community? My point is that you can compare the skill level between FM and VM, but not a casual IRL mafia game.

I hear, agree and conceed that 2kpn and flipless helps scum yes. But there are also a lot of town, no mafia power roles, and some tprs, and I don't really see the logic on how you determined that this particular setup, with it's exact scenarios for 13, 14, and 15 player variants needs one citizen in each setup to make it a balanced 14, 15, 16 variant. I do however have the statistics that this setup was run on another community many many times, and has been fine tuned for balance. It really seems like your argument is that video mafia is easier for town, which is why Daily Mafia can run this setup scum sided.

Re: Vote systems. I whole heartedly disagree with your writeoff that either town or scum can use vote systems equally well. I've written many posts about this topic and will reaffiirm that a game with plurality no hammer is more fair than majority with hammer. Is it "one citizen" worth of balance? perhaps not. But that begs the question of how translate mechanics to scum/town ratios so that these balancing questions/suggestions can be more productive.

Mike
October 20th, 2020, 10:36 PM
Fm balance is town count needs to be total mafia times 3 + 1 = total town at start of day 1. And with the 2 kills that would leave day start 3/10 worse case. 3 x 3=9 +1 = 10. Also town needs prs to off set mafia PR.

This setup has 0 mafia PR roles with 3 town PR roles. The balance is mafias 2KP.
The setup has no flips the town balance is 2kptill 2.

This setup is balanced for FM for VM for real life. It is all around balanced. I did not make this setup. We are trying to run a Pure setup. Not change it.

bakermir
October 20th, 2020, 11:16 PM
what about a coroner?

Marshmallow Marshall
October 21st, 2020, 12:05 AM
what about a coroner?

That could be a good idea, but although I can't speak for Mike, I can safely say I doubt it's in the spirit of the game.

Voss, you may be right about IRL mafia (it wasn't those people's first time though, so ehh, I'd just really say they are different games, especially since I didn't apply much from FM), but it still doesn't make FM - VM comparisons of balance valid.

There aren't "a lot of town": if two townies die on N0, which is likely, the setup has an ordinary 10/3 ratio at start of D1. I'm calculating from this, and when I compare this setup's SoD1 situation with a classic setup's, I see significantly scumsided mechanics (two kills, flipless) with few significantly townsided mechanics.

Mike, running a "pure" 8331 setup from the Arcade here would be absolutely crazy balance-wise; this case is not different, only less extreme. This setup is reviewed just like others: by Sc2 Mafia's FM standards. This is final. It wouldn't be fair for the other hosts nor would it be fair for the players if it exceptionally weren't reviewed like this.
The normal 10/3 ratio may be here, but you are missing the main point: 2KP2 and flipless are two heavily scumsided mechanics compared to "normal" setups' mechanics, with few townsided mechanics to balance it (2KP2 is much stronger for scum than having additional scum PRs, which leaves the scumchat limitation as the only significant townsided mechanic). That makes a scumsided setup.


The logic behind the additional citizen is to balance the 2KP2 mechanic by giving one more citizen to sacrifice to the second kill power, which gives town the time it needs to not be disadvantaged compared to its position in normal setups unless it manages to lynch a scum D1. That doesn't look very obscure or strange to me.

Marshmallow Marshall
October 21st, 2020, 12:16 AM
And to be clear. If you're wondering about precedents of imported setups (even imported from other FM sites!), here you go:

https://www.sc2mafia.com/forum/showthread.php/46175-S-FM-Third-Line-Butterfly-(10P)
https://www.sc2mafia.com/forum/showthread.php/32880-CLASSIC-S-FM-Black-Flag-Nightless-(10P)

They didn't get a free pass because of it.

~~

If you wish, I can mark this as an Experimental setup, giving you more leeway but also warning future players that they're signing at their own risk balance-wise.

Mike
October 21st, 2020, 05:33 AM
Fine I will add 1 additional cit. makeing it a 16/15/14 setup.

Mike
October 21st, 2020, 05:39 AM
Marshmallow Marshall

Marshmallow Marshall
October 21st, 2020, 11:58 AM
Thanks.
Could you clarify how night chats will be handled exactly? Something like "you can only say kill: X; I believe Y is PR in chat without any additional characters or marks" to avoid mistakes from the mafia.

Mike
October 21st, 2020, 05:27 PM
Mafia chat will be able to say who they belive is there or reads and who they want to kill. Not discuss if they will fake claim or tell there partner to fake claim.

Mafia1 : I would like to kill MM. I think MM might be a PR. I think MM might be a Viggy.
Mafia2 : I would like to kill Voss.
Mafia3 : I would like to kill Mike. But I am ok with MM.
Mod: who would you like to kill tonight?
Mafia1 : I am ok with killing Mike.
Mafia2 : I am ok with Mike.
Mod: Killing Mike ?
Mafia1: C
Mafia2: C
Mafia3: C
Mod: killing Mike tonight confirmed.

Mike
October 21st, 2020, 05:30 PM
I know it would be 2kp but just makeing an example of a chat how it can go.

Marshmallow Marshall
October 21st, 2020, 08:02 PM
Alright; just try to make sure the players understand the restrictions to avoid unfortunate errors.

Approved. Adding you to the Queue.

Voss
October 26th, 2020, 10:14 AM
Mike, it might be easier to enforce if you do something more like enforcing templates like

"I will kill ____".

Marshmallow Marshall
October 26th, 2020, 07:06 PM
Mike, it might be easier to enforce if you do something more like enforcing templates like

"I will kill ____".

I completely support this, btw.

Mike
October 29th, 2020, 03:52 PM
Mike, it might be easier to enforce if you do something more like enforcing templates like

"I will kill ____".

ok I can do something like this

I think ________ is a ________.
I would like to kill __________
We have to kill __________
I am ok to kill who ever you all want.
I am ok to Kill _______ and ______
I am ok to Kill ________
I Vote to Kill _______
I vote to kill _______ and ______
I think Killing _______ is a mistake.
I think Killing _______ and _______ is a mistake.
________ is not a __________ Trust me.
I do not think ______ is a ______.
C

Mod say "Who would you like to kill tonight?"
MAfia player 1 "I think MM is a cop."
Mafia player 2 "I am ok to kill who ever you all want."
mafia player 3 "I would like to kill Voss"
Mafia player 1 "We have to kill MM"
Mafia player 3 "I think Voss is a PR."
Mafia player 1 "I am ok to Kill MM and Voss."
Mafia player 3 "I vote to kill MM and Voss"
Mafia player 1 "I vote to kill MM and Voss"
Mafia player 2 "I vote to kill MM and Voss"
Mod "OK Killing tonight MM and Voss?"
Mafia player 1 "C"
Mafia player 2 "C"
Mafia player 3 "C"
Mod on "Confirmed Mafia killing MM and Voss tonight."

Voss and Marshmallow Marshall This works for you both?

Mike
October 29th, 2020, 04:03 PM
Mike, I'm pretty sure the kills are mandatory. I've spent a lot of time putting this setup into the narrator, and I'm pretty sure RJ made me do that. Point being that Mafia can't wifom that really well unless they intentionally double stack for the entire game (which self lowers their KPN and then it helps the town).

I don't think it's beside the point. Is it possible that you used your expert forum mafia skills in deducing who the wolves were, and, in addition, maybe that those IRL players aren't hardcore players like those on the most popular VM community? My point is that you can compare the skill level between FM and VM, but not a casual IRL mafia game.

I hear, agree and conceed that 2kpn and flipless helps scum yes. But there are also a lot of town, no mafia power roles, and some tprs, and I don't really see the logic on how you determined that this particular setup, with it's exact scenarios for 13, 14, and 15 player variants needs one citizen in each setup to make it a balanced 14, 15, 16 variant. I do however have the statistics that this setup was run on another community many many times, and has been fine tuned for balance. It really seems like your argument is that video mafia is easier for town, which is why Daily Mafia can run this setup scum sided.

Re: Vote systems. I whole heartedly disagree with your writeoff that either town or scum can use vote systems equally well. I've written many posts about this topic and will reaffiirm that a game with plurality no hammer is more fair than majority with hammer. Is it "one citizen" worth of balance? perhaps not. But that begs the question of how translate mechanics to scum/town ratios so that these balancing questions/suggestions can be more productive.

This is correct, All mafia kills are mandatory, Thing is they can't even kill one of there own. They can also Double stack both kills on same person. But Both kills have to be made yes but it can be the same person. The only kill that is not Madatory is the Viggy shot. But he only gets 1 shot per game. Also The Viggy can not shoot night 0.

Marshmallow Marshall
October 29th, 2020, 10:36 PM
ok I can do something like this

I think ________ is a ________.
I would like to kill __________
We have to kill __________
I am ok to kill who ever you all want.
I am ok to Kill _______ and ______
I am ok to Kill ________
I Vote to Kill _______
I vote to kill _______ and ______
I think Killing _______ is a mistake.
I think Killing _______ and _______ is a mistake.
________ is not a __________ Trust me.
I do not think ______ is a ______.
C

Mod say "Who would you like to kill tonight?"
MAfia player 1 "I think MM is a cop."
Mafia player 2 "I am ok to kill who ever you all want."
mafia player 3 "I would like to kill Voss"
Mafia player 1 "We have to kill MM"
Mafia player 3 "I think Voss is a PR."
Mafia player 1 "I am ok to Kill MM and Voss."
Mafia player 3 "I vote to kill MM and Voss"
Mafia player 1 "I vote to kill MM and Voss"
Mafia player 2 "I vote to kill MM and Voss"
Mod "OK Killing tonight MM and Voss?"
Mafia player 1 "C"
Mafia player 2 "C"
Mafia player 3 "C"
Mod on "Confirmed Mafia killing MM and Voss tonight."

Voss and Marshmallow Marshall This works for you both?

Yes.

OzyWho
June 4th, 2021, 04:33 PM
As Mike has said, given that this setup is played almost daily on a video mafia site, I'm seconding the motion that this setup be approved unchanged.
Just ftr, for perfect balance, imho, setups for live mafia should be made slightly more town sided than forum mafia. Heck, even in forum mafia having a game be 36/12 instead of 48/24 would move any setup slightly towards the favor of wolves.

I say all that without even having read this setup though. :P

Mike
June 5th, 2021, 02:43 PM
Changed
Before

Nerfed Medic: Saves someone from 1 KP each night, cannot save self, cannot save same person 2 nights in a row. Picks a
night 0 save if 14p or 15p.

Now
Nerfed Medic: Saves someone from 1 KP each night, cannot save self, cannot save same person 2 nights in a row. Picks a
night 0 save if 15p or 16p.

Nerfed medic does not get a save if 2 ghosts on night 0. So had to fix the typo

Mike
June 16th, 2021, 10:45 AM
(I edited the setup)I added in the rules that no last wills where allowed since I forgot to put that in

Mike
June 16th, 2021, 10:49 AM
This is correct, All mafia kills are mandatory, Thing is they can't even kill one of there own. They can also Double stack both kills on same person. But Both kills have to be made yes but it can be the same person. The only kill that is not Madatory is the Viggy shot. But he only gets 1 shot per game. Also The Viggy can not shoot night 0.

Rereading it I fixed a typo MAfia can not kill one of there own That is what I meant to put I m the king of typos I am sorry. used to say


This is correct, All mafia kills are mandatory, Thing is they can even kill one of there own. They can also Double stack both kills on same person. But Both kills have to be made yes but it can be the same person. The only kill that is not Madatory is the Viggy shot. But he only gets 1 shot per game. Also The Viggy can not shoot night 0.

Voss
June 16th, 2021, 10:50 AM
If people don't understand what 'ghosts' mean, you can think of it like we have 14 players, but 16 roles. And there are rules on what is guaranteed to spawn.