five-sided sc2mafia
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  1. ISO #1

    five-sided sc2mafia

    so this is the set-up I have been unleashing on pubs this evening:

    -Godfather all options ticked on
    -mafioso
    -disguiser
    -Veteran
    -Veteran
    -Busdriver
    vete: infinite alerts, pierce immune. bd: target self on
    -Serial killer
    -Serial killer
    kills Rb's wins ties over arsonist
    -Arsonist
    -Arsonist
    Invulnerable at night, pierce immune, target knows he is doused.
    -Witch
    -Witch

    -Mass Murderer can target self, invul at night, no nights between sprees
    -Benign Nat
    -Benign Nat
    surv: 4 vests, exe all -target always town, amne role revealed can't become mafia.

    the opinions have been rather... amusing to say the least. I am trying to spice pubs up a little as they are boring me to tears with the 9-3-3 every game.

    2 endgame scenarios I have had so far:

    vete vs arson vs MM

    vete claimed arson, MM and arson claimed their roles respectively
    Arson went to the fake arson, MM went to the fake arson, vete alerted and won the game.

    MM vs Arson vs 2 witch vs bd

    1 witch and bd got burned, MM failed to kill arson and the remaining witch caused the arson to visit the MM whom was targeting himself. MM died, Arson won the game.

    /discuss and /share your fun set-ups!
    G: 15 | W: 13 | MVP: 2
    S-FM Casino: Town (WIN) S-FM BSDL:Detective (WIN)S-FM PCS: Subject X (Arsonist) (WIN/MVP) S-FM Mani: Citizen (WIN) FM-XV Rebel/Haunter (WIN) S-FM Prelude: doctor (WIN/MVP) S-FM HotD: (town/loss) S-FM L&D: Lookout (WIN) S-FM BL: Framer (WIN) M-FM XIII Vigilante/Subject XVI (WIN/MVRIP) S-FM SE: Mafioso: (WIN) S-FM Flashmob 1: Doctor (Win) Fmob 2: SK (Coulda/Woulda/Shoulda) S-FM BT: Sheriff (WIN) S-FM Websites: Citizen (WIN)

  2. ISO #2

  3. ISO #3

  4. ISO #4

    Re: five-sided sc2mafia

    I think more than 1 Vet is OP for town in these setups. I like the Bus Driver though. Mafia knows who's who, other sides have a lot of power. Add a Cult with 2 nights and no recruit restrictions. If they can't recruit then they become the game's investigative role and can call out Mafia. Then other roles use last wills (lol, people using last wills) and reveal the Vet for other players. Everyone has a pretty even chance, I think.

  5. ISO #5

    Re: five-sided sc2mafia

    Quote Originally Posted by Slaol View Post
    I think more than 1 Vet is OP for town in these setups. I like the Bus Driver though. Mafia knows who's who, other sides have a lot of power. Add a Cult with 2 nights and no recruit restrictions. If they can't recruit then they become the game's investigative role and can call out Mafia. Then other roles use last wills (lol, people using last wills) and reveal the Vet for other players. Everyone has a pretty even chance, I think.
    was thinking about adding cult instead of witch actually. or just 2 evil so its a 50/50 on cult/witch

    6 sided mafia
    G: 15 | W: 13 | MVP: 2
    S-FM Casino: Town (WIN) S-FM BSDL:Detective (WIN)S-FM PCS: Subject X (Arsonist) (WIN/MVP) S-FM Mani: Citizen (WIN) FM-XV Rebel/Haunter (WIN) S-FM Prelude: doctor (WIN/MVP) S-FM HotD: (town/loss) S-FM L&D: Lookout (WIN) S-FM BL: Framer (WIN) M-FM XIII Vigilante/Subject XVI (WIN/MVRIP) S-FM SE: Mafioso: (WIN) S-FM Flashmob 1: Doctor (Win) Fmob 2: SK (Coulda/Woulda/Shoulda) S-FM BT: Sheriff (WIN) S-FM Websites: Citizen (WIN)

  6. ISO #6

 

 

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