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ashersky

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Standard Mafia Setups on f.ds
« on: March 12, 2014, 07:01:09 pm »

This thread serves as your reference point for all currently used “standard” setups on f.ds.  All links to setups are to further posts in this thread containing setup information, errata, and explanations.  Mods may link to this thread or posts within it when using these setups.

For a link to all games, go here: http://forum.dominionstrategy.com/index.php?topic=9677.0


f.ds Original Setups:

asher9++
12 players, semi-open, randomly determined and distributed power roles.  Created by f.ds mod ashersky.
Games:  M39
WIFOM
13 players, semi-open, 50% chance of up to 5 modifications.  Created by f.ds mod Archetype.


Standard Setups:

C9++
13 players, semi-open, randomly determined and distributed power roles.
Games: M17, M24, M32

JK9++
13 players, semi-open, randomly determined and distributed power roles.
Games: M12, M36

Pick Your Poison
13 players, open, mafia decides which three power roles are assigned to town.
Games: M8, M23


Newbie Friendly Setups:

2of4
9 players, open, one of six possible setups is randomly used.
Games: M1, M2, M7, M10, M26

F11
9 players, open, one of four possible setups is randomly used.
Games: M21

Matrix6
9 players, open, one of six possible setups is randomly used.
Games: M34, M41


Other Setups Used on f.ds:

Medical Mafia (M5), Alternating 9P (M13), Switch (M15), Pick your Power (M16), Masons and Monks (M20), Hard Boiled (M27), Donner Party (M29), Fire and Ice (M33), Stack the Deck (M35), Diffusion of Power (M37)
« Last Edit: January 27, 2015, 05:24:16 pm by ashersky »
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ashersky

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Re: Standard Mafia Setups on f.ds
« Reply #1 on: March 12, 2014, 07:01:23 pm »

Asher9++ is a semi-open setup for 12 players. Setup generation is a randomized process that is open and explained below.

All games include a Universal Back-Up and a Godfather. The remaining 10 roles are determined by rolling six random numbers from 1-100. Each roll is separate. The following number ranges are assigned letters as shown:

1-50: T (Townie. This directly influences scum power roles.) (50/100)
51-60: E (“Either” Cop or Doctor) (10/100)
61-65: C (Cop) (5/100)
66-70: D (Doctor) (5/100)
71-80: V (Vigilante) (10/100)
81-90: M (Mason) (10/100)
91-100: B (Blocker) (10/100)

After the letters have been assigned, the mod refers to the list below to determine which power roles are included.

E Roles*
E = 1-Shot Doctor OR 1-Shot Cop
EE = 1-Shot Doctor OR 1-Shot Cop x2
EEE = Doctor OR Cop; 1-Shot Doctor OR 1-Shot Cop
EEEE = Doctor OR Cop; 1-Shot Doctor OR 1-Shot Cop x2
EEEEE = Doctor OR Cop x2; 1 -Shot Doctor OR 1-Shot Cop
EEEEEE = Doctor OR Cop x2; 1-Shot Doctor OR 1-Shot Cop x2

C Roles
C = 1-Shot Cop
CC = Cop
CCC = Cop; 1-Shot Cop
CCCC = Cop; 1-Shot Cop x2
CCCCC = Cop x2; 1-Shot Cop
CCCCCC = Cop x2; 1-Shot Cop x2

D Roles
D = Doctor
DD = Doctor; 1-Shot Doctor
DDD = Doctor; 1-Shot Doctor x2
DDDD = Doctor x2; 1-Shot Doctor
DDDDD = Doctor x2; 1-Shot Doctor x2
DDDDDD = Doctor x3

Vigilante Roles
V = 1-Shot Vigilante
VV = Vigilante
VVV = Vigilante; 1-Shot Vigilante
VVVV = Vigilante; 1-Shot Vigilante x2
VVVVV = Vigilante x2; 1-Shot Vigilante
VVVVVV = Vigilante x2; 1-Shot Vigilante x2

Mason Roles
M** = 1 Mason
MM = Innocent Child (Confirmed at start of Day 1)
MMM = 2 Masons
MMMM = 2 Masons; Innocent Child
MMMMM = 3 Masons
MMMMMM = 2 Masons; 2 Masons (i.e. two separate pairings)

Blocker Roles
B = Roleblocker
BB = Roleblocker; 1-Shot Roleblocker
BBB = Roleblocker; 1-Shot Roleblocker x2
BBBB = Roleblocker x2; 1-Shot Roleblocker
BBBBB = Roleblocker x2; 1-Shot Roleblocker x2
BBBBBB = Roleblocker x3

Scum Roles (In addition to the Godfather)
TTTTTT*** = Goon x2
TTTTT*** = Goon x2
TTTT = 1-Shot Strongman; Roleblocker
TTT = 1-Shot Strongman; Roleblocker
TT = Strongman; Roleblocker
T = Strongman; Roleblocker
0 Ts = Strongman; Roleblocker; 1-Shot Bulletproof****

After power roles are determined from the table above, Vanilla Townies are added to arrive at 12 players.

* "Or" roles are determined randomly
** Single M rolls result in the Universal Backup converting to a Mason
*** 5 or 6 T rolls result in a scum team of Goon - Goon - Godfather. During N0, the team may elect to have one of the two Goons be 1-Shot Bulletproof. This is optional and not required.
**** If there are zero Ts, one member of the mafia team is randomly 1-Shot Bulletproof.

Clarifications:

--If a 1-Shot PR is the first PR to die, the UB will inherit that role, even if the shot was used up. The UB will not receive a new shot.
--If the Universal Backup converts to a Mason due to a single M roll, that player will not be informed of the conversion.
--Mafia Strongman modifier defeats one doctor protection or roleblocker. If two or more doctors successfully protect the target, the kill will fail. If a doctor protects the target and the Strongman is blocked, the kill will fail.  If two roleblockers target the Strongman, the kill will fail.
--The Bulletproof modifier will be revealed upon death, if selected or assigned.
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ashersky

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Re: Standard Mafia Setups on f.ds
« Reply #2 on: March 12, 2014, 08:17:51 pm »

Matrix6 setup is a standard, open setup for 9 players (7 town, 2 mafia).  It originated at mafiascum.net.

The matrix refers to:

-------------------------------------------------------
|Town Jailkeeper          |Vanilla Townie|Mafia Goon  |
|Mafia Roleblocker        |Town Cop      |Town Doctor |
|1-Shot Bulletproof Townie|Mafia Goon    |Town Tracker|
-------------------------------------------------------


A random row or column of the above matrix is selected and five Vanilla Townies and one Mafia Goon are added to the three roles listed. 

There are six possible variations:

6 Vanilla Townies, 1 Town Jailkeeper, 2 Mafia Goons
5 Vanilla Townies, 1 Town Cop, 1 Town Doctor, 1 Mafia Goon, 1 Mafia Roleblocker
5 Vanilla Townies, 1 1-Shot Bulletproof Townie, 1 Town Tracker, 2 Mafia Goons
5 Vanilla Townies, 1 1-Shot Bulletproof Townie, 1 Town Jailkeeper, 1 Mafia Goon, 1 Mafia Roleblocker
6 Vanilla Townies, 1 Town Cop, 2 Mafia Goons
5 Vanilla Townies, 1 Town Doctor, 1 Town Tracker, 2 Mafia Goons

A few notes on the setup:
-The Mafia Roleblocker is able to both kill and roleblock on the same night.
-The Mafia Roleblocker's action resolves before the Town Jailkeeper's action.
-The 1-shot Bulletproof Townie's bulletproof ability is a reflexive ability, and thus cannot be roleblocked.
-Roles may not self-target.
-This game has a day start.
-The mafia may talk to each other via Quicktopic each night, including Night 0.
-Dead mafia may not post in their Quicktopic.
« Last Edit: March 17, 2014, 07:13:35 am by ashersky »
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ashersky

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Re: Standard Mafia Setups on f.ds
« Reply #3 on: March 17, 2014, 07:14:26 am »

The C9++ setup is a standard, semi-open setup for 13 players.  It originated at mafiascum.net.

All games include a total of thirteen players, consisting of:
- between nine and eleven Town players (including between zero and seven power roles);
- two or three Mafia players; and
- zero or one Serial Killer players (There is exactly a 50% chance of a Serial Killer being included in this set-up)

Other notes:
- This setup uses a Daystart
- Serial Killer must choose one of Investigation Immunity or 1-shot BP pregame
- Cops are guaranteed to be sane
- Cops get results in the form of Town/Antitown or Innocent/Guilty - SK's show up as Antitown/Guilty unless they have Investigation Immunity.
- The Innocent Child is revealed at the start of Day 1 by the mod
- Doctors prevent one night kill.
- Mafia Roleblocker cannot kill AND block in the same night

The exact distribution of roles is randomly distributed (see below).  To keep the game balanced, the more power roles there are among the Town players, the more players and/or power roles there are among the anti-Town players. 

A list of all roles potentially in the game follows:

- Town Cop
- Town 1-Shot Cop
- Town Doctor
- Town 1-Shot Doctor
- Town Vigilante
- Town 1-Shot Vigilante
- Town Innocent Child*
- Town Mason
- Town Roleblocker
- Town 1-Shot Roleblocker
- Vanilla Townie
- Mafia Goon
- Mafia Godfather*
- Mafia Roleblocker*
- Serial Killer*

Any of the above-listed roles may be present in the game.  If a role is marked with an asterisk (*) above, there will be NO MORE THAN ONE of these roles in the game.  If a role is NOT marked with an asterisk, then multiple players may have this role.  If a role is not listed above, it will not appear in this game.

The following mechanics rules apply:

- Roles that target another player at night may NOT self-target, unless specified.
- If a 1-Shot ability is roleblocked, the Shot is used up.
- Night actions will be processed in order of "natural action resolution" (http://wiki.mafiascum.net/index.php?title=Natural_action_resolution).  This means that:

1.  All actions that cannot possibly be modified by any other actions are resolved FIRST.
2.  After those actions are resolved, step 1 is repeated for any remaining actions, until all actions are resolved.
3.  If there is a loop - e.g., Player X's action affects Player Y's action, which affects Player Z's action, which affects Player X's action - then actions will be resolved in the following order of priority:

- Roleblocking
- Protecting
- Killing
- Investigating

Role distribution:

Power roles are determined by rolling seven random numbers from 1-100. Each roll is separate. The following number ranges are assigned letters as shown:

1-50 = T (Townie. This directly influences scum power roles.)
51-65 = C (Cop)
66-75 = D (Doctor)
76-85 = V (Vigilante)
86-95 = M (Mason)
96-100 = B (Blocker)

After the letters have been assigned, the mod refers to the list below to determine which power roles are included.

Cop Roles
C = 1-Shot Cop
CC = Cop
CCC = Cop, 1-Shot Cop
CCCC = 2 Cops
CCCCC = 2 Cops, 1-Shot Cop
CCCCCC = 3 Cops

Doctor Roles
D = Doctor
DD = Doctor + 1-Shot Doctor
DDD = 2 Doctors
DDDD = 2 Doctors + 1-Shot Doctor
DDDDD = 3 Doctors

Vigilante Roles
V = 1-Shot Vigilante
VV = Vigilante
VVV = Vigilante, 1-Shot Vigilante
VVVV = 2 Vigilantes
VVVVV = 2 Vigilantes, 1-Shot Vigilante

Mason Roles
M = Innocent Child (Confirmed at start of Day 1 by mod)
MM = 2 Masons
MMM = 2 Masons + Innocent Child
MMMM = 3 Masons
MMMMM = 2 Masons + 2 Masons (i.e. two separate pairings)

Blocker Roles
B = Roleblocker
BB = Roleblocker + 1-Shot Roleblocker
BBB = 2 Roleblockers
BBBB = 2 Roleblockers + 1-Shot Roleblocker

Scum Roles
TTTTTTT = Goon + Godfather, Serial Killer (Investigation Immune OR 1-Shot Bulletproof)
TTTTTT = Goon + Godfather
TTTTT = Goon + Godfather, Serial Killer (Investigation Immune OR 1-Shot Bulletproof)
TTTT = 2 Goons + Roleblocker
TTT = 2 Goons + Roleblocker, Serial Killer (Investigation Immune OR 1-Shot Bulletproof)
TT = Goon + Roleblocker + Godfather
T = Goon + Roleblocker + Godfather, Serial Killer (Investigation Immune OR 1-Shot Bulletproof)
0 Ts = Goon + Roleblocker + Godfather

After power roles are determined from the table above, Vanilla Townies are added to arrive at 13 players.
« Last Edit: March 17, 2014, 09:28:33 pm by ashersky »
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Re: Standard Mafia Setups on f.ds
« Reply #4 on: April 03, 2014, 11:04:05 am »

Stack the Deck setup is an open standard setup. Used in MXXXV.

There will be a total of twelve players, consisting of:
2 Mafia
1 1-shot Bulletproof Traitor (Mafia Aligned)
9 Town

Mechanics:
- Daystart
- Role Modification
During pre-game, mafia have 24 hours to select which (if any) of the modifications they want to their team. A maximum of three modifications may be selected.

- Bulletproof
 - Role Cop - The Role Cop can both perform the kill and perform the role copping in the same night.
 - JOAT (1 shot Strongman, 1 shot Ninja)
 - Daytalk (passive ability)
 - Recruit Traitor as Mafia Goon


For each modification that is selected by the mafia, town gains an additional role as well. The town has two roles to start, resulting in a maximum of five town roles randomly selected from the following:

 - Goon Cop - returns results of Goon, Not Goon or no result regardless of alignment.
 - Roleblocker
 - Tracker
 - Bodyguard
 - Vigilante
 - Innocent Child (reveal at start of day one)


- At the beginning of the game all town aligned players receive a "Vanilla Town" role. Once mafia has selected their abilities all town roles go out. This prevents claims of "received roles before/after mafia modifications".
- No player may receive more than one role/modification.
- The mafia traitor may not receive any abilities if not recruited as well.
- If the mafia traitor is the last mafia player alive, he will still be a "traitor" and retain possession of the 1-shot bulletproof if it has not been used up.
- Bulletproofs are passive abilities and as such are only used up when the player is targeted for a night kill. The player will not be told if their bulletproofs have been used up. Bulletproofness cannot be roleblocked.
- Trackers tracking someone who has been roleblocked will return the result of the intended target as if it had not been roleblocked.
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Re: Standard Mafia Setups on f.ds
« Reply #5 on: April 10, 2014, 11:19:38 pm »

Fire and Ice setup is an open standard setup. Used in MXXXIII.

There will be a total of thirteen players, consisting of:
2 Fire Mafia
2 Ice Mafia
1 Town Doctor
8 Vanilla Townies

Mechanics:
-Daystart
-If the Fire kill and the Ice kill target the same person, no one dies.
-The Doctor protects against both Fire and Ice kills
-Flavor should give away which team does which kills.
-The Doctor and persons performing the kill cannot target themselves. 
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Re: Standard Mafia Setups on f.ds
« Reply #6 on: April 30, 2014, 08:14:40 pm »

f.ds Original Setups:

asher9++
12 players, semi-open, randomly determined and distributed power roles.  Created by f.ds mod ashersky.
Games:  M39


I think Arch's setup should be added to this.
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ashersky

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Re: Standard Mafia Setups on f.ds
« Reply #7 on: April 30, 2014, 08:34:25 pm »

f.ds Original Setups:

asher9++
12 players, semi-open, randomly determined and distributed power roles.  Created by f.ds mod ashersky.
Games:  M39


I think Arch's setup should be added to this.

Good idea.

Arch, if you post it here as a setup, I can add the link.
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Re: Standard Mafia Setups on f.ds
« Reply #8 on: April 30, 2014, 10:04:49 pm »

f.ds Original Setups:

asher9++
12 players, semi-open, randomly determined and distributed power roles.  Created by f.ds mod ashersky.
Games:  M39


I think Arch's setup should be added to this.

Good idea.

Arch, if you post it here as a setup, I can add the link.
Sweet! I still need to tweak some things, but then it'll be posted here.
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Re: Standard Mafia Setups on f.ds
« Reply #9 on: June 26, 2014, 09:18:08 pm »

WIFOM is a Semi-Open Original setup for 13 players. It's designed to eliminate towncred given to players who claim power roles and to show how WIFOM can be a powerful tool for both Town and Scum. It was originally ran with a slightly different setup here under a Super Mario theme.

The "base" setup is as follows:

Quote

3 Mafia:

Goon A
Goon B
1-shot Psychotrooper

10 Town:

1-shot Commuting Innocent Child
3-shot Alignment Cop
8 Vanilla Townies

Pregame, 0-5 Modifications will be made to the above setup. Each Modification has a 50% chance of being present. They will alter the setup by adding more power roles to both the Town and the Mafia:

Modification 1:

Goon A -> 2-shot Roleblocker

Vanilla Townie -> Doctor


Modification 2:

Goon A -> Flavor Cop

Vanilla Townie -> Roleblocker


Modification 3:

Goon B -> 2-shot Rolestopper

Vanilla Townie -> Watcher


Modification 4:
Goon B -> 1-shot Ninja

Vanilla Townie -> Tracker


Modification 5:
1-shot Psychotrooper -> Cop Enabler

Vanilla Townie -> Universal Backup


Here's what the setup looks like when ALL the Modifications are present:
Quote
3 Mafia:
Flavor Copping 2-shot Roleblocker
2-shot Rolestopping 1-shot Ninja
Cop Enabling 1-shot Psychotrooper

10 Town:
1-shot Commuting Innocent Child
3-shot Alignment Cop
Tracker
Watcher
Doctor
Roleblocker
Universal Backup
3 Vanilla Townies

Mechanics:

- Each role (Mafia included) should be assigned a specific flavor name along with their role. All Vanilla Townies should have the same flavor name while Goon A and Goon B should have different flavor names. A list of all the roles and their corresponding flavor names should be posted in the OP.
- When players die, only their Flavor Name and Alignment will be revealed.
- Mafia cannot complete the factional kill and use a power in the same night.
- Rolestopping resolves before Town!Roleblocking which resolves before Mafia!Roleblocking

Role Clarifications:
- 1-shot Psychotrooper is an Active power. The night they choose to use it, the Alignment Cop will get the opposite result for their investigation (Scum instead of Town and Town instead of Scum).
- Investigative powers receive "No Result" if there action was blocked in anyway.
- When the Cop Enabler dies, all Alignment Cop Investigations return "No Result"
- Flavor Cop is told their target's Flavor Name. It is used in conjunction with Roleblocking if they are both present.
- Ninja can be used to modify the user's Factional Kill or Rolestopping
- Rolestopping doesn't stop Kills
- The Universal Backup inherit the first Town Power Role that dies. A Town PR with 0-shots left (if they are an X-shot Role) does not count for UB inheritance. The Innocent Child's 1-shot Commuter can be inherited by the UB.
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Re: Standard Mafia Setups on f.ds
« Reply #10 on: March 06, 2015, 09:41:13 pm »

Question about the asher++ setup: if there are two+ full doctors, is there anything stopping them from targeting each other and creating killproof IC's?

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Re: Standard Mafia Setups on f.ds
« Reply #11 on: March 06, 2015, 09:45:54 pm »

Question about the asher++ setup: if there are two+ full doctors, is there anything stopping them from targeting each other and creating killproof IC's?

scum is guaranteed a roleblocker in any of those scenarios.  So roleblock a doc, kill the other.
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Re: Standard Mafia Setups on f.ds
« Reply #12 on: March 06, 2015, 09:54:56 pm »

Question about the asher++ setup: if there are two+ full doctors, is there anything stopping them from targeting each other and creating killproof IC's?

scum is guaranteed a roleblocker in any of those scenarios.  So roleblock a doc, kill the other.

ah, that's subtle.

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Re: Standard Mafia Setups on f.ds
« Reply #13 on: March 07, 2015, 10:23:50 pm »

I wrote a setup generator for asher++ ;D I wanted to compare the setup I'm working on with a couple of randomly generated ones for balance.

it creates text files with town/scum roles in the directory you're running it from, and in the console if you start it with "java -jar FILEPATH\FILENAME.jar" from the command prompt

I was originally going to do it with c9++, but I found that I strongly prefer asher++ mostly because c99 has setups with just 2 scum

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Re: Standard Mafia Setups on f.ds
« Reply #14 on: April 22, 2020, 05:19:28 pm »

in asher++, in a MMM scenario, if a mason dies, does the UB join the masonry?
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Re: Standard Mafia Setups on f.ds
« Reply #15 on: April 22, 2020, 08:49:33 pm »

in asher++, in a MMM scenario, if a mason dies, does the UB join the masonry?

If the mason is the first power role to die, then yes.
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