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Author Topic: M77: Scout Mafia - Game Over! Town wins!  (Read 128329 times)

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M77: Scout Mafia - Game Over! Town wins!
« on: February 20, 2016, 10:04:06 pm »

Welcome to M77: Scout Mafia by e.

This game is for 12 players, and is classified as normal.  It was designed by ashersky as an open setup.

Co-mod: iguanaiguana

Sign ups are open.  Rules to come.


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3. Roadrunner7671
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8. A Drowned Kernel
9. Awaclus
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12. Hydrad

Tags: SirMartin, sudgy, Ashersky, liopoil, scott_pilgrim

Game State Tracker:
Day 1: Start || End
Day 2: Start || End
Day 3: Start || End
Day 4: Start || End


The Rules:

The Golden Rule:
This is a game. Everyone who signs up to play must be considerate of each other, never get personal, and focus on having fun. Once the game starts, having signed up is a commitment: inactivity is just as inconsiderate as rude comments.


The Standard Rules:
1. No communication between players outside of the game thread or shared QTs at any time. This includes passing references, jokes, or cases in other games or threads, whether in context or not.
2. If the game thread is locked, do not post. If you are unsure if something is locked, ask the mod by PM.
3. Direct or verbatim quoting of mod-provided information is strictly forbidden. Paraphrasing is okay.
4. Actions with instructions that do not specify a game state will be resolved in the order they are received.
5. All night actions must be submitted within 24 hours of day ending.
6. Players must post once every 24 hours.
7. Do not edit or delete posts, ever. If you need to clarify or correct something, post again.
8. Invisible text, font size less than 10, and spoiler tags are not allowed.
9. Cryptography is not allowed.
10. The time between a lynch being reached and a flip being provided is called twilight. All players may continue posting during this time, including the lynched player.
11. Dead players may not post in thread or QT, except their Role QT. A lynched player is not "dead" until a flip has been provided.
12. Personal multimedia, such as video or audio recordings, are not allowed in the game thread.
13. Personal QTs are meant to enhance the game experience, not detract from it.  Any players that wish to record their individual thoughts outside of the game thread are welcome to do so.  However, this information is not to be referenced directly as coming from your QT.  This means no quoting, paraphrasing, or otherwise referencing information in your QT as being recorded in your QT.  You may freely share the thoughts that you have recorded in your QT, but that information must be posted like any other post that you would make.

The Voting Rules:
1. Votes should be in this format: Vote: Playername. Unambigiuous nicknames are acceptable.
2. Unvotes should be in this format: unvote or Unvote: Playername.
3. Unvotes are not required if changing your vote from one player to another.
4. You may vote: no lynch.
5. Lynches occur when a simple majority (rounded up) of living players is reached. Once reached, a lynch cannot be undone.
6. Lynch rules vary by the number of players alive.  With 10 or more players alive, the player with the most votes at the end of the day will be lynched.  Ties are broken by coin flip.  With nine or less players alive, if a majority lynch is not reached by the deadline, no lynch occurs.

The Rest:
1. Bold, purple (and Teal!) text is reserved for the Mod. Players may not use it.
2. If you have an issue or problem with the game, please PM the Mod. Do not post complaints in the game thread.
3. Mods make mistakes - please point them out gently. If they can be corrected, they will. If irreversible, they will stand as final to be commiserated over after the game.
4. If a mod error disadvantages one faction greatly, the game may be called off.
5. Ask all questions and make all requests directly to the Mod via QT. Questions deemed as "universal" (defined as questions for which the answers should be available to all players) will be requested to be re-posted in the Game Thread and answered there.
6. Information provided by the Mod in your QT is allowed to be paraphrased in the main thread (this supersedes Standard Rule 13).
7. Prods will be issued by request after 24 hours of inactivity. Players are subject to replacement or modkill after two prods.
8. All rule violations will be dealt with according to their severity, as determined by the mod.

Deadlines:
1. Days will last ten IRL days.
2. Nights will last two IRL days.
« Last Edit: March 17, 2016, 11:45:08 am by 2.71828..... »
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Re: M77: Scout Mafia
« Reply #1 on: February 20, 2016, 10:04:16 pm »

The setup for this game is Asher9++ and was designed by Ashersky. 
Previous games to use this setup: M39, M55

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.
« Last Edit: February 20, 2016, 10:11:39 pm by 2.71828..... »
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Re: M77: Scout Mafia
« Reply #2 on: February 20, 2016, 10:04:27 pm »

Flavor will be dominion cards that combo with scout.  Scum will have a dominion card that does not combo with Scout as well as a fakeclaim of a card that combos with Scout.

Flavor for all cards that combo with Scout will be assigned randomly.  Both mafia and town will have flavor based on cards that combo with scout.  PRs/scum will not be given cards that combo "more" or "less" than other cards.

Sample role PMs

Quote
Welcome to M77 - Scout Mafia.

You are a Vanilla Townie.

You have no power other than your vote. Use it well.

You win when all threats to Scout as the Best Combo have been eliminated.

Quote
Welcome to M77 - Scout Mafia.

You are the Scum Goon.

You win when all cards that claim to combo with Scout have been eliminated.

You may talk to your partners here:
« Last Edit: February 23, 2016, 09:22:49 pm by 2.71828..... »
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yuma

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Re: M77: Scout Mafia
« Reply #3 on: February 20, 2016, 10:04:54 pm »

/in
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Re: M77: Scout Mafia
« Reply #4 on: February 20, 2016, 10:08:43 pm »

/in
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Re: M77: Scout Mafia
« Reply #5 on: February 20, 2016, 10:13:16 pm »

Scout Mafia?
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Re: M77: Scout Mafia
« Reply #6 on: February 20, 2016, 10:14:43 pm »

/tag
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Re: M77: Scout Mafia
« Reply #7 on: February 20, 2016, 10:20:46 pm »

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Roadrunner7671

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Re: M77: Scout Mafia
« Reply #8 on: February 20, 2016, 10:21:47 pm »

Okay, I suppose I won't feel right if I don't /in.

But let's think of cards that combo with Scout (you'll need 12, I guess we can include Scout himself). So we have Apothecary, Scout, Mystic, Inheritance, Wishing Well, Tournament, Baron, Explorer, Crossroads, Harem, Nobles, Great Hall.
Oh snap that's 12!
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Re: M77: Scout Mafia
« Reply #9 on: February 20, 2016, 10:24:30 pm »

/tag

scout is offended...
I felt like I would be a negative impact on the game. I mean, getting lynched/night killed/dayvigged/other deadly thing would break my heart, obviously. I feel like I would react poorly and that would reflect on current Mafia games that I was in as well as the people that decided to lynch me.
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Re: M77: Scout Mafia
« Reply #10 on: February 20, 2016, 10:26:13 pm »

/tag

scout is offended...
I felt like I would be a negative impact on the game. I mean, getting lynched/night killed/dayvigged/other deadly thing would break my heart, obviously. I feel like I would react poorly and that would reflect on current Mafia games that I was in as well as the people that decided to lynch me

But at least you get to be a card that combos with scout.  We can't live through every game
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Re: M77: Scout Mafia
« Reply #11 on: February 20, 2016, 10:29:42 pm »

/tag

scout is offended...
I felt like I would be a negative impact on the game. I mean, getting lynched/night killed/dayvigged/other deadly thing would break my heart, obviously. I feel like I would react poorly and that would reflect on current Mafia games that I was in as well as the people that decided to lynch me

But at least you get to be a card that combos with scout.  We can't live through every game
If I'm scum I might be a card that anti-synergizes with Scout, like Rebuild or Cartographer. That would be bad.
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Re: M77: Scout Mafia
« Reply #12 on: February 20, 2016, 11:14:51 pm »

Scout Mafia
Just when I think I'm out, they pull me back /in
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Re: M77: Scout Mafia
« Reply #13 on: February 21, 2016, 08:07:34 am »

Okay, I suppose I won't feel right if I don't /in.

But let's think of cards that combo with Scout (you'll need 12, I guess we can include Scout himself). So we have Apothecary, Scout, Mystic, Inheritance, Wishing Well, Tournament, Baron, Explorer, Crossroads, Harem, Nobles, Great Hall.
Oh snap that's 12!

It says cards that combo with Scout.

/in
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Re: M77: Scout Mafia
« Reply #14 on: February 21, 2016, 08:08:25 am »

If I'm scum I might be a card that anti-synergizes with Scout, like Rebuild or Cartographer. That would be bad.

No; clearly, the scum team is 3 Scouts.
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Re: M77: Scout Mafia
« Reply #15 on: February 21, 2016, 08:43:18 am »

/in

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Re: M77: Scout Mafia
« Reply #16 on: February 21, 2016, 08:48:53 am »

Okay, I suppose I won't feel right if I don't /in.

But let's think of cards that combo with Scout (you'll need 12, I guess we can include Scout himself). So we have Apothecary, Scout, Mystic, Inheritance, Wishing Well, Tournament, Baron, Explorer, Crossroads, Harem, Nobles, Great Hall.
Oh snap that's 12!
Scout doesn't really combo with Scout at all- you play I scout, leave lots of non-victory cards, and so the second scout also picks them up.
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Mafia Stats: (correct as of 2017)
Town: 22 games, 8 wins
Scum: 5 games, 3 wins

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Re: M77: Scout Mafia
« Reply #17 on: February 21, 2016, 08:49:12 am »

Also, /in.
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Mafia Stats: (correct as of 2017)
Town: 22 games, 8 wins
Scum: 5 games, 3 wins

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Re: M77: Scout Mafia
« Reply #18 on: February 21, 2016, 08:50:34 am »

Scout doesn't really combo with Scout at all

Of course it does. You play scout, there are no victory cards, you know better than to play another scout, and can discard it to secret chamber instead. Feel the synergy!

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Re: M77: Scout Mafia
« Reply #19 on: February 21, 2016, 09:34:15 am »

/in
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Re: M77: Scout Mafia
« Reply #20 on: February 21, 2016, 09:35:11 am »

/in
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Re: M77: Scout Mafia
« Reply #21 on: February 21, 2016, 10:50:49 am »

You won't be needing me, as there are not actually 12 cards that combo with scout.
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Re: M77: Scout Mafia
« Reply #22 on: February 21, 2016, 10:58:02 am »

You won't be needing me, as there are not actually 12 cards that combo with scout.
You really should join. Can we pressure you?
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Re: M77: Scout Mafia (3 spots remaining)
« Reply #23 on: February 21, 2016, 11:00:40 am »

/tag
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Re: M77: Scout Mafia
« Reply #24 on: February 21, 2016, 11:12:06 am »

Scout doesn't really combo with Scout at all

Of course it does. You play scout, there are no victory cards, you know better than to play another scout, and can discard it to secret chamber instead. Feel the synergy!

But, in that case, I think it would be better just to discard both to secret chamber.
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