Dominion Strategy Forum

Please login or register.

Login with username, password and session length
Pages: [1] 2 3 ... 66  All

Author Topic: RMM42: Space Alert Mafia (Game Over!)  (Read 184368 times)

0 Members and 1 Guest are viewing this topic.

SpaceAnemone

  • Thief
  • ****
  • Offline Offline
  • Posts: 91
  • Shuffle iT Username: SpaceAnemone
  • Correct Horse Battery Staple
    • View Profile
RMM42: Space Alert Mafia (Game Over!)
« on: March 04, 2017, 05:00:03 pm »

Welcome to RMM42: Space Alert Mafia!

This is an invented open set-up by SpaceAnemone, based on the board game Space Alert.


Players
1. Haddock was townie
2. faust
3. Luckat -> mcmcsalot was townie
4. gkrieg Mafia!!!!!!!
5. EFHW
6. Chairs -> LaLight Mafia!!!!!!!
7. CheesyJelly was townie
8. zxcvbn2 -> Skumpy was townie
9. theorel
10. Iguana Mafia!!!!!!!
11. silverspawn
12. Awaclus
13. e
14. Roadrunner was townie!


Mods: SpaceAnemone and Ashersky

Tagged: Ashersky, schadd, O, DatSwan

Navigation
D1 start, D1 end
D2 start, D2 end
D3 start, D3 end
D4 start, D4 end
D5 start, D5 end
D6 start, D5 end
Game End

Overview
Space Alert mafia is a normal game of Mafia, but with a miniature round of Space Alert during the night to influence (or sabotage!) the distribution of PR action shots.

There will be 10 townies, and 4 scums. Nobody has flavour names or special powers, except that the scums may be able to perform a Night Kill action (details later). Town wins when all the scums are dead. Scum wins when all the townies are dead, or nothing can prevent that from happening. All players have a QT with the mod(s). Scum have a QT with other scum that will be open except during the day phase.

Play progresses in three phases
Day phase [Up to 7 days] -- normal mafia, everyone talks in thread, votes work as normal, day ends when a lynch (or no-lynch) occurs, or when the deadline is reached, whichever is sooner.
Space phase [2 days] -- Players get a chance to play three cards to move around the ship and/or take space-alert actions. Some space alert actions cause Mafia actions; others affect the ship environment.
Mafia-Game Action Resolution [Mod Discretion on timings] -- all mafia-game actions are resolved at the end of the night, in a single mafia resolution order, no matter which card-playing step they occurred in.

Details of the Space Alert components will be covered in subsequent set-up posts; the "normal" Mafia-style rules are summarised below.


Golden Rule
Please remember that this is a game, and your main objective is to have fun :-) Everyone who signs up to play must be considerate of each other, respect each other's boundaries/preferences, and never get personal. Once the game starts, having signed up is a commitment: inactivity is just as inconsiderate as rude comments. Excessive personal attacks or uncivil behavior may be dealt with by penalties or modkills.

Please read and sign the Civility Pledge before signing up for any mafia game on this site. If you have not /pledged there, you cannot play.

Standard Mafia Rules
1. There is to be NO personal communication outside of the forum postings and the QTs specifically designed for this purpose.
2. As a general rule you should aim for one post every 24 hours, minimum, to keep the game moving.
3. A simple majority (rounded up) of all living members must agree on one person for a lynch to occur prior to deadline.
4. Once players have reached a simple majority, no further unvoting will change someone’s fate. Further votes will also be ignored.
5. Once a player is lynched, the game enters twilight until the mod locks the thread; all players, including the one who was lynched, may continue to post during twilight.
6. If the deadline is hit without a player reaching the majority of votes, there will be no lynch.
7. Please submit votes as: Vote: PlayerName. Votes will NOT be counted if they are not bold or do not follow this syntax! Obvious abbreviations or nicknames will be counted so long as they are unambiguous and obvious to the mod(s).
8. Please submit vote revocations as Unvote. Unvotes are not necessary before changing votes.
9. You may Vote: No Lynch -- a simple majority of these vote types is required to send the game to the next phase without a lynch.
10. If the game goes on for 5 days and 5 nights without a lynch or night kill, town wins. Note: this is a longer repetition cycle than standard.
11. Once you are killed (either via lynch or night kill) you may no longer post in the game or in Quicktopics. This means that you do not even get a “Bah” post. The dead in this game are silent.
12. If the thread is locked, you may not post. The mod may forget to lock the thread, but if they say it is locked, it is still locked.

Miscellaneous

1. Blue-purple text is reserved for the mod. No invisible/small text is allowed, nor is cryptography.
2. If you have an issue/problem with the game, please discuss this in your personal QT. Do not post issues/complaints in the game thread.
3. The mod(s) may make mistakes - please point out any mistakes gently. Mistakes will be corrected where possible, but sometimes mistakes are made that cannot be reversed. These will stand as final to be commiserated over after the game.
4. Please bold all requests to the Mods so that they don’t get missed.
5. Prods of missing players will be issued upon request after 24 hours of no activity. A prodded player has a further 24 hours to respond, or risks replacement. A player who has already been prodded twice is subject to replacement or modkill if a third prod is requested.
6. Do not discuss ongoing games in this thread: it can unintentionally affect the other game. Do not discuss this game in any thread that is not directly related to it.
7. Rule violations will be dealt with according to their severity, which may include modkill(s) if needed.
8. If you anticipate being unavailable for more than a 24-hour period, please post a notice to that effect in the thread. Treat this game as a commitment. Be considerate – don’t leave us hanging. Players who fail to post for 48 hours without an announcement, or fail to post for 24 hours repeatedly, risk being subject to replacement and/or being modkilled without further notice.
9. Players who discover they are too busy to play in a game or want to leave the game for civility issues are not allowed to officially /out in the thread. A request to /out must only be done via a post in the role QT. Please do not use this as a manipulation technique.  (Note players may continue to threaten to /out or imply that they might as long as it does not include an official request). Requests to /out are final once submitted. There will be no /outing and then /inning back into the game so make sure that when you /out you have thought it through and really want to do it. Players that can't be replaced will simply be mod-killed. Whether your request to /out will lead to replacement or a modkill is up to the mod's discretion.
« Last Edit: March 04, 2018, 04:59:46 pm by SpaceAnemone »
Logged
Congratulations! Your SpaceAnemone evolved into UniverseAnemone!
Town games: M84(L), M85(W), M86(L), M87(W), M88(L), M90(L), M92(W), M94(L), M97(L), M99(W), M100(L), M104(W), M107(W), M110(L), M112(L), RMM37(L), RMM40(D), RMM41(L), RMM43(L), RMM47(W), ZM23(W).
Scum games: M89(D), M108(L), NM8(W&MVP), NM10(L)   Mod: NM9, RMM38, RMM42.   Pronouns: they/them

SpaceAnemone

  • Thief
  • ****
  • Offline Offline
  • Posts: 91
  • Shuffle iT Username: SpaceAnemone
  • Correct Horse Battery Staple
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open)
« Reply #1 on: March 04, 2017, 05:00:17 pm »

The Ship

The Space Phase involves interacting with the space ship. The ship has two decks (upper and lower), and three zones (Red, White, Blue, from left to right), giving six rooms in total. There are three actions (A, B and C) for each zone, corresponding to the three different types of card action (see Cards section, later). Ship layout and corresponding actions are given in detail in another post, also below.

Player position is hidden from all other players (with the exception of those using "deck monitoring" or "zone monitoring" actions). Upper and lower decks are linked with a lift in each of the three zones.

Ship Movement
Cards (see card section below), may played for movement to move one space in the direction they indicate. Red cards move left, blue ones move right, and lift ones switch from upper to lower deck or vice versa.

Lifts are a bottleneck to movement. If one person successfully uses a lift, the next three people in turn order will find their attempt at lift use fails. This counter resets at the start of each new Space Phase round.

There is no limit on the number of players who can move in the red or blue directions per turn-step.

Ship Actions
Ship actions are performed by playing a card as an action in a given room. Each room has actions corresponding to each letter.

Ship Energy
In order to use A and B actions in upper red and upper blue (which gain one-shot powers), there must be one energy per action already in the red/blue pools (located in lower red and lower blue respectively). Each use of an A or B action pulls one unit of energy from its corresponding pool, unless otherwise stated. If no energy exists for the action, the action will fail.

Energy is generated in lower white using the B action. Unlike the boardgame version, there is no limit to how many times this action may be used over the course of the game. However, each action pool has a total capacity that cannot be exceeded, and the supply of B actions is limited by what cards players hold, so plan your energy usage and distribution wisely! Once generated in lower white, further B actions can be used to pull energy into the pools in lower red or lower blue, for use generating mafia-game action shots.

Constraints
The A and B actions in each room may each only be used once in each of the three rounds of a Space Phase. Subsequent players attempting to use the same action will fail at the card action. (The card will be lost, but no energy will be drawn from the pool).

Each player may only gain one single mafia-game action shot (e.g. cop, doctor) per Space Phase (not per round). Subsequent attempts to gain any type of shot will be treated as a failed card action.

Scum Actions
By default, the scum NK can only reach those players who visit the Upper Deck of the ship during a given Space Phase. The scum NK is performed by one scum player instead of one of their usual card placements in a turn-step. If more than one scum player attempts to perform the NK, only the first attempt in turn order will be counted. If that player is RBd during the Mafia-Game Action Resolution Phase, the NK will not happen even if another scum player entered a target.

There are some extra C actions that are only available to scum, called S actions (these appear in lower red and lower blue). One allows for NKs on the lower deck, and one sabotages some of upper-deck actions for the following Space Phase.


Cards

Each card has a movement type and an action letter. Action types are labeled A, B and C.
Movement types are:
1) Move redwards (to the left of the map).
2) Move bluewards (to the right of the map).
3) Use the lift.

Cards are created at random as they're dealt, with equal chances of having any of the nine possible configurations.

Card hand contents will be listed in a player's QT, with each card represented as a bracketed movement-action pair, such as (Red-B) or (Lift-A).

The mod will re-state each player's complete hand of cards at the start of each day phase in their QT.

Scum players must give their card-play instructions, including the NK instruction, in their personal QTs. Scum game-play instructions will not be accepted if issued in the scum QT.


Start of Game
Night 0 starts after everyone has confirmed and lasts 24 hours. Starting hands of 6 cards will be dealt at the start of N0. The ship starts with 2 energy in the red pool and the blue pool, and three in the central pool.

Day Phase
Each player is dealt 3 new cards at random (from D2 onwards), which they hold in addition to their previous hand. Some actions in a preceding night phase may allow a player to receive extra cards. If anything happened to the ship in the preceding night phase (sabotage or computer lock-out), these will be announced at daybreak, along with energy distributions. During the day phase, any scum player may request in the Scum QT to be placed in the upper half of the turn order for the next Space Phase. (Turn order will be public knowledge).

Space Phase
At the end of the Day Phase/start of the Space Phase, mods will post a random player ordering for the turn, re-randomized each night. Play proceeds three times round the player set (three turn-steps per player). Movement and actions are determined blindly and simultaneously by all players by declaring one card play for each of the three turn-steps.

  • Example 1:
    (Start in Upper White)
    Step 1: Play card (Blue-C) as Action.
    Step 2: Play card (Red-C) as Movement.
    Step 3: Play card (Lift-A) as Action. Target: Haddock.

    -- Assuming this player started in Upper White, this would have the following effects:
    1) Play the C action in Upper White, which averts computer lock-out for this Space Phase.
    2) Moves to Upper Red.
    3) If there was already energy in the Red Pool AND nobody earlier in the turn order has played A in Upper Red already this turn, one unit of energy is consumed. This will result in a Mafia-Game Action Cop shot targeting Haddock, resolved during the Mafia-Game Action Resolution Phase.


  • Example 2:
    (Start in Upper Blue)
    Step 1: Play card (Lift-B) as Movement.
    Step 2: Play card (Lift-B) as Action.
    [Assuming the existence of two (Lift-B) cards in this player's hand].
    Step 3: Play card (Red-B) as Action.
    -- Let's assume the player two places ahead in this Space Phase's turn order also used the Blue lift this turn. The player's intended set of actions was to go to the lower deck and draw energy to support upper-deck Weak Visitor/Doctor actions. However, the lift had not reset, and the player finds themself stranded on the upper deck instead. The B actions therefore convert to Doctor Shot attempts. If no target is provided during the Space Phase, mods will assign one randomly from the complete set of players. To avoid this, players may choose provide a target for any A or B action, even if they do not expect the action to require one.

Mafia Action Resolution Phase
After the complete three-round Space Phase, all mafia-game actions are resolved according to the resolution order below, no matter which of the three steps they were obtained during.

Note that this means a RB obtained in the third round can be used to block a NK played as a card action in the second round.

The resolution order is:
  • Commute
  • RB
  • Cop-Switch
  • Cop
  • Doctor
  • Weak Visitor
  • Scum NK
« Last Edit: May 31, 2017, 08:53:41 am by SpaceAnemone »
Logged
Congratulations! Your SpaceAnemone evolved into UniverseAnemone!
Town games: M84(L), M85(W), M86(L), M87(W), M88(L), M90(L), M92(W), M94(L), M97(L), M99(W), M100(L), M104(W), M107(W), M110(L), M112(L), RMM37(L), RMM40(D), RMM41(L), RMM43(L), RMM47(W), ZM23(W).
Scum games: M89(D), M108(L), NM8(W&MVP), NM10(L)   Mod: NM9, RMM38, RMM42.   Pronouns: they/them

SpaceAnemone

  • Thief
  • ****
  • Offline Offline
  • Posts: 91
  • Shuffle iT Username: SpaceAnemone
  • Correct Horse Battery Staple
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open)
« Reply #2 on: March 04, 2017, 05:00:33 pm »

Space Alert Ship Layout



Upper Red
A: Cop shot (Mafia-Game Action). Costs one energy from red pool.
B: Commute shot (Mafia-Game Action). Costs one energy from red pool.
C: Disable A&B action at Upper Blue on this turn-step (even if the A/B action is used earlier in the turn-step order than this C action). Energy for disabled actions will not be taken from the pool. Does not cost energy.

Upper White (start zone)
A: Tracker shot (Mafia-Game Action). Costs one energy from central pool.
B: RB shot (Mafia-Game Action). Costs one energy from central pool.
C: Wiggle the Mouse. At least one player must play a C in this zone at some point in each Space Phase to avoid a computer lock-out. If this condition is not met, actions in one of upper red/upper blue will be unavailable the following night (random, announced at start of next day phase).

Upper Blue
A: Weak Visitor shot (Mafia-Game Action). Costs one energy from blue pool. Weak visitor is not affected at all by the Cop Switch.
B: Doctor shot (Mafia-Game Action). Costs one energy from blue pool. Fails if target has gained the use of one or more doctor shots this Space Phase (i.e. doctors cannot target doctors).
C: Cop Switch Shot (Mafia-Game Action). Flips all cop readings for targeted player; flips all of a cop’s readings if the cop themself is targeted. (Two flips on one target cancel, as do a pair of flips that target the cop and the cop’s target). Note: because this is a C action, multiple different players may play it successfully per turn-step. However, this is still subject to the constraint that one Mafia-Game Action may be obtained per night per player.

Lower Red
A: Card draw. Target player gains two extra cards the following day. May self-target. Does not draw energy.
B: Pull up to 3 energy from central pool to red pool. (Red pool can only hold 3).
C: Deck monitoring: receive information about what deck (upper/lower) the target player was on the moment (in turn order) that this card was played. Does not draw energy. Result returned after resolution phase.
S: Sabotage: Scum may choose to play this room’s C action with “Sabotage” as the target. If at least 2Y C cards are played this way during one Space phase (where Y is the current number of scums), actions in one of upper red/upper blue will cost 2 energy units instead of one for the following night (random, announced at start of next day phase). Use of “deck monitoring” in this turn-step does not block the scum action here.

Lower White
A: Status Print-out. Costs one energy from central pool. Player receives list of the names of all mafia-game shots gained by players during the night.
B: Replenish central pool with up to 5 energy.
C: Block the scum NK, If this action is performed at least N/2 times (rounded up), where N is the total number of players alive, the scum NK is blocked in this Space Phase.

Lower Blue
A: Enable card-passing: Target player may send up to two cards from their hand to a single player over the next day phase. Does not draw energy. May self-target. Communicated in QT.
B: Pull up to 3 energy from central pool to blue pool. (Blue pool can only hold 3).
C: Zone monitoring: receive information about which zone (red/white/blue) the target player was in the moment (in turn order) that this card was played. Does not draw energy. Result returned after resolution phase.
S: Secret hatch: Scum may choose to play this room’s C action with “Secret Hatch” as the target. If at least Y+1 C cards are played this way during one Space Phase, the scum NK can reach players on the lower deck during this night's Mafia-Game Action Resolution Phase, where Y is the number of scum in the game. Use of “zone monitoring” in this turn-step does not block the scum C action here.

Clarification for Lower Red/Lower Blue C actions: if the target player is ahead of you in turn order, you will know where they moved to this turn; if they are behind you in turn order, you see where they ended the turn before.


Short Summary

A: Cop Shot
B: Commute Shot
C: Dissable Upper Blue A/B
  | 
  | 
  | 
A: Tracker Shot
B: RB Shot
C: Wiggle the Mouse
  | 
  | 
  | 
A: Weak Visitor Shot
B: Doctor Shot
C: Cop Switch Shot





A: Card Draw
B: Pull 3 Energy to Red
C: Deck Monitoring
S: Sabotage
  | 
  | 
  | 
  | 
A: Status Print-out
B: Replenish Central Energy
C: Block NK
  | 
  | 
  | 
  | 
A: Enable Card-Passing
B: Pull 3 Energy to Blue
C: Zone Monitoring
S: Secret Hatch


« Last Edit: March 04, 2017, 06:15:04 pm by SpaceAnemone »
Logged
Congratulations! Your SpaceAnemone evolved into UniverseAnemone!
Town games: M84(L), M85(W), M86(L), M87(W), M88(L), M90(L), M92(W), M94(L), M97(L), M99(W), M100(L), M104(W), M107(W), M110(L), M112(L), RMM37(L), RMM40(D), RMM41(L), RMM43(L), RMM47(W), ZM23(W).
Scum games: M89(D), M108(L), NM8(W&MVP), NM10(L)   Mod: NM9, RMM38, RMM42.   Pronouns: they/them

SpaceAnemone

  • Thief
  • ****
  • Offline Offline
  • Posts: 91
  • Shuffle iT Username: SpaceAnemone
  • Correct Horse Battery Staple
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open)
« Reply #3 on: March 04, 2017, 05:00:53 pm »

PM Templates

Quote
Welcome, player name!

You are a Townie!

Your QT for cards and Space Phase actions is Personal QT Location.
Please confirm in this QT as soon as possible; N0 will not begin until after everyone has confirmed.

You win when all mafia-aligned players are dead, and there is at least one town-aligned player left alive.


Quote
Welcome, player name!

You are a Scum!

Your QT for cards and Space Phase actions is Personal QT Location.
Please confirm in this QT as soon as possible; N0 will not begin until after everyone has confirmed.
All actions (including the scum NK) must be given as commands in your personal QT.
You may also request during the day phase to be placed in the top half of the random player ordering for the following Space Phase.

The scum QT for plotting and scheming with your buddies is Scum QT Location.

You win when all town-aligned players are dead, or nothing can prevent that from happening.
« Last Edit: March 04, 2017, 06:24:06 pm by SpaceAnemone »
Logged
Congratulations! Your SpaceAnemone evolved into UniverseAnemone!
Town games: M84(L), M85(W), M86(L), M87(W), M88(L), M90(L), M92(W), M94(L), M97(L), M99(W), M100(L), M104(W), M107(W), M110(L), M112(L), RMM37(L), RMM40(D), RMM41(L), RMM43(L), RMM47(W), ZM23(W).
Scum games: M89(D), M108(L), NM8(W&MVP), NM10(L)   Mod: NM9, RMM38, RMM42.   Pronouns: they/them

ashersky

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 2343
  • 2013/2014/2015 Mafia Mod of the Year
    • View Profile

Tag
Logged
f.ds Mafia Board Moderator

2013, 2014, 2015 Mafia Mod of the Year
2015 f.ds Representative, World Forum Mafia Championships
2013, 2014 Mafia Player of the Year (Tie)

11x MVP: M30, M83, ZM16, M25, M38, M61, M76, RMM5, RMM41, RMM46, M51

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3376
  • Shuffle iT Username: faust
    • View Profile

/tag

I have big worries about open RMMs. I will look at the setup in more detail at some point.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

schadd

  • Jester
  • *****
  • Offline Offline
  • Posts: 892
  • Shuffle iT Username: schadd
    • View Profile

/tag


you and your big worries about things
Logged
I thought you thought it was a slip because I said 'Jake's partners' instead of 'Roadrunner7671.'

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5300
  • Shuffle iT Username: sty.silver
    • View Profile

/tag

I have big worries about open RMMs. I will look at the setup in more detail at some point.

I tried pretty hard to find a way to break it and didn't.

SpaceAnemone

  • Thief
  • ****
  • Offline Offline
  • Posts: 91
  • Shuffle iT Username: SpaceAnemone
  • Correct Horse Battery Staple
    • View Profile

/tag

I have big worries about open RMMs. I will look at the setup in more detail at some point.

I tried pretty hard to find a way to break it and didn't.

Aha, I appear to have failed to acknowledge you and Haddock as my two consultants! Shall I wait till we're sure there aren't any embarassing sticking points left? ;-)
(I've changed very little since we went through it the other week).
Logged
Congratulations! Your SpaceAnemone evolved into UniverseAnemone!
Town games: M84(L), M85(W), M86(L), M87(W), M88(L), M90(L), M92(W), M94(L), M97(L), M99(W), M100(L), M104(W), M107(W), M110(L), M112(L), RMM37(L), RMM40(D), RMM41(L), RMM43(L), RMM47(W), ZM23(W).
Scum games: M89(D), M108(L), NM8(W&MVP), NM10(L)   Mod: NM9, RMM38, RMM42.   Pronouns: they/them

silverspawn

  • Adventurer
  • ******
  • Offline Offline
  • Posts: 5300
  • Shuffle iT Username: sty.silver
    • View Profile

Not really possible, because there is no being sure. I wouldn't be surprised at all if it was in fact breakable.

(Even if we play it and it works well, there could still be a way to break it that no-one noticed. The hope is that if you, Haddock, and I (and maybe faust?) all failed to find it, then no-one else will, either!)

Haddock

  • Minion
  • *****
  • Offline Offline
  • Posts: 725
  • Shuffle iT Username: Haddock
  • Doc Cod
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open, but feel free to tag/comment!)
« Reply #10 on: March 07, 2017, 06:53:12 am »

/tag

I have big worries about open RMMs. I will look at the setup in more detail at some point.

I tried pretty hard to find a way to break it and didn't.

Aha, I appear to have failed to acknowledge you and Haddock as my two consultants! Shall I wait till we're sure there aren't any embarassing sticking points left? ;-)
(I've changed very little since we went through it the other week).
Don't credit me too much.  I really didn't do much other than peek through and see if there were any wordings that could be fixed.  I have no idea if it's balanced/breakable.
Logged
The best reason to lynch Haddock is the meltdown we get to witness on the wagon runup. I mean, we should totally wagon him every day just for the lulz.

M Town Wins-Losses (6-2, 75%): 71, 72, 76, 81, 83, 87 - 79, 82.  M Scum Wins-Losses (2-1, 67%): 80, 101 - 70.
RMM Town Wins-Losses (3-1, 75%): 42, 47, 49 - 31.  RMM Scum Wins-Losses (3-3, 50%): 33, 37, 43 - 29, 32, 35.
Modded: M75, M84, RMM38.     Mislynched (M-RMM): None - 42.     Correctly lynched (M-RMM): 101 - 33, 33, 35.       MVPs: RMM37, M87

Haddock

  • Minion
  • *****
  • Offline Offline
  • Posts: 725
  • Shuffle iT Username: Haddock
  • Doc Cod
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open, but feel free to tag/comment!)
« Reply #11 on: March 07, 2017, 06:53:32 am »

I'll definitely play, though, when it comes round to it.
Logged
The best reason to lynch Haddock is the meltdown we get to witness on the wagon runup. I mean, we should totally wagon him every day just for the lulz.

M Town Wins-Losses (6-2, 75%): 71, 72, 76, 81, 83, 87 - 79, 82.  M Scum Wins-Losses (2-1, 67%): 80, 101 - 70.
RMM Town Wins-Losses (3-1, 75%): 42, 47, 49 - 31.  RMM Scum Wins-Losses (3-3, 50%): 33, 37, 43 - 29, 32, 35.
Modded: M75, M84, RMM38.     Mislynched (M-RMM): None - 42.     Correctly lynched (M-RMM): 101 - 33, 33, 35.       MVPs: RMM37, M87

SpaceAnemone

  • Thief
  • ****
  • Offline Offline
  • Posts: 91
  • Shuffle iT Username: SpaceAnemone
  • Correct Horse Battery Staple
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open, but feel free to tag/comment!)
« Reply #12 on: March 07, 2017, 07:17:25 am »

I'll definitely play, though, when it comes round to it.

And you definitely haven't found a terrible flaw now that you're just not telling anyone about till you know what team you're on? ;-)

I think while it's completely open in terms of set-up, the randomness of the card draw means people can't plan too far in advance, so perhaps it's not totally open in that sense.
Logged
Congratulations! Your SpaceAnemone evolved into UniverseAnemone!
Town games: M84(L), M85(W), M86(L), M87(W), M88(L), M90(L), M92(W), M94(L), M97(L), M99(W), M100(L), M104(W), M107(W), M110(L), M112(L), RMM37(L), RMM40(D), RMM41(L), RMM43(L), RMM47(W), ZM23(W).
Scum games: M89(D), M108(L), NM8(W&MVP), NM10(L)   Mod: NM9, RMM38, RMM42.   Pronouns: they/them

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3376
  • Shuffle iT Username: faust
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open, but feel free to tag/comment!)
« Reply #13 on: March 07, 2017, 05:53:43 pm »

While I don't think there's a breaking strategy, I find it very difficult to judge just how strong the strategies available are.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

chairs

  • Young Witch
  • ****
  • Offline Offline
  • Posts: 134
  • Why don't you have a seat over there...
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open, but feel free to tag/comment!)
« Reply #14 on: March 12, 2017, 08:21:42 pm »

"Nobody leave the lower deck" does force scum to play secret hatches for NKs, which (if they don't get a lot of C cards) could be relevant quickly.

SpaceAnemone

  • Thief
  • ****
  • Offline Offline
  • Posts: 91
  • Shuffle iT Username: SpaceAnemone
  • Correct Horse Battery Staple
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open, but feel free to tag/comment!)
« Reply #15 on: March 13, 2017, 07:17:44 am »

"Nobody leave the lower deck" does force scum to play secret hatches for NKs, which (if they don't get a lot of C cards) could be relevant quickly.

All the one-shots are generated on the upper deck, so I expect some townies to risk it. There's also a bottleneck for people to reach the lower deck in the early game because of the way the lifts work. Note that scum can get themselves relative priority on card draw and card passing if they're willing to risk taking the opportunity to put themselves in the top half of the space phase turn order.

If this still seems to encourage too much safe play by town, my inclination would be to put a heavier penalty on not wiggling the mouse, like the secret hatch being open for the following night, in addition to locking out one of the upper red/blue rooms.
Logged
Congratulations! Your SpaceAnemone evolved into UniverseAnemone!
Town games: M84(L), M85(W), M86(L), M87(W), M88(L), M90(L), M92(W), M94(L), M97(L), M99(W), M100(L), M104(W), M107(W), M110(L), M112(L), RMM37(L), RMM40(D), RMM41(L), RMM43(L), RMM47(W), ZM23(W).
Scum games: M89(D), M108(L), NM8(W&MVP), NM10(L)   Mod: NM9, RMM38, RMM42.   Pronouns: they/them

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3376
  • Shuffle iT Username: faust
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open, but feel free to tag/comment!)
« Reply #16 on: April 04, 2017, 03:23:30 am »

When will this open?
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

SpaceAnemone

  • Thief
  • ****
  • Offline Offline
  • Posts: 91
  • Shuffle iT Username: SpaceAnemone
  • Correct Horse Battery Staple
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open, but feel free to tag/comment!)
« Reply #17 on: April 04, 2017, 08:03:49 am »

When will this open?

I wanted to encourage RMM41 to fill before I opened it, so I said I wouldn't open this till that one's in D1. I kind of forgot about the existence of N0 when I said that, though, and RMM41 is in N0 now. Would you like me to open this for sign-ups? :-)
Logged
Congratulations! Your SpaceAnemone evolved into UniverseAnemone!
Town games: M84(L), M85(W), M86(L), M87(W), M88(L), M90(L), M92(W), M94(L), M97(L), M99(W), M100(L), M104(W), M107(W), M110(L), M112(L), RMM37(L), RMM40(D), RMM41(L), RMM43(L), RMM47(W), ZM23(W).
Scum games: M89(D), M108(L), NM8(W&MVP), NM10(L)   Mod: NM9, RMM38, RMM42.   Pronouns: they/them

Haddock

  • Minion
  • *****
  • Offline Offline
  • Posts: 725
  • Shuffle iT Username: Haddock
  • Doc Cod
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open, but feel free to tag/comment!)
« Reply #18 on: April 04, 2017, 09:11:15 am »

Let me answer that question with an /in.
Logged
The best reason to lynch Haddock is the meltdown we get to witness on the wagon runup. I mean, we should totally wagon him every day just for the lulz.

M Town Wins-Losses (6-2, 75%): 71, 72, 76, 81, 83, 87 - 79, 82.  M Scum Wins-Losses (2-1, 67%): 80, 101 - 70.
RMM Town Wins-Losses (3-1, 75%): 42, 47, 49 - 31.  RMM Scum Wins-Losses (3-3, 50%): 33, 37, 43 - 29, 32, 35.
Modded: M75, M84, RMM38.     Mislynched (M-RMM): None - 42.     Correctly lynched (M-RMM): 101 - 33, 33, 35.       MVPs: RMM37, M87

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3376
  • Shuffle iT Username: faust
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open, but feel free to tag/comment!)
« Reply #19 on: April 04, 2017, 09:30:20 am »

/in deed.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did

LaLight

  • Jester
  • *****
  • Offline Offline
  • Posts: 774
  • Shuffle iT Username: LaLight
  • Because I'm a potato
    • View Profile
Re: RMM42: Space Alert Mafia (not yet open, but feel free to tag/comment!)
« Reply #20 on: April 04, 2017, 09:52:24 am »

the setup looks breathtak/ing
Logged
Wins: 15, 10
Losses: 11, 5, 1
Draws: 1
MVPs: 4
Mod/Co-mod: 18

I always have a limited access to forum on weekends.

gkrieg13

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 509
  • Shuffle iT Username: gkrieg
    • View Profile
Re: RMM42: Space Alert Mafia (Now Open for Sign-ups!!!)
« Reply #21 on: April 04, 2017, 10:53:23 am »

/in
Logged

Calamitas

  • Tactician
  • *****
  • Offline Offline
  • Posts: 407
  • Shuffle iT Username: Calamitas
    • View Profile
Re: RMM42: Space Alert Mafia (Now Open for Sign-ups!!!)
« Reply #22 on: April 04, 2017, 07:36:40 pm »

Cannot play until the 4th of May but the setup looks amazing :-)
« Last Edit: April 04, 2017, 07:38:57 pm by Calamitas »
Logged
Oh, i just don't like mafia games.

Town (5/9): M85, RMM35, M87, NM9, M90RMM38, M92, M91, M102,
Scum (3/3): M84, M88, M100

MVPs (1): M84

EFHW

  • Spy
  • ****
  • Offline Offline
  • Posts: 81
  • Shuffle iT Username: EFHW
  • EFHW="ee-foo". Really, how else would you say it?
    • View Profile
Re: RMM42: Space Alert Mafia (Now Open for Sign-ups!!!)
« Reply #23 on: April 05, 2017, 11:54:38 am »

/in
Logged

faust

  • Board Moderator
  • *
  • Offline Offline
  • Posts: 3376
  • Shuffle iT Username: faust
    • View Profile
Re: RMM42: Space Alert Mafia (Now Open for Sign-ups!!!)
« Reply #24 on: April 05, 2017, 05:39:54 pm »

Cannot play until the 4th of May but the setup looks amazing :-)
I thought this would be up your alley. I would prefer not to wait a month though.
Logged
You say the ocean's rising, like I give a shit
You say the whole world's ending, honey it already did
Pages: [1] 2 3 ... 66  All
 

Page created in 0.073 seconds with 19 queries.