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'''NOTE: THIS IS A PERSONAL PAGE TO ILLUSTRATE A CONCEPTUAL SETUP FOR ANOTHER SITE
{{Setups
|Title=Twofold C9++ (C18++)
|Setup Size=Large
|type=Untested Large
|type2=Semi-Open
|type3=Multiball
|type4=
|type5=
|type6=
|Players=16
|Designer=Kaiveran
|Designer2=LlamaFluff
|Designer3=
|Notes=
}}


'''IT IS NOT "BALANCED" FOR MS AND IS NOT MEANT TO BE PLAYED ON MS EVER.'''
'''Two-Fold C9++''' (alternatively known as '''C18++''') is an experimental 16 player [[semi-open]] setup designed by [[Kaiveran]] with some tweaks by [[LlamaFluff]] that is currently in trial runs as an official Open setup. Inspired by the previous [[Two-Fold C9]], this game uses a randomization system similar to [[C9++]] but in a [[Multiball]], [[Modular Open]] format. Role modules are distributed to the town that work against a specific scumteam.
'''PLEASE IGNORE IT AND MOVE ON WITH YOUR LIFE UNLESS YOU PLAY ON [REDACTED]'''


=Super C9++=
In 2019, the setup was extensively rebalanced based on player feedback, and an extra VT was added, in order to ensure a majority-town Day 2 even in a "fully-loaded" game (i.e both teams being Tier 2+.)
 
==Mechanics==
*This setup starts on a 'Night 0' with no kills. Instead, players are to confirm and scum are to choose their power roles. The game then progresses to Day 1.
*Cops/Seers are guaranteed to be sane
*A scumteam knows who their Traitor/Defector is, and vice versa.
*If a scumteam is eliminated, the Traitor/Defector aligned with them suicides.
 
==Generating the Setup==
 
First, roll 7 random numbers 1-100 to determine Mafia roles and anti-mafia modules. Each number is turned into a letter as follows:
*1-50 = T
*51-70 = C
*71-85 = D
*86-100 = I
 
Role modules are accumulated depending on how many of each letter are generated. For example, when looking at the "C" list, look at how many Cs you received and add the corresponding roles. If you get no Cs, do not add any roles from the C list (exception: "T" list has a set of roles to be added if 0 Ts are generated). If you draw more letters than are listed in a category, just reroll and try again.
 
===Mafia Roll===
 
====Scum Roles====
 
POWER TIER 1
 
Tx7 = Goon + (Godfather/Ninja) + TOWN 1-Shot Doctor
 
Tx6 = Goon + (Godfather/Ninja)
 
Tx5 = Goon + (Godfather/Ninja)
 
POWER TIER 2
 
Tx4 = 2 Goons + (Roleblocker/Watcher)
 
Tx3 = 2 Goons + (Roleblocker/Watcher)
 
POWER TIER 3
 
Tx2 = Goon + (Roleblocker/Watcher) + (Godfather/Ninja)
 
Tx1 = Goon + (Roleblocker/Watcher) + (Godfather/Ninja)
 
0 Ts = (Roleblocker/Watcher) + Godfather + Ninja
 
''Abilities are chosen pregame.''
 
====C Roles====
 
Cx1 = 1-Shot Cop
 
Cx2 = Cop
 
Cx3 = Cop, 1-Shot Cop
 
Cx4 = 2 Cops
 
Cx5 = 2 Cops, 1-Shot Cop
 
Cx6 = 3 Cops
 
 
====D Roles====
 
Dx1 = Doctor
 
Dx2 = Jailkeeper
 
Dx3 = Jailkeeper, Doctor
 
Dx4 = Jailkeeper, Doctor, 1-Shot Doctor
 
Dx5 = Jailkeeper, Doctor, Doctor


'''Super C9++''' is a 15 player semi-mystery setup that essentially functions as an open TWG mystery box. Everyone knows the possibilities, but you don't know which of those you're going to get! The setup is very complex, but the basic principle is that the more power the Town is given, the more powerful the anti-town roles (Wolves-Killer) become in response.


Here is a short summary of how the system works:
====I Roles====


*At the start of the game, 11 random letters are generated, each one of: C, T, D, M, E, K, R, A, S.
Ix1 = Tracker
*T stands for “Truthseeker”. The more T's, the more investigative power the town has – roles that discern information about players.
*D stands for “Defender”. The more P's, the more protective power the town has – roles that protect others from death or otherwise discourage attack.
*K is “Knight” for killing roles, M is “Mason” which is obvious, E is “Enforcer” for blocking roles, R is “Reserve” for backup roles, etc. each working similarly to the above.
*C's are for "Citizens", and they work a little different. Each C necessarily decreases the number of roles the town could have, but in exchange, the wolves are weakened a little. This could mean slightly weaker roles or even fewer members. The number of C’s also determines the chance of there being a Serial Killer.
*There are guaranteed to be 10-12 town members, 3-4 wolves, and 0-1 Killer. Anything else is up to the cards (although meticulously balanced by the system).


This setup has a 38.75% overall chance of generating a Serial Killer.<br/>
Ix2 = Tracker, 1-Shot Tracker


__TOC__
Ix3 = 2 Trackers


==Principles==
Ix4 = 2 Trackers, 1-Shot Tracker


The point of C9++ and related "generative" setups is to make sure there is no way to have any sort of "follow-the-power-role" sort of play and that any reveal can be questioned. The central idea of the C9 style of rolls is that you can have tons of power roles or none at all, and nobody knows what's out there (even though wolves and blues might have clues based inherently on what roles they've been assigned), but no matter what happens, each side is balanced based off the number of roles the other has.
Ix5 = 3 Trackers, 1-Shot Tracker


There are no breaking strategies for either side that will ensure a maximum chance of victory. So the fact that you are a seer, for example, doesn't immediately get you guarded or saved if you claim, because you have no idea if (A) there is a guardian, or (B) people will think you are a wolf and lynch you anyways. The wolves get it too: the most obvious kill target might be booby-trapped by a Watcher or Bodyguard, and if a Wolf Seer gets a "Killer" result, they can't be sure if that's a Vigilante, SK, or Kamikaze, all of which have very different consequences if killed.


By dismantling these preconceived "formulas" of both power roles and wolf play, this game forces everyone to base their game more on independent thought and investigation. Until late game, when there's a lot of stuff to look at, you typically can't just pull something out of your hat and have a known piece of information out there. Every single thing can be subject to scrutiny, and of course the wolves can't just go fakeclaim-crazy because there are cardflips to confirm people and narrow down the possibilities. So all in all this is a setup that should motivate everyone to put forth their best efforts. Yes, there will probably be power roles and they will help, but the simple fact that there are no guarantees means that the powers take a backseat to the actual gameplay.
===Wolf Roll===


==Mechanics==
Now repeat the first step, now rolling for the following Werewolf roles and anti-wolf modules.
*This setup uses a Pregame phase, termed Night 0, where everyone confirms, certain power choices are made, and the existence of an Impartial or Totems are made known. Then it goes to a Day 0, to prevent a potentially large volume of kills (SK, Vigi, Wolf) from throwing off the game balance early, and to make sure everyone has a hand in their own destiny.
 
*Kills are indistinguishable - do not use varying flavour for Mafia, Vigilante or Serial Killer night kills.
 
====Scum Roles====
 
POWER TIER 1
 
Tx7 = Werewolf + (Alpha/Stealth) Wolf + TOWN 1-Shot Guardian
 
Tx6 = Werewolf + (Alpha/Stealth) Wolf
 
Tx5 = Werewolf + (Alpha/Stealth) Wolf
 
POWER TIER 2
 
Tx4 = 2 Wolves + Wolf (Roleblocker/Watcher)
 
Tx3 = 2 Wolves + Wolf (Roleblocker/Watcher)
 
POWER TIER 3
 
Tx2 = Goon + Wolf (Roleblocker/Watcher) + (Alpha/Stealth) Wolf
 
Tx1 = Goon + Wolf (Roleblocker/Watcher) + (Alpha/Stealth) Wolf


==Randomization==
0 Ts = Wolf (Roleblocker/Watcher) + Alpha Wolf + Stealth Wolf


The moderator randomly chooses 12 numbers from 1-200, repeating permitted. Then, '''each of the first 11 numbers''' is turned into a letter as follows:
*1-60 = C (Citizen. This actually influences Wolf power roles and the chance of an SK.)
*61-85 = T (Truthseeker)
*86-110 = D (Defender)
*111-140 = M (Mason)
*141-155 = E (Enforcer)
*156-170 = K (Killing)
*171-180 = R (Reserve)
*181-190 = A (Alchemist)
*191-200 = S (Soothsayer)


Power roles are added to the setup depending on how many of each letter are generated. If the number of letters present exceeds the maximum specified by any category of roles, the setup must be re-rolled; you must also re-roll if you happen upon a setup that has roles in the Reserve category and no possible powers for any of them to take. Thankfully these incidences are extremely rare.
====C Roles====


Finally, the 12th number is checked against a Serial Killer threshold, specified by the number of C’s. If the 12th number exceeds the threshold, add a Serial Killer.
Cx1 = 1-Shot Seer


After this all is done, add a number of Vanilla Humans to the game until it has 15 players.
Cx2 = Seer


==Setup Determination==
Cx3 = Seer, 1-Shot Seer


Power roles are inserted into the setup depending on how many of each letter are generated. For example, when looking at the "D" list, look at how many Ds you received. If you get no Ds, do not add any roles from the D list (exception: "C" list has a set of roles to be added if 0 Cs are generated). If you get three Ds, look at where it says Dx3 and add the corresponding powerroles into the game. In this case, add a Guardian and a 1-Shot Cop.
Cx4 = 2 Seers


====C (Anti-Town Roles)====
Cx5 = 2 Seers, 1-Shot Seer


x11 = Alpha Wolf, Wolf, D0 Mark<br/>
Cx6 = 3 Seers
+SK Threshold: 200 (impossible)


x10 = Alpha Wolf, Wolf x2<br/>
+SK Threshold: 150


x9 = Alpha Wolf, Wolf Lancer, Wolf<br/>
====D Roles====
+SK Threshold: 175


x8 = Master Wolf, Wolf Roleblocker, Wolf<br/>
Dx1 = Guardian
+SK Threshold: 100


x7 = Master Wolf, Wolf Seer, Wolf Lancer<br/>
Dx2 = Wizard
+SK Threshold: 135 / 1 Extra Power


x6 = Master Wolf, Wolf Roleblocker, Wolf Seer<br/>
Dx3 = Wizard, Guardian
+SK Threshold: 170 / 1 Extra Power


x5 = Wolf Roleblocker, Wolf x3<br/>
Dx4 = Wizard, Guardian, 1-Shot Guardian
+SK Threshold: 70 / 1 Extra Power


x4 = Wolf Seer, Wolf Lancer, Wolf x2<br/>
Dx5 = Wizard, 2 Guardians
+SK Threshold: 110 / 1 Extra Power


x3 = Wolf Seer, Wolf Roleblocker, Wolf x2<br/>
+SK Threshold: 150 / 2 Extra Powers


x2 = Master Wolf, Wolf Roleblocker, Brutal Wolf, Wolf<br/>
====I Roles====
+SK Threshold: 40 / 2 Extra Powers


x1 = Master Wolf, Wolf Seer, Wolf Roleblocker, Wolf Lancer<br/>
Ix1 = Stalker
+SK Threshold: 70 / 2 Extra Powers


x0 = Master Wolf, Wolf Seer, Wolf Roleblocker, Brutal Wolf<br/>
Ix2 = Stalker, 1-Shot Stalker
+SK Threshold: 100 / 2 Extra Powers


Ix3 = 2 Stalkers


'''The Serial Killer has a 1-Shot Omnibane by default. Any extra powers are assigned based on the most numerous drawn letters.'''<br/>
Ix4 = 2 Stalkers, 1-Shot Stalker
'''T = Investigation Immunity'''<br/>
'''D = 1-Shot Juggernaut'''<br/>
'''E = Strong Will'''<br/>
'''K = Extra Omnibane'''<br/>
'''No other categories of roles are factored in. If there are ties they are broken in the order T>K>D>E.'''


====T (Investigative Roles)====
Ix5 = 3 Stalkers, 1-Shot Stalker


x1 = One-Shot Seer


x2 = Tracker OR Seer (determined randomly)
===Inter-Scum Balancing===


x3 = Seer, One-Shot Seer
Now, compare the Power Tiers between the Scum, and award one side a helpful role module based on the difference. Additional role modules should go to a Mafia Goon/Normal Wolf slot.


x4 = Seer, Tracker
*Tier 1 vs. Tier 2 = Tier 1 team gets a Traitor (Mafia) or Defector (Wolves)
*Tier 1 vs. Tier 3 = Tier 1 team gets a Traitor/Defector '''plus''' a JOAT module (Watch, Roleblock, Ninja Kill)
*Tier 2 vs. Tier 3 = Tier 2 team gets a ([[Strong-Willed|Strong Will]]/2-Shot Watch-Immune) module.


x5 = Seer, Tracker, One-Shot Seer


x6 = Tracker x2, One-Shot Seer x2
===Power Notes===


x7 = Seer, Tracker x2, One-Shot Seer
Cop only detects Mafia, Seer only detects Werewolves.


Doctor only stops the Mafia kill, Guardian only stops the Wolf kill


====D (Protective Roles)====
Trackers and Stalkers work a little differently; they reliably track all actions, except kills. The Wolf kill is invisible to Trackers, and the Mafia kill is invisible to Stalkers.


x1 = One-Shot Guardian
Jailkeepers block all actions ''except'' the Werewolf kill and save their target from Mafia kills, where Wizards block all actions ''except'' the Mafia kill and save their target from Werewolf kills.


x2 = Watcher OR Guardian
==Finalization==


x3 = Guardian, One-Shot Guardian
Determine the amount of Wolves and Mafia, then add a number of townies until the game has 16 players.


x4 = Guardian, Watcher
Then, distribute the role modules, using a [https://www.random.org/sequences/ randomized integer sequence], to ''everyone who is not on a scum team'', according to the following rules:


x5 = Guardian, Watcher, One-Shot Guardian
*No player may have more than two role modules.
*No player may have two modules belonging to the same category of roles.
*Traitors/Defectors may not receive powers that work against their favored team.


x6 = Watcher x2, One-Shot Guardian x2
==Example Role PM's==
===<div style="color:green">Townie</div>===
Welcome, [Player Name], you are '''Town'''.


x7 = Guardian, Watcher x2, One-Shot Guardian


'''BONUS: Wizards!'''<br/>
'''You have the following abilities [Max 2]:'''  
If any of the following combinations appear, flip a coin. If heads, ''use these roles'' instead of the corresponding D/E roles.


Dx1, Ex1 = Wizard
*'''1-Shot Cop''': ONCE at night, you may investigate a player in the game. You will get one of the following results:
**MAFIA, meaning the player is certainly Mafia, or at least, a Traitor aligned with them;
**NOT MAFIA meaning the player is either Town, a Werewolf, or a Godfather;
**No Result, meaning you were targeted by a Roleblocking power in the same night.
*'''Cop''': Each night phase, you may investigate a player in the game. You will get one of the following results:
**MAFIA, meaning the player is certainly Mafia, or at least, a Traitor aligned with them;
**NOT MAFIA meaning the player is either Town, a Werewolf, or a Godfather;
**No Result, meaning you were targeted by a Roleblocking power in the same night.
*'''1-Shot Seer''': ONCE at night, you may investigate a player in the game. You will get one of the following results:
**WOLF, meaning the player is certainly a Werewolf, or at least, a Defector aligned with them;
**NOT WOLF, meaning the player is either Town, Mafia, or an Alpha Wolf;
**No Result, meaning you were targeted by a Roleblocking power in the same night.
*'''Seer''': Each night phase, you may investigate a player in the game. You will get one of the following results:
**WOLF, meaning the player is certainly a Werewolf, or at least, a Defector aligned with them;
**NOT WOLF, meaning the player is either Town, Mafia, or an Alpha Wolf;
**No Result, meaning you were targeted by a Roleblocking power in the same night.
*'''1-Shot Doctor''': ONCE at night, you may protect a player in the game from the Mafia's nightkill.
*'''Doctor''': Each night phase, you may choose to protect a player in the game from the Mafia's nightkill.
*'''Jailkeeper''': Each night phase, you may choose to target a player. You will protect that player from the Mafia's kill that night, but also block their night actions (unless the action is the Werewolf kill.)
*'''1-Shot Guardian''': ONCE at night, you may protect a player in the game from the Werewolves' nightkill.
*'''Guardian''': Each night phase, you may choose to protect a player in the game from the Werewolves' nightkill.
*'''Wizard''': Each night phase, you may choose to target a player. You will protect that player from the Werewolves' kill that night, but also block their night actions (unless the action is the Mafia kill.)
*'''1-Shot Tracker''': ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
*'''Tracker''': Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
*'''1-Shot Stalker''': ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
*'''Stalker''': Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
*''[If rolled no abilities]'' You have no night actions; you are a '''Vanilla Townie'''.


Dx2, Ex2 = '''GUARANTEED''' Wizard


Dx3, Ex3 = Wizard x2
'''Win condition:'''
*You win when all threats to the town have been eliminated and there is at least one town player alive.




====M (Mason Roles)====
===<span style="color:green">Town</span> <span style="color:red">Traitor</span>===
Welcome, [Player Name]. You are a '''Town Traitor'''. You have agreed to help the ''Mafia'', who consist of [Player Name] and [Player Name].


x1 = Saint


x2 = Mason x2
'''You have the following abilities [Max 2]:'''


x3 = Saint, Mason x2
*'''1-Shot Seer''': ONCE at night, you may investigate a player in the game. You will get one of the following results:
**WOLF, meaning the player is certainly a Werewolf;
**NOT WOLF, meaning the player is either Town, Mafia, or an Alpha Wolf;
**No Result, meaning you were targeted by a Roleblocking power in the same night.
*'''Seer''': Each night phase, you may investigate a player in the game. You will get one of the following results:
**WOLF, meaning the player is certainly a Werewolf;
**NOT WOLF, meaning the player is either Town, Mafia, or an Alpha Wolf;
**No Result, meaning you were targeted by a Roleblocking power in the same night.
*'''1-Shot Guardian''': ONCE at night, you may protect a player in the game from the Werewolves' nightkill.
*'''Guardian''': Each night phase, you may choose to protect a player in the game from the Werewolves' nightkill.
*'''Wizard''': Each night phase, you may choose to target a player. You will protect that player from the Werewolves' kill that night, but also block their night actions (unless the action is the Mafia kill.)
*'''1-Shot Stalker''': ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
*'''Stalker''': Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
*''[If rolled no abilities]'' You have no night actions; you must help the Mafia with your voice and vote alone.


x4 = Mason x3


x5 = Mason A x2, Mason B x2
'''Win condition:'''
*You win when the Werewolves are dead and the Mafia obtain a majority over the town, or nothing can prevent this from occurring.
*You lose, by suicide, if all Mafia are dead.


x6 = Saint, Mason A x2, Mason B x2


===<span style="color:green">Town</span> <span style="color:orange">Defector</span>===
Welcome, [Player Name]. You are a '''Town Defector'''. You have agreed to help the ''Werewolves'', who consist of [Player Name] and [Player Name].


====E (Blocking Roles)====


x1 = One-Shot Roleblocker
'''You have the following abilities [Max 2]:'''


x2 = Roleblocker
*'''1-Shot Cop''': ONCE at night, you may investigate a player in the game. You will get one of the following results:
**MAFIA, meaning the player is certainly Mafia;
**NOT MAFIA meaning the player is either Town, a Werewolf, or a Godfather;
**No Result, meaning you were targeted by a Roleblocker power in the same night.
*'''Cop''': Each night phase, you may investigate a player in the game. You will get one of the following results:
**MAFIA, meaning the player is certainly Mafia;
**NOT MAFIA meaning the player is either Town, a Werewolf, or a Godfather;
**No Result, meaning you were targeted by a Roleblocker power in the same night.
*'''1-Shot Doctor''': ONCE at night, you may protect a player in the game from the Mafia's nightkill.
*'''Doctor''': Each night phase, you may choose to protect a player in the game from the Mafia's nightkill.
*'''Jailkeeper''': Each night phase, you may choose to target a player. You will protect that player from the Mafia's kill that night, but also block their night actions (unless the action is the Werewolf kill.)
*'''1-Shot Tracker''': ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
*'''Tracker''': Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
*''[If rolled no abilities]'' You have no night actions; you must help the Werewolves with your voice and vote alone.


x3 = Roleblocker, 1-Shot Roleblocker


x4 = Roleblocker x2
'''Win condition:'''
*You win when the Mafia are dead and the Wolves obtain a majority over the town, or nothing can prevent this from occurring.
*You lose, by suicide, if all Werewolves are dead.


x5 = Roleblocker x2, 1-Shot Roleblocker


x6 = Roleblocker x3
===<span style="color:red">Mafia</span>===


====K (Killing Roles)====
Welcome, [Player1] and [Player2] (and [Player3]), you are the '''Mafia'''.


x1 = Kamikaze OR One-Shot Vigilante
All of you have access each night phase to a private discussion topic {here}, and can carry out a factional kill every night.


x2 = Vigilante


x3 = Vigilante, Kamikaze OR Bodyguard, One-Shot Vigilante
[Player1] is a '''Mafia Goon'''; they have no extra powers.<br/>
''OR'' <br/>
[Player1] is a '''Mafia JOAT''', with the following single-use abilities:
*'''Watch''': Investigate someone to find out anyone who targeted them the same Night.
*'''Roleblock''': Target a player to prevent them from taking any active night actions.
*'''Ninja Kill''': You may carry out the factional kill undetected by Tracker- or Watcher-Type roles.


x4 = Vigilante, Kamikaze, One-Shot Vigilante


x5 = Vigilante, Bodyguard, Kamikaze
[Player2] is a '''Mafia Goon'''; they have no extra powers.<br/>
''OR'' <br/>
[Player2] must choose pregame between being a '''Godfather''' or a '''Ninja'''.
*'''Godfather''': If you are the target of a direct investigation, the result will not find any incriminating evidence; you will behave as if you are a Vanilla Townie.
*'''Ninja''': Your actions become totally undetectable to Tracker- or Watcher-type roles.
''OR'' <br/>
[Player2] must choose pregame between being '''Strong-Willed''' or having '''2-Shot Watch-Immunity'''.
*'''Strong-Willed''': You become immune to all Roleblocking powers.
*'''2-Shot Watch-Immunity''': Twice in the game at night, you may make your actions invisible to Watchers.


x6 = Vigilante x2, Bodyguard, Kamikaze


====R (Backup Roles)====
([Player3] must choose pregame between being a '''Roleblocker''' or a '''Watcher'''.
*'''Roleblocker''': Each night phase, you may target a player. Any active role actions the player attempts to take that night will be canceled.
*'''Watcher''': Each night phase, you may investigate a player. You will learn the names of any other players who targeted them that night.)


x1 = One-Shot Backup


x2 = Morph
(You also have a '''Traitor''' out there, [TraitorName], willing to help you.)


x3 = Universal Backup, One-Shot Backup


x4 = Universal Backup, Morph
'''Win condition:'''
*You win when the Werewolves are dead and the Mafia obtain a majority over the town, or nothing can prevent this from occurring.


====A (Multipurpose Roles)====


x1 = Inventor


x2 = Mage (JOAT variant)
===<span style="color:orange">Werewolves</span>===


x3 = Inventor, Mage
Welcome, [Player1] and [Player2] (and [Player3]), you are the '''Werewolves'''.


x4 = Mage, Elemental
All of you have access each night phase to a private discussion topic {here}, and can carry out a factional kill every night.


====S (Communicative Roles)====


x1 = Medium
[Player1] is a '''Normal Wolf'''; they have no extra powers.<br/>
''OR'' <br/>
[Player1] is a '''Wolf JOAT''', with the following single-use abilities:
*'''Watch''': Investigate someone to find out anyone who targeted them the same Night.
*'''Roleblock''': Target a player to prevent them from taking any active night actions.
*'''Stealth Kill''': You may carry out the factional kill undetected by Tracker- or Watcher-Type roles.


x2 = Medium + Totems distributed to two random* players


x3 = Medium, Impartial + 3 distributed Royal Seals**
[Player2] is a '''Normal Wolf'''; they have no extra powers.<br/>
''OR'' <br/>
[Player2] must choose pregame between being an '''Alpha''' or '''Stealth''' Wolf.
*'''Alpha Wolf''': If you are the target of a direct investigation, the result will not find any incriminating evidence; you will behave as if you are a Vanilla Townie.
*'''Stealth Wolf''': Your actions become totally undetectable to Tracker- or Watcher-type roles.
''OR'' <br/>
[Player2] must choose pregame between being '''Strong-Willed''' or having '''2-Shot Watch-Immunity'''.
*'''Strong-Willed''': You become immune to all Roleblocking powers.
*'''2-Shot Watch-Immunity''': Twice in the game at night, you may make your actions invisible to Watchers.


*One Totem is guaranteed to be in Town hands<br/>
**2 Royal Seals must be in Town hands. If you use a Royal Seal on your message to the Impartial, the Impartial will be forced to post that message at the end of the phase.


([Player3] must choose pregame between being a '''Roleblocker''' or a '''Watcher'''.
*'''Roleblocker''': Each night phase, you may target a player. Any active role actions the player attempts to take that night will be canceled.
*'''Watcher''': Each night phase, you may investigate a player. You will learn the names of any other players who targeted them that night.)


==Other Information==


===Priority Tree===
(You also have a '''Defector''' out there, [DefectorName], willing to help you.)


# Power Copying (Reserve roles, all simultaneously)
# Totem/Impartial Messages
# Blocking
#* Wizard
#* Wolf Roleblocker
#* Human Roleblocker
# Protection
#* Guardian
#* Wizard
#* Bodyguard
#* Banes
# Miscellaneous
# Killing (for GUARDS/KAMIKAZES/BODYGUARDS etc.)
#* Wolves
#* Humans (In the case of multiple vigi killers, they are ordered randomly.)
#* Serial Killer
# Investigation (EXCEPTION: If a Medium contacts the player later, they will receive the result they would have gotten had they not died, along with the Medium’s message. Records are kept of interrupted investigative actions. All are considered simultaneous.)


===Cardflips===
'''Win condition:'''
*You win when the Mafia are dead and the Werewolves obtain a majority over the town, or nothing can prevent this from occurring.


* GREEN
** 1-Shot Seer
** 1-Shot Guardian
** Saint
** 1-Shot Roleblocker
** 1-Shot Vigilante
** 1-Shot Backup
** Inventor
** Vanilla Human
* BLUE
** Seer
** Tracker
** Guardian
** Watcher
** Kamikaze
** Vigilante
** Bodyguard
** Mason
** Roleblocker
** Wizard
** Spirit Morph
** Universal Backup
** Mage
** Elemental
** Medium
* PURPLE
** Impartial
** Serial Killer
* RED
** '''all''' wolves.


==Role PM's==
==Example Setups==


see here for the specific PM's in the flavor I'll be running this game with.
Check [https://docs.google.com/document/d/1qJiQl9PRrSIJ0GAYuIOOqWPny_bsT1TQgHIKvgjgqgo/edit# here] for a doc that explicitly demonstrates the process of assemblin one setup, plus a few more examples.


see here for generic barebones role PM's for other people interested in running it.
==History==
*'''{{plink|t|59036|Open 568}}''' (Town Win)
*'''{{plink|t|79344|Open 755}}''' (Town Win)


===<div style="color:#00BF00">Vanilla Townie</div>===
[[Category:ScummerSubpages]]

Latest revision as of 04:38, 22 June 2019

Name:
  • Twofold C9++ (C18++)
Setup Size:
Players:
  • 16
Setup Type:
Designers:

Two-Fold C9++ (alternatively known as C18++) is an experimental 16 player semi-open setup designed by Kaiveran with some tweaks by LlamaFluff that is currently in trial runs as an official Open setup. Inspired by the previous Two-Fold C9, this game uses a randomization system similar to C9++ but in a Multiball, Modular Open format. Role modules are distributed to the town that work against a specific scumteam.

In 2019, the setup was extensively rebalanced based on player feedback, and an extra VT was added, in order to ensure a majority-town Day 2 even in a "fully-loaded" game (i.e both teams being Tier 2+.)

Mechanics

  • This setup starts on a 'Night 0' with no kills. Instead, players are to confirm and scum are to choose their power roles. The game then progresses to Day 1.
  • Cops/Seers are guaranteed to be sane
  • A scumteam knows who their Traitor/Defector is, and vice versa.
  • If a scumteam is eliminated, the Traitor/Defector aligned with them suicides.

Generating the Setup

First, roll 7 random numbers 1-100 to determine Mafia roles and anti-mafia modules. Each number is turned into a letter as follows:

  • 1-50 = T
  • 51-70 = C
  • 71-85 = D
  • 86-100 = I

Role modules are accumulated depending on how many of each letter are generated. For example, when looking at the "C" list, look at how many Cs you received and add the corresponding roles. If you get no Cs, do not add any roles from the C list (exception: "T" list has a set of roles to be added if 0 Ts are generated). If you draw more letters than are listed in a category, just reroll and try again.

Mafia Roll

Scum Roles

POWER TIER 1

Tx7 = Goon + (Godfather/Ninja) + TOWN 1-Shot Doctor

Tx6 = Goon + (Godfather/Ninja)

Tx5 = Goon + (Godfather/Ninja)

POWER TIER 2

Tx4 = 2 Goons + (Roleblocker/Watcher)

Tx3 = 2 Goons + (Roleblocker/Watcher)

POWER TIER 3

Tx2 = Goon + (Roleblocker/Watcher) + (Godfather/Ninja)

Tx1 = Goon + (Roleblocker/Watcher) + (Godfather/Ninja)

0 Ts = (Roleblocker/Watcher) + Godfather + Ninja

Abilities are chosen pregame.

C Roles

Cx1 = 1-Shot Cop

Cx2 = Cop

Cx3 = Cop, 1-Shot Cop

Cx4 = 2 Cops

Cx5 = 2 Cops, 1-Shot Cop

Cx6 = 3 Cops


D Roles

Dx1 = Doctor

Dx2 = Jailkeeper

Dx3 = Jailkeeper, Doctor

Dx4 = Jailkeeper, Doctor, 1-Shot Doctor

Dx5 = Jailkeeper, Doctor, Doctor


I Roles

Ix1 = Tracker

Ix2 = Tracker, 1-Shot Tracker

Ix3 = 2 Trackers

Ix4 = 2 Trackers, 1-Shot Tracker

Ix5 = 3 Trackers, 1-Shot Tracker


Wolf Roll

Now repeat the first step, now rolling for the following Werewolf roles and anti-wolf modules.


Scum Roles

POWER TIER 1

Tx7 = Werewolf + (Alpha/Stealth) Wolf + TOWN 1-Shot Guardian

Tx6 = Werewolf + (Alpha/Stealth) Wolf

Tx5 = Werewolf + (Alpha/Stealth) Wolf

POWER TIER 2

Tx4 = 2 Wolves + Wolf (Roleblocker/Watcher)

Tx3 = 2 Wolves + Wolf (Roleblocker/Watcher)

POWER TIER 3

Tx2 = Goon + Wolf (Roleblocker/Watcher) + (Alpha/Stealth) Wolf

Tx1 = Goon + Wolf (Roleblocker/Watcher) + (Alpha/Stealth) Wolf

0 Ts = Wolf (Roleblocker/Watcher) + Alpha Wolf + Stealth Wolf


C Roles

Cx1 = 1-Shot Seer

Cx2 = Seer

Cx3 = Seer, 1-Shot Seer

Cx4 = 2 Seers

Cx5 = 2 Seers, 1-Shot Seer

Cx6 = 3 Seers


D Roles

Dx1 = Guardian

Dx2 = Wizard

Dx3 = Wizard, Guardian

Dx4 = Wizard, Guardian, 1-Shot Guardian

Dx5 = Wizard, 2 Guardians


I Roles

Ix1 = Stalker

Ix2 = Stalker, 1-Shot Stalker

Ix3 = 2 Stalkers

Ix4 = 2 Stalkers, 1-Shot Stalker

Ix5 = 3 Stalkers, 1-Shot Stalker


Inter-Scum Balancing

Now, compare the Power Tiers between the Scum, and award one side a helpful role module based on the difference. Additional role modules should go to a Mafia Goon/Normal Wolf slot.

  • Tier 1 vs. Tier 2 = Tier 1 team gets a Traitor (Mafia) or Defector (Wolves)
  • Tier 1 vs. Tier 3 = Tier 1 team gets a Traitor/Defector plus a JOAT module (Watch, Roleblock, Ninja Kill)
  • Tier 2 vs. Tier 3 = Tier 2 team gets a (Strong Will/2-Shot Watch-Immune) module.


Power Notes

Cop only detects Mafia, Seer only detects Werewolves.

Doctor only stops the Mafia kill, Guardian only stops the Wolf kill

Trackers and Stalkers work a little differently; they reliably track all actions, except kills. The Wolf kill is invisible to Trackers, and the Mafia kill is invisible to Stalkers.

Jailkeepers block all actions except the Werewolf kill and save their target from Mafia kills, where Wizards block all actions except the Mafia kill and save their target from Werewolf kills.

Finalization

Determine the amount of Wolves and Mafia, then add a number of townies until the game has 16 players.

Then, distribute the role modules, using a randomized integer sequence, to everyone who is not on a scum team, according to the following rules:

  • No player may have more than two role modules.
  • No player may have two modules belonging to the same category of roles.
  • Traitors/Defectors may not receive powers that work against their favored team.

Example Role PM's

Townie

Welcome, [Player Name], you are Town.


You have the following abilities [Max 2]:

  • 1-Shot Cop: ONCE at night, you may investigate a player in the game. You will get one of the following results:
    • MAFIA, meaning the player is certainly Mafia, or at least, a Traitor aligned with them;
    • NOT MAFIA meaning the player is either Town, a Werewolf, or a Godfather;
    • No Result, meaning you were targeted by a Roleblocking power in the same night.
  • Cop: Each night phase, you may investigate a player in the game. You will get one of the following results:
    • MAFIA, meaning the player is certainly Mafia, or at least, a Traitor aligned with them;
    • NOT MAFIA meaning the player is either Town, a Werewolf, or a Godfather;
    • No Result, meaning you were targeted by a Roleblocking power in the same night.
  • 1-Shot Seer: ONCE at night, you may investigate a player in the game. You will get one of the following results:
    • WOLF, meaning the player is certainly a Werewolf, or at least, a Defector aligned with them;
    • NOT WOLF, meaning the player is either Town, Mafia, or an Alpha Wolf;
    • No Result, meaning you were targeted by a Roleblocking power in the same night.
  • Seer: Each night phase, you may investigate a player in the game. You will get one of the following results:
    • WOLF, meaning the player is certainly a Werewolf, or at least, a Defector aligned with them;
    • NOT WOLF, meaning the player is either Town, Mafia, or an Alpha Wolf;
    • No Result, meaning you were targeted by a Roleblocking power in the same night.
  • 1-Shot Doctor: ONCE at night, you may protect a player in the game from the Mafia's nightkill.
  • Doctor: Each night phase, you may choose to protect a player in the game from the Mafia's nightkill.
  • Jailkeeper: Each night phase, you may choose to target a player. You will protect that player from the Mafia's kill that night, but also block their night actions (unless the action is the Werewolf kill.)
  • 1-Shot Guardian: ONCE at night, you may protect a player in the game from the Werewolves' nightkill.
  • Guardian: Each night phase, you may choose to protect a player in the game from the Werewolves' nightkill.
  • Wizard: Each night phase, you may choose to target a player. You will protect that player from the Werewolves' kill that night, but also block their night actions (unless the action is the Mafia kill.)
  • 1-Shot Tracker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
  • Tracker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
  • 1-Shot Stalker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
  • Stalker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
  • [If rolled no abilities] You have no night actions; you are a Vanilla Townie.


Win condition:

  • You win when all threats to the town have been eliminated and there is at least one town player alive.


Town Traitor

Welcome, [Player Name]. You are a Town Traitor. You have agreed to help the Mafia, who consist of [Player Name] and [Player Name].


You have the following abilities [Max 2]:

  • 1-Shot Seer: ONCE at night, you may investigate a player in the game. You will get one of the following results:
    • WOLF, meaning the player is certainly a Werewolf;
    • NOT WOLF, meaning the player is either Town, Mafia, or an Alpha Wolf;
    • No Result, meaning you were targeted by a Roleblocking power in the same night.
  • Seer: Each night phase, you may investigate a player in the game. You will get one of the following results:
    • WOLF, meaning the player is certainly a Werewolf;
    • NOT WOLF, meaning the player is either Town, Mafia, or an Alpha Wolf;
    • No Result, meaning you were targeted by a Roleblocking power in the same night.
  • 1-Shot Guardian: ONCE at night, you may protect a player in the game from the Werewolves' nightkill.
  • Guardian: Each night phase, you may choose to protect a player in the game from the Werewolves' nightkill.
  • Wizard: Each night phase, you may choose to target a player. You will protect that player from the Werewolves' kill that night, but also block their night actions (unless the action is the Mafia kill.)
  • 1-Shot Stalker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
  • Stalker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Mafia's nightkill.
  • [If rolled no abilities] You have no night actions; you must help the Mafia with your voice and vote alone.


Win condition:

  • You win when the Werewolves are dead and the Mafia obtain a majority over the town, or nothing can prevent this from occurring.
  • You lose, by suicide, if all Mafia are dead.


Town Defector

Welcome, [Player Name]. You are a Town Defector. You have agreed to help the Werewolves, who consist of [Player Name] and [Player Name].


You have the following abilities [Max 2]:

  • 1-Shot Cop: ONCE at night, you may investigate a player in the game. You will get one of the following results:
    • MAFIA, meaning the player is certainly Mafia;
    • NOT MAFIA meaning the player is either Town, a Werewolf, or a Godfather;
    • No Result, meaning you were targeted by a Roleblocker power in the same night.
  • Cop: Each night phase, you may investigate a player in the game. You will get one of the following results:
    • MAFIA, meaning the player is certainly Mafia;
    • NOT MAFIA meaning the player is either Town, a Werewolf, or a Godfather;
    • No Result, meaning you were targeted by a Roleblocker power in the same night.
  • 1-Shot Doctor: ONCE at night, you may protect a player in the game from the Mafia's nightkill.
  • Doctor: Each night phase, you may choose to protect a player in the game from the Mafia's nightkill.
  • Jailkeeper: Each night phase, you may choose to target a player. You will protect that player from the Mafia's kill that night, but also block their night actions (unless the action is the Werewolf kill.)
  • 1-Shot Tracker: ONCE at night, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
  • Tracker: Each night phase, you may target a player in the game to learn anyone they targeted with a night action (if at all). However, you will not be able to see the Werewolves' nightkill.
  • [If rolled no abilities] You have no night actions; you must help the Werewolves with your voice and vote alone.


Win condition:

  • You win when the Mafia are dead and the Wolves obtain a majority over the town, or nothing can prevent this from occurring.
  • You lose, by suicide, if all Werewolves are dead.


Mafia

Welcome, [Player1] and [Player2] (and [Player3]), you are the Mafia.

All of you have access each night phase to a private discussion topic {here}, and can carry out a factional kill every night.


[Player1] is a Mafia Goon; they have no extra powers.
OR
[Player1] is a Mafia JOAT, with the following single-use abilities:

  • Watch: Investigate someone to find out anyone who targeted them the same Night.
  • Roleblock: Target a player to prevent them from taking any active night actions.
  • Ninja Kill: You may carry out the factional kill undetected by Tracker- or Watcher-Type roles.


[Player2] is a Mafia Goon; they have no extra powers.
OR
[Player2] must choose pregame between being a Godfather or a Ninja.

  • Godfather: If you are the target of a direct investigation, the result will not find any incriminating evidence; you will behave as if you are a Vanilla Townie.
  • Ninja: Your actions become totally undetectable to Tracker- or Watcher-type roles.

OR
[Player2] must choose pregame between being Strong-Willed or having 2-Shot Watch-Immunity.

  • Strong-Willed: You become immune to all Roleblocking powers.
  • 2-Shot Watch-Immunity: Twice in the game at night, you may make your actions invisible to Watchers.


([Player3] must choose pregame between being a Roleblocker or a Watcher.

  • Roleblocker: Each night phase, you may target a player. Any active role actions the player attempts to take that night will be canceled.
  • Watcher: Each night phase, you may investigate a player. You will learn the names of any other players who targeted them that night.)


(You also have a Traitor out there, [TraitorName], willing to help you.)


Win condition:

  • You win when the Werewolves are dead and the Mafia obtain a majority over the town, or nothing can prevent this from occurring.


Werewolves

Welcome, [Player1] and [Player2] (and [Player3]), you are the Werewolves.

All of you have access each night phase to a private discussion topic {here}, and can carry out a factional kill every night.


[Player1] is a Normal Wolf; they have no extra powers.
OR
[Player1] is a Wolf JOAT, with the following single-use abilities:

  • Watch: Investigate someone to find out anyone who targeted them the same Night.
  • Roleblock: Target a player to prevent them from taking any active night actions.
  • Stealth Kill: You may carry out the factional kill undetected by Tracker- or Watcher-Type roles.


[Player2] is a Normal Wolf; they have no extra powers.
OR
[Player2] must choose pregame between being an Alpha or Stealth Wolf.

  • Alpha Wolf: If you are the target of a direct investigation, the result will not find any incriminating evidence; you will behave as if you are a Vanilla Townie.
  • Stealth Wolf: Your actions become totally undetectable to Tracker- or Watcher-type roles.

OR
[Player2] must choose pregame between being Strong-Willed or having 2-Shot Watch-Immunity.

  • Strong-Willed: You become immune to all Roleblocking powers.
  • 2-Shot Watch-Immunity: Twice in the game at night, you may make your actions invisible to Watchers.


([Player3] must choose pregame between being a Roleblocker or a Watcher.

  • Roleblocker: Each night phase, you may target a player. Any active role actions the player attempts to take that night will be canceled.
  • Watcher: Each night phase, you may investigate a player. You will learn the names of any other players who targeted them that night.)


(You also have a Defector out there, [DefectorName], willing to help you.)


Win condition:

  • You win when the Mafia are dead and the Werewolves obtain a majority over the town, or nothing can prevent this from occurring.


Example Setups

Check here for a doc that explicitly demonstrates the process of assemblin one setup, plus a few more examples.

History