WubaIs Last Man Standing a Survivor wincon?
Yeah, originally I was going to allow buying of new secondary wincons in play but then I decided that was stupid. In its original incarnation, you'd have to be the very last player alive to win, but now it can just be changed to 'survivor'.
So, here's my issue with games where the mafia doesn't get a group kill: A lot of their power has been removed. If you buy a kill, then you've suddenly placed a lot of your power into one teammate, and that affects balance on its own.
But given that the scum can collude and make sure all their bases are covered, is that necessarily a bad thing?
Dense Paranoid Gun Owners might be running rampant, though. You should really remove PGOs from this game. They're a real hassle to balance.
I think I'll change it to 'Auto - 5 - Explosive, if you're targeted for a kill, you still die but then so does the person attacking you', then if then if someone wants to build a PGO, they'll have to shell out ten points for two abilities.
Can prolific use the same ability twice?
I don't see why not. Or should that be a different power/cost more?
Go To Town is commonly known as Hide, just in case you want a better word.
Yeah, I knew I wasn't quite getting that one right.
Can Unstoppable Kills be blocked by Kill Immunity?
Damn unstoppable forces meeting immovable objects... I'd say yes, because the Unstoppable auto just gets past 'protect' and 'block'.
Remove Unlynchable. Unlynchable Mafia is... not fun.
Might change this to 'Second Life', to allow for a resurrection.
Town cannot get conversions. Otherwise, the game will break.
Ah yes, because ex-scum will just out their partners and waltz home to easy victory.
Silent should cost 1 point, since untrackability is pro-scum, but not too powerful.
Agreed.
You might want to change Double Voter a bit. It's not broken as it stands now, but it could have a few issues with it. I have no way to fix it right now, but I'm making a note of it.
It doesn't
have to be included, but I was trying to err on the side of the greatest number of power choices. I'll cost it up one point for now, pending further discussion.
Protect is more of a 3-4 cost action. Protects are not as useful as you might want.
Yeah, I'm thinking in general the pro-town powers might do with being a little bit cheaper on the whole. That said, I have played in a game won wholly on the back of a doctor who successfully protected two players before claiming. They're more useful the less players there are (but that's true of all powers). Okay, I've lowered their cost to 3. With the high likelihood of town-Vigilantes in a game, the investigative use of a protect is much lower.
Unreliable Inspect seems to be pointless to me. You're flipping a coin over whether it works or not, which would be the same as if you just guessed anyway.
Yes it is pointless as it stands, but a lucky unreliable cop might tempt some people. I'll make it cost one point to encourage just this.
Ways to break the game:
All players grab a non-Miller Flaw and Infallible Inspects. Create an inspect circle. Play a game of Dethy without sanities. Possible counters might include conversions.
Yes, that's possible but unlikely to pull off as the town can't collude on what powers to get before the game. Converter scum might counter claimed cops, and then there's the possibility of being redirected, bussed, etc.
NerjinThanks for the spot: I've updated the rules to preclude the taking of two or more secondary wincons, and I've clarified the flaws that you can only take if you have powers. Also, if you take 7 points of flaws, then you have 12 points to spend on powers (and a secondary wincon) as you start off with five points in N0.
CHOOSE-YOUR-OWN-MAFIA
(Name changed to avoid confusion with BYOR and to cash in on the RPG connotations)
CYOM has all the normal features of a mafia game like nights and days and votes blah blah, I'll steal from the OP of someone else's game.
It has the additional feature of points which can be spent on powers at the beginning of each night.
The game starts at N0, and each player is alloted an alignment (either town or scum) and has five points to spend on powers. The mafia don't get a mafiakill by default, but they do have a chat in which they can discuss (among other things) how they'll build their powers.
At the end of each day, before taking night actions, a player gets 1 point for surviving the day, and they have the choice to buy off any flaws they have, cash in an old power for half its original cost rounded down and buy new powers.
To avoid all scum taking kill powers and all using them each night, scum collectively can't kill or convert more than one target in a night.
The list of powers are here:
Secondary Wincons (N0 only. Can only pick one of these and the exact secondary wincon is chosen randomly)
---
0 points - Standard Wincon (random allocation of scum or town)
1 point (standard wincon + optional difficult wincon - like Survivor, Watcher)
2 point (standard wincon + optional nonstandard wincon - like Lyncher, Brother)
3 points (standard wincon + optional easy wincon - like Jester, Martyr)
---
Powers (unless stated otherwise, no power can be self-targeting)
1 - Scan (spot how many points a player has)
1 - Unreliable alignment cop
2 - Count (find out the number of powers and autos a player has)
2 - half kill (if a player revieves two half-kills in a night they die)
2 - point share (give any number of exp to a target)
3 - randomise
3 - sap (steal all a player's unspent points)
3 - protect
4 - Power Swap (swap a random power you have with a random power your target has)
4 - track
4 - redirect
4 - block
4 - bus
5 - Santa (a player of your choice gains a random power)
5 - ability cop
5 - changeling (your target gains all your powers/flaws/autos and you get the powers/flaws/autos of your target)
5 - alignment cop
6 - Double-Voter (day action)
6 - Vote stealer (day action)
6 - Hide (spend one point to become incapable of taking or receiving night actions for the night.)
6 - infallible alignment cop (can see through Miller and Innocent)
6 - Day cop
6 - night kill
6 - night convert to your alignment
(scum only)
7 - day kill
7 - day convert to your alignment (scum only)
Autos
1 - innocent (show up as town under inspect)
1 - silent (you can't be tracked)
2 - immovable- you cannot be redirected or bussed
2 - unstoppable (can't be blocked or protected against. Immunities still apply)
2 - lucky: unreliable powers are 3/4 reliable and your actions go above non-lucky people when you would normally roll to see who goes first).
2 - Bloodthirsty: get an extra point every time a day ends with your vote on the player that gets lynched.
2 - Thrill-seeker: get an extra point every time a day ends with the number of votes on you equal to or one point less than the player with the most votes)
3 - Flexible (gets full point cost back for cashed in powers)
4 - prolific (can use two actions in a night)
5 - Resurrection (After dying for the first time, you awake alive the next day (missing all night actions and gaining of points while you are dead)
5 - Immune to night kills
5 - Explosive (you kill anyone targeting a kill at you as well as dying)
Flaws - A player can get more points on N0 only by taking flaws. These can be bought off later in the game for twice their initial cost.
-1 - Unlucky (unreliable powers work 25% of the time, non-unlucky players take precedence in same-level action ordering. Must have at least one power in order to take this flaw.)
-1 - miller. shows up as scum under inspect (town only)
-1 - Mercenary (all your powers cost one point to play. Must have at least one applicable power in order to take this flaw)
-1 - hardcore (all protects on you fail- cannot be taken alongside night-kill immune)
-2 - dense (does not gain experience in game)
-2 - unable to vote
-2 - unreliable (your powers and autos have a 50% chance of failure. Must have at least one power or auto in order to take this flaw)
-2 - magnetic (your powers have a 50% chance of targeting yourself- must have at least one power to take this)
Keep it coming! Anyone spot any obvious powers that should be on the list? I've added some CYOM specific abilities: Bloodthirsty, Thrill-Seeker and Power Swap and clarified how Changeling works.