TOWN won the game!
Alive players:
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Alignment: TOWN
Color: Orange
Role: Vigilante
You may choose another player during the night; that player will be killed.
Win condition: All remaining players are TOWN. |
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Alignment: TOWN
Color: None
Role: Switch
Before each day phase ends, you must send me privately if the following night will be Orange or Teal.
Win condition: All remaining players are TOWN. |
Scum board:
https://nofilters.freeforums.net
No graveyard because I was lazy, sorry.
Small clarification about order of actions discussed on Day 6: I figured there wouldn't be many actions, so I didn't bother to elaborate/copy, they work as the most actions possible. Except of course the ones specifically preventing other actions to happen, so the greater prevention takes priority in that case.
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Apparently no one had seen the Switch role before. I stumbled across it in mafiascum while looking for roles on my other game years ago and I found it a nice idea.
Since Town tends to be strong here, I realized that would be a nice way to balance instead of that power creep we've seen in some games.
Essentially, more than half of Town was powerless each night! A great feat considering I hate using vanilla townies in games.
The cop role was split in two. Then the Orange color got the more consistent and safer roles (vig, watcher and doctor) while the Teal color got the more risk but impactful roles that use to be limited by X-shots anyway (commuter, inventor, JoaT). I came up with the toners so there would be a chance to anyone use their power even if the nights got stuck to the same color over and over again.
Speaking of that, if all the switches died, I was planning to have the night color voted during the day phase. Probably each townie would vote with their color, and there the mafia would enter with some interesting interactions.
Since Town got that weakened, I didn't need to give Mafia much power either. They got 2 investigative roles to better understand the picture.
A true roleblocker would be antifun in this setup, so I came up with the color swapper. More powerful as a day action, but less powerful as it doesn't have much control since colors aren't obvious at first.
My original plans were 6 mafia vs 12 town, but I threw in the SK and the 2nd backup when I got 2 extra players close to the game start. A bit tight to Town that way, but still playable.
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I think I didn't make many mistakes this time, so that's a win!
Probably some wrong words but nothing that would screw up a whole team like last time (I was going to explain the order of actions D6 if it was that important though).
I think Mafia was unlucky to scan colorless people during the first nights, so they had no idea the roles were mostly asymmetric between colors (just like town). Besides, the backups also got killed during the first nights, leaving you all in the dark for longer.
Even with few information through roles, Town got great deductions, so congratulations. Mafia sadly didn't have the info to articulate the SK scan result (which I almost instantly regretted for not making it safe against scans), so their last hope backfired hard.
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I'll post night actions list and HOF later.