SoDope Mafia 13 - AGORAPHOBIA

Even if they could hit any house, they would probably only be able to do it a few times before we got on their ass about it.

is this supposed to mean that it allows a single player to act on ANY house? because that’s not how it reads…

I mean, if we replayed the set up, there would be a Day 1 play for everyone to go to house 1 every night except for the ding dong man… Scum would have to 1) protect the tunneler D1 (because they lose if he dies), sack N1 hope for the 2/9 and town get a free lynch D2

All they needed to kill was Dusk or Urist :man_shrugging:t2:

When dusk died there would be no houses?

They could link any of the houses and tell their partners opening up choices for that house as well

Closed setups are closed setups for a reason and this likely won’t be replayed.

we should have just massclaimed d1 haha

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^


Bingo, hence the “if houses are limited” portion of a number of powers

This was still a solid game with lots of great moments. Hope you all enjoyed it!

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So if dusk dies, we are all in 1 house them.

So it was really just a solve if we did house plannings after M2H died… No need for roleblock

Like lots of PoE groups

I’ll proudly take my town mvp medal

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Hey, first off let’s remember the rules for postgame US Politics Mafia [Over]

Second, maybe the mod telling a player to shut the fuck up isn’t conducive to a non-toxic postgame.

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Ok, if I’m trying to be a bit more constructive about which elements could have been different… The big thing is, limiting how much influence town has over the night kill… The verifiable information is annoying, but is just a something that occurs in role-heavy games, so that’s expected.

Town had several abilities that could limit / prevent kills from/to multiple players on any given night. This is a two-fold problem:

  1. Mafia have to sack a player if town plays properly and solves the game
  2. Strong players and confirmed town aren’t necessarily available for night kill. This is annoying at any stage of the game, like if Mafia didn’t have the ability to NK chesskid for a few days, it significantly increases the expected win rate for town. (Or if Elli was town and couldn’t be killed for a few nights).

So, it’s not exclusively about town solving, yes that is one problem with a partition blocker that could end up being basically global… But the other problem is, even if town doesn’t solve, the partition and the partition role block severely hampers the one ability that mafia have which is KP.

Actually, N1 is a good example of where the partition/partition block can “accidentally” cause major problems for mafia. Because everyone was immune in the game except for Urist, but mafia doesn’t have that information, so it’s really hard to play from that standpoint. If we know we exactly can only kill Urist, then it’s still a problem, but due to the circumstance, we would have a game… But we didn’t know that, 1/4 of the game got role blocked and the other 85+% of players were in houses that didn’t have scum in it.

Gg town
Thanks for the game mod

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Also, aside from mechanics, I think that the game is balanced at R where R is the number of residents (or players), but once you introduce power to town, (GTacc and Jake knew each other’s alignment), Chesskid was a PR which I forget, there was a tracker, a night partition generator and a partition role blocker.

When town has that much power / confirmed information mafia either need more power or more players.