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{{Setups
{{Setups
|Title=Contagion in the Palace (CITP)
|Title=Contagion in the Palace (CITP)
|Setup Size=Variable
|Setup Size=Micro
|type=Royal Mafia
|type=Royal
|type2=
|type2=
|type3=
|type3=
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|type5=
|type5=
|type6=
|type6=
|Players=?
|Players=6
|Designer=xyzzy
|Designer=xyzzy
|Designer2=
|Designer2=PokerFace
|Designer3=
|Designer3=
|Notes=Can have any number of players.
|Notes=
}}
}}
 
'''Contagion in the Palace''' is [[Assassin in the Palace]] modified to use the Contagion mechanic to decide who gets eliminated
 
'''Contagion in the Palace''' is [[Assassin in the Palace modified to use the Contagion mechanic to decide who gets lynched


There is one '''{{setuprole|King}}''', one '''{{setuprole|Assassin}}''', and the remainder of the players are '''{{setuprole|Guard|Guards}}''' who are all told the identity of the King.
There is one '''{{setuprole|King}}''', one '''{{setuprole|Assassin}}''', and the remainder of the players are '''{{setuprole|Guard|Guards}}''' who are all told the identity of the King.


The Assassin has no suicide bomb in this.  He is instead granted the power to kill another player at the time of his lynch. Their goal is to identify the King so that they can use this kill against him. If the Assassin successfully kills the King, then they win, otherwise the King and Guards win. The Assassin doesn't need to survive to win.
The Assassin has no suicide bomb in this.  He is instead granted the power to kill another player at the time of his elimination. Their goal is to identify the King so that they can use this kill against him. If the Assassin successfully kills the King, then they win, otherwise the King and Guards win. The Assassin doesn't need to survive to win.
 
This setup differs from normal AITP in that the Contagion mechanic is used to decide all lynches after day 1.  The Contagion mechanic works as follows.  The first lynch is achieved by a majority vote against one player.  Once that player is lynched, he is infected with a disease. That player then dies as they give the disease to another player.  The next player then dies as they give the disease to another.  This process continues until the disease has been given to the assassin.  Once the assassin has the disease he has to try to give it to the king.  If he succeeds, then he wins.  If he does not give it to the king, then the guards and king win


This setup differs from normal AITP in that the Contagion mechanic is used to decide all eliminations after day 1.  The Contagion mechanic works as follows.  The first elimination is achieved by a majority vote against one player.  Once that player is eliminated, he is infected with a disease. That player then dies as they give the disease to another player.  The next player then dies as they give the disease to another.  This process continues until the disease has been given to the assassin.  Once the assassin has the disease he has to try to give it to the king.  If he succeeds, then he wins.  If he does not, then the guards and king win


==Setup==
==Roles==
*1 [[Assassin]]
*'''1 <font style="color:red">Assassin</font>'''
*1 [[King]]
*'''1 <font style="color:green">King</font>'''
*X [[Guard|Guards]] (X=4 is believed to be most balanced)
*'''4 <font style="color:green">Guards</font>'''
 


==Role PM's==
==Role PM's==
Line 37: Line 33:


'''Abilities:'''
'''Abilities:'''
*It is your goal to give the disease to the king.  Guarantee his death and the inevitable fall of the kingdowm
*It is your goal to give the disease to the king.  Guarantee his death and the inevitable fall of the kingdom
'''Win condition:'''  
'''Win condition:'''  
*You win if you assassinate the king, regardless of whether you are lynched.
*You win if the king dies, regardless of whether you die.




Line 46: Line 42:


'''Abilities:'''  
'''Abilities:'''  
*You have no abilities, but your survival is crucial to the kingdom. It is your job to avoid the assassination attempt.
*You have no abilities, but your survival is crucial to the kingdom. It is your job to avoid catching the disease.
*The Guards all know your identity, but you do not know theirs.
*The Guards all know your identity, but you do not know theirs.


'''Win condition:'''  
'''Win condition:'''  
*You win if you survive the assassination attempt.
*You win if you survive.




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'''Abilities:'''  
'''Abilities:'''  
*It is your duty to protect the King who is [Player Name] from being assassinated.
*It is your duty to protect the King who is [Player Name] from death.
*You and every other guard know the identity of the King.
*You and every guard know the identity of the King.
*You don't know who is guard and who is assassin.


'''Win condition:'''  
'''Win condition:'''  
*You win if the King survives the assassination attempt.
*You win if the King survives.
 
 
==Mod Notes==
 
The setup is fair and balanced with 6 players due to the laws of provable randomness
 
http://forum.mafiascum.net/viewtopic.php?f=5&t=61669
 
 
The game thread should never be locked while the game is running.  A player's role is revealed the instant they become infected.  All players will know the disease carrier's alignment as they are selecting their infection target
 
http://forum.mafiascum.net/viewtopic.php?p=6959915#p6959915




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In AITP has been presented that the best odds for a town win is to merely quick lynch every day having no other discussion. This effectively allows the kingdom to use its size to its advantage without exposing its informationDo not discuss who is scummy or whyNever scum huntThat way info is zero.  Uninformed scum remains uninformed.  Then use your size by group voting/lynching anyone once they get one vote on them.  Get every lynch asap! Whilst the assassin(s) can still win with this play, it becomes much more a random coin flip than a calculated decision of who they should blow up.
In AITP it has been presented that the best chance for the town to win is to quick elimination every day without having discussion. However it has never been easy to orchestrate this plan in AITP.  This setup allows for that strategy to be performed without the need for a majority elimination each game dayAll deaths after day 1 are decided by a vote of oneA decision made by the current infected player to infect another playerThis effectively quickens all deaths without the need for the kingdom to organize and consistently utilize its size to find the assassin.


With this strategy in play, the assassin's best chance of winning is to survive as long as possible to reduce the number of kill choices, however, if they are selected for a lynch at any time, it would be distinctly anti-town to plea their innocence and argue against the lynch, as the optimal town play is to merely lynch and be lynched silently without giving out any information at all.


This strategy is difficult to implement in AITP, but very easy to implement in CITP. This is because all lynches after day 1 are decided by one vote or decisionThe decision of the infected player. A player whose alignment should have been revealed when they became infected.  An infected guard will never target the king.  So the spread of infection will inevitably target the assassin at a much faster rate than a lynch would in AITP.  This should effectively limit discussion to zero outside day 1.  And the assassin has even less means of protesting their lynch as it only take one player to eliminate the assassin with the disease.  This version of AITP truly is a lottery.
When a player becomes infected, their alignment will be revealed.  If that player is guard, other guards may desire to help them. If that player is the assassin, other players may desire to trick themOptimal town play is to remain silent regardless of the infected's alignment.  An infected guard will never target the king.  They will only target another guard or the assassin.  So the spread of infection will inevitably target the assassin before it ever hits the king




==History==
When the assassin is considered for infection, it will be distinctly anti-town of them to plea their innocence, as optimal town play is to infect and be infected silently.  Thus the assassin's best chance of winning is to survive as long as possible.  That will reduce the number of kill choices available to them at the time of their infection.  Thus they will have better odds of infecting the king with the disease.  This version of AITP can function like a lottery.


*'''{{plink|t|7953|Contagion in the Palace}}''' - (Assassin Win)


==History==


[[Category:Setups Outside Rotation]]
*'''{{plink|t|7953|Xyzzy's Contagion in the Palace}}''' - (Assassin Win)
*'''{{plink|t|62458|PokerFace's Contagion in the Palace 1}}''' - (Kingdom Win)
*'''{{plink|t|62466|PokerFace's Contagion in the Palace 2}}''' - (Assassin Win)
*'''{{plink|t|62533|PokerFace's Contagion in the Palace 3}}''' - (Assassin Win)

Latest revision as of 19:05, 18 June 2021

Name:
  • Contagion in the Palace (CITP)
Setup Size:
Players:
  • 6
Setup Type:
Designers:

Contagion in the Palace is Assassin in the Palace modified to use the Contagion mechanic to decide who gets eliminated

There is one King , one Assassin , and the remainder of the players are Guards who are all told the identity of the King.

The Assassin has no suicide bomb in this. He is instead granted the power to kill another player at the time of his elimination. Their goal is to identify the King so that they can use this kill against him. If the Assassin successfully kills the King, then they win, otherwise the King and Guards win. The Assassin doesn't need to survive to win.

This setup differs from normal AITP in that the Contagion mechanic is used to decide all eliminations after day 1. The Contagion mechanic works as follows. The first elimination is achieved by a majority vote against one player. Once that player is eliminated, he is infected with a disease. That player then dies as they give the disease to another player. The next player then dies as they give the disease to another. This process continues until the disease has been given to the assassin. Once the assassin has the disease he has to try to give it to the king. If he succeeds, then he wins. If he does not, then the guards and king win

Roles

  • 1 Assassin
  • 1 King
  • 4 Guards

Role PM's

Assassin

  • Welcome, [Player Name]. You are the Assassin.

Abilities:

  • It is your goal to give the disease to the king. Guarantee his death and the inevitable fall of the kingdom

Win condition:

  • You win if the king dies, regardless of whether you die.


King

  • Welcome, [Player Name], you are the King.

Abilities:

  • You have no abilities, but your survival is crucial to the kingdom. It is your job to avoid catching the disease.
  • The Guards all know your identity, but you do not know theirs.

Win condition:

  • You win if you survive.


Guard

  • Welcome, [Player Name], you are a Guard.

Abilities:

  • It is your duty to protect the King who is [Player Name] from death.
  • You and every guard know the identity of the King.
  • You don't know who is guard and who is assassin.

Win condition:

  • You win if the King survives.


Mod Notes

The setup is fair and balanced with 6 players due to the laws of provable randomness

http://forum.mafiascum.net/viewtopic.php?f=5&t=61669


The game thread should never be locked while the game is running. A player's role is revealed the instant they become infected. All players will know the disease carrier's alignment as they are selecting their infection target

http://forum.mafiascum.net/viewtopic.php?p=6959915#p6959915


Pro-Kingdom Strategy

In AITP it has been presented that the best chance for the town to win is to quick elimination every day without having discussion. However it has never been easy to orchestrate this plan in AITP. This setup allows for that strategy to be performed without the need for a majority elimination each game day. All deaths after day 1 are decided by a vote of one. A decision made by the current infected player to infect another player. This effectively quickens all deaths without the need for the kingdom to organize and consistently utilize its size to find the assassin.


When a player becomes infected, their alignment will be revealed. If that player is guard, other guards may desire to help them. If that player is the assassin, other players may desire to trick them. Optimal town play is to remain silent regardless of the infected's alignment. An infected guard will never target the king. They will only target another guard or the assassin. So the spread of infection will inevitably target the assassin before it ever hits the king


When the assassin is considered for infection, it will be distinctly anti-town of them to plea their innocence, as optimal town play is to infect and be infected silently. Thus the assassin's best chance of winning is to survive as long as possible. That will reduce the number of kill choices available to them at the time of their infection. Thus they will have better odds of infecting the king with the disease. This version of AITP can function like a lottery.


History