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Contagion in the Palace

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Name:
  • Contagion in the Palace (CITP)
Setup Size:
Players:
  • ?
Setup Type:
Designer:
Notes: Can have any number of players.


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

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 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.

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


Setup


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 kingdowm

Win condition:

  • You win if you assassinate the king, regardless of whether you are lynched.


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 the assassination attempt.
  • The Guards all know your identity, but you do not know theirs.

Win condition:

  • You win if you survive the assassination attempt.


Guard

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

Abilities:

  • It is your duty to protect the King who is [Player Name] from being assassinated.
  • You and every other guard know the identity of the King.

Win condition:

  • You win if the King survives the assassination attempt.


Pro-Kingdom Strategy

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 information. Do not discuss who is scummy or why. Never scum hunt. That 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.

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 decision. The 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.


History