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View Poll Results: NL
0 -20K hands 42 46.67%
20K - 30K 21 23.33%
30K - 40K 8 8.89%
40K - 50K 7 7.78%
50K - 100K 7 7.78%
100K+ 5 5.56%
Voters: 90. You may not vote on this poll

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  #11  
Old 02-23-2007, 11:13 AM
Zurvan Zurvan is offline
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Default Re: 9 Player Turbos Imbalanced?

dmk: please explain all those roles
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  #12  
Old 02-23-2007, 11:16 AM
dmk dmk is offline
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Default Re: 9 Player Turbos Imbalanced?

sorceror is a seer-seer (wtf?). they pick a target each night and get seer/non-seer

seer is a wolf-seer. gets wolf/not-wolf (so sorceror would return not-wolf obv)

priest gets the roles of whoever dies since there is no role-reveal. n1 he gets the d1 lynch role. n2 he gets the n1/d2 kill/lynch roles, etc.

if hunter is last person alive w/ 1 wolf, village wins. i.e. say its must-lynch 2v1. hunter+villager+wolf. if villager is lynched, village wins since its hunter v wolf. so wolf has to get hunter lynched in that case to win.

like i said, i don't particularly like it, but thats how they play.
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  #13  
Old 02-23-2007, 11:17 AM
dmk dmk is offline
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Default Re: 9 Player Turbos Imbalanced?

1 other thing. for some 9-player games they've started doing 24/7 private chat between everyone.

so basically everyone is a mason w/ everyone
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  #14  
Old 02-23-2007, 11:18 AM
dmk dmk is offline
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Default Re: 9 Player Turbos Imbalanced?

[ QUOTE ]
1 other thing. for some 9-player games they've started doing 24/7 private chat between everyone.

so basically everyone is a mason w/ everyone

[/ QUOTE ]

this part i do really enjoy
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  #15  
Old 02-23-2007, 11:52 AM
Nicholasp27 Nicholasp27 is offline
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Join Date: Aug 2004
Location: Springfield
Posts: 24,908
Default Re: 9 Player Turbos Imbalanced?

a) without the seer role, rand would have village only win 22.9% of the time

b) even in a good-case scenario where seer doesn't die d1/n1 so can come out d2 with 2 villagers, we still have 50/50 at the end, which is balanced, when we have confirmed villager in final 3 with wolf and villager

c) if seer gets wolf n0 (25% chance), then if he reveals it, he dies and it's 6v1, where village has 3 chances to get the last wolf at 1/7, 1/5, 1/3 odds each day
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  #16  
Old 02-23-2007, 12:02 PM
Kumubou Kumubou is offline
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Default Re: 9 Player Turbos Imbalanced?

One thing I thought of doing for 9-man turbos was making the seer give the mod three names, and they would randomly get one that was a villager.

I thought the village had it raw in 9-mans. If they get a villager d1, then a wolf comes out as seer and pretty much gets a guaranteed final round with lots of tomfoolery.
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  #17  
Old 02-23-2007, 12:04 PM
Nicholasp27 Nicholasp27 is offline
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Default Re: 9 Player Turbos Imbalanced?

wolf can't come out until d3 as seer, which is why real seer comes out d2
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  #18  
Old 02-23-2007, 12:07 PM
Kumubou Kumubou is offline
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Default Re: 9 Player Turbos Imbalanced?

But a wolf fake-seering day 2 is the third level play there.
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  #19  
Old 02-23-2007, 12:15 PM
Nicholasp27 Nicholasp27 is offline
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Default Re: 9 Player Turbos Imbalanced?

no, as they die

other seer comes out and then we lynch one to find out and so wolf is just giving himself up with this play
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  #20  
Old 02-23-2007, 09:27 PM
lastchance lastchance is offline
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Join Date: Aug 2004
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Posts: 22,856
Default Re: 9 Player Turbos Imbalanced?

[ QUOTE ]
[ QUOTE ]
1 other thing. for some 9-player games they've started doing 24/7 private chat between everyone.

so basically everyone is a mason w/ everyone

[/ QUOTE ]

this part i do really enjoy

[/ QUOTE ]
QFT. This is awesome. Allows for awesome fake evil plays.

The one thing I hate most about their ruleset is random-negative n0 views. WTF at not being able to fake-seer wolves day 1?
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