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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
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Re: 9 Player Turbos Imbalanced?
dmk: please explain all those roles
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#12
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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. |
#13
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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 |
#14
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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 |
#15
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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 |
#16
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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. |
#17
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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
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Re: 9 Player Turbos Imbalanced?
But a wolf fake-seering day 2 is the third level play there.
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#19
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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 |
#20
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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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