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Push and Pull Mafia Game Thread Game Over - Mafia Victory!

PostPosted: 07 Jan 2017, 08:24
by condude1
After a mostly restless night, you are escorted out underneath the arena by around twenty armed guards. Two of them bring each of you to elevators, organized around the center of the floating disc, which seems remarkably small from this distance. It is snowing hard, and your prison uniform provides minimal protection against the cold. After a small briefing on the rules of the arena, you are unceremoniously pushed into small glass elevators, which begin to ascend at an infuriatingly slow pace. After a couple of minutes, the elevators reach the arena simultaneously. Up here, the wind is howling, and the bitter cold and flying snow paralyzes you for a second before you realize that frostbite is the least of your worries. The other prisoners are near you, and, while the snow clearly stunned them as well, the shock is wearing off. Hopefully, this will all be over soon, and you can descend from this wretched arena and begin your life in the armed forces!

Let the games begin!

Image

Roster (With alignments):
1. Jordan767, remorselessly pushed off a cliff, D3 (lynched)
2. Spursjg11, resignedly flopped off a cliff, D6 (lynched)
3. dodgy56 - Victorious
4. Shadowfriend1, fell off a cliff, D4 (lynched)
5. Happymeal, slipped off a cliff, D1 (lynched)
6. Telleo, lost the final fight, D7 (lynched)
7. Keirador Ferdy0, Toppled off a cliff, D5 (lynched)
8. Harb Zoomzip Justy Subotai45, survived to finish, D7
9. MHsmith0, pushed off a cliff in a brawl, D2 (lynched)
10. Crunkus, ruthlessly pushed off a cliff, N6 (Killed by having too many push/pull points)


A countdown clock is here.
The rules are here.
The signup thread is here

Game Map:
Day 1:
Checkpoint 1
Checkpoint 2
Zoomzip replaces Harb
End of Day 1 Happymeal was lynched
Day 2:
Start
End of Day 2 MHsmith0 was lynched

Day 3:
End of Day 3 Jordan767 was lynched

Day 4:
End of Day 4 Shadowfriend1 was lynched

Day 5
End of Day 5 Ferdy0 was lynched

Day 6
End of Day 6 Sjg11 was lynched

Day 7
End of Night 6 Crunkus was killed at night.
End of Day 7 Telleo was lynched.



You may begin posting.

Re: Push and Pull Mafia Game Thread

PostPosted: 07 Jan 2017, 08:28
by mhsmith0
shadowfriend1
randed wolf again. sorry sf :(

Re: Push and Pull Mafia Game Thread

PostPosted: 07 Jan 2017, 08:29
by Telleo
TELLEO HAS A PLAN:

I know, I know. She never has a plan. She’s totes scum. Let’s ignore that for a moment, and look at the rules.

Each player has a number between 1 and 5.

No one dies, until they reach 6 or more of a certain direction.

SO.

During the night we ALL submit PUSH orders on the player directly below us in the roster (last person targets the first person, obviously). The following night we ALL submit PULL orders on the player above us. And so on. In the morning, we all reveal our numbers.

That means no one can die tonight, since no one will receive a 6 in any given direction. Scum could mess this up, of course, but in that case over a night or two, the number changes should become obviously different for some players vs others. I haven’t run all possible outcomes on this mathematically, but so far I THINK this actually neuters the NK (excepting scum going off-plan, which should help us find them).

Thoughts? Where did I mess up?

Example:
Let’s say I have a 5. Let’s say Keirador (below me) has a 1. Let’s say Happymeal (above me) also has a 1.

N1, I push K, giving him Push5 and myself Pull5. HM also pushes me, bringing me back down to Pull4, and himself to Pull1. The following night, I Pull HM, giving him Pull6, oh no! Except he has also submitted a Pull order, giving himself one Push, so he’ll be at Pull5. Not dead. Meanwhile, I go to Push1, and Keirador’s action on me moves me to 0 and himself to Push6, oh no! Except that whoever’s below him has given him at least one Pull, so he’s not dead either.

I’m gonna assign the whole roster random numbers and run the plan a few nights, to see if people start dying, but I think this ends up with no NK.

Re: Push and Pull Mafia Game Thread

PostPosted: 07 Jan 2017, 08:29
by mhsmith0

Re: Push and Pull Mafia Game Thread

PostPosted: 07 Jan 2017, 08:34
by Telleo
Telleo wrote:TELLEO HAS A PLAN:

I know, I know. She never has a plan. She’s totes scum. Let’s ignore that for a moment, and look at the rules.

Each player has a number between 1 and 5.

No one dies, until they reach 6 or more of a certain direction.

SO.

During the night we ALL submit PUSH orders on the player directly below us in the roster (last person targets the first person, obviously). The following night we ALL submit PULL orders on the player above us. And so on. In the morning, we all reveal our numbers.

That means no one can die tonight, since no one will receive a 6 in any given direction. Scum could mess this up, of course, but in that case over a night or two, the number changes should become obviously different for some players vs others. I haven’t run all possible outcomes on this mathematically, but so far I THINK this actually neuters the NK (excepting scum going off-plan, which should help us find them).

Thoughts? Where did I mess up?

Example:
Let’s say I have a 5. Let’s say Keirador (below me) has a 1. Let’s say Happymeal (above me) also has a 1.

N1, I push K, giving him Push5 and myself Pull5. HM also pushes me, bringing me back down to Pull4, and himself to Pull1. The following night, I Pull HM, giving him Pull6, oh no! Except he has also submitted a Pull order, giving himself one Push, so he’ll be at Pull5. Not dead. Meanwhile, I go to Push1, and Keirador’s action on me moves me to 0 and himself to Push6, oh no! Except that whoever’s below him has given him at least one Pull, so he’s not dead either.

I’m gonna assign the whole roster random numbers and run the plan a few nights, to see if people start dying, but I think this ends up with no NK.


Oh right also. By revealing our numbers we give the scum a huge advantage, because they can see who is close to death and who isn't. On the other hand, if we follow this (or any plan, really), they'll already be able to figure them out. BUT, we may, over a night or two, be able to figure out a few options for what our own numbers are.

You know what? I'm starting to think this game might involve math. Everyone up to date on their game theory?

Re: Push and Pull Mafia Game Thread

PostPosted: 07 Jan 2017, 08:36
by mhsmith0
@Telleo: My current gut is actually the opposite, "Blood for the Blood God" type strategy

Basically, you push whoever you voted for at EOD. Presuming 2-3 wagons at EOD1, that means that if you get wagoned, you have SUBSTANTIAL risk of dying, since the people who voted for the winning wagon that day have the option to push any of the other wagons.

I'm not 100% on this yet, but it strikes me as a potentially effective way to make D1 maximally interesting (and therefore maximally information-rich) since it's basically something where being wagoned = being dead

Then day 2+ we re-revaluate the strategy depending on who is still alive and what the flips are.

Presuming two effectively villager vig shots N1, the worst case it'd be day 2 LYLO (mislynch D1, two missed villager vigs N1, both scum shots N1 kill villagers). That part is a definite risk, and why I'm not 100% on it, but I generally prefer town to have maximal kill power, and this setup to me at least suggets that's a plausible strategy.

That said, your strategy hadn't really occurred to me, so I'll at least mull it over. No real rush on that end, and I'm curious where others come down on the mechanics of the game.

Re: Push and Pull Mafia Game Thread

PostPosted: 07 Jan 2017, 08:37
by mhsmith0
Telleo wrote:Oh right also. By revealing our numbers we give the scum a huge advantage, because they can see who is close to death and who isn't. On the other hand, if we follow this (or any plan, really), they'll already be able to figure them out. BUT, we may, over a night or two, be able to figure out a few options for what our own numbers are.

You know what? I'm starting to think this game might involve math. Everyone up to date on their game theory?


Slight possible derp clear for Telleo there unless anyone can vouch for her screwing up rules understanding as a wolf. It'd seem pretty early in the game for her to have gotten advice THAT quickly from a teammate to fake that sort of thing.

Re: Push and Pull Mafia Game Thread

PostPosted: 07 Jan 2017, 08:39
by mhsmith0
More importantly, now that we've established that telleo is at least a bit >rand town, SF needs more votes.

Re: Push and Pull Mafia Game Thread

PostPosted: 07 Jan 2017, 08:42
by Jordan767
mhsmith0 wrote:
Telleo wrote:Oh right also. By revealing our numbers we give the scum a huge advantage, because they can see who is close to death and who isn't. On the other hand, if we follow this (or any plan, really), they'll already be able to figure them out. BUT, we may, over a night or two, be able to figure out a few options for what our own numbers are.

You know what? I'm starting to think this game might involve math. Everyone up to date on their game theory?


Slight possible derp clear for Telleo there unless anyone can vouch for her screwing up rules understanding as a wolf. It'd seem pretty early in the game for her to have gotten advice THAT quickly from a teammate to fake that sort of thing.

yeah scum know our numbers anyway.

Re: Push and Pull Mafia Game Thread

PostPosted: 07 Jan 2017, 08:43
by mhsmith0
So you agree that it's somewhat clearing for telleo? And overall what do you think of her and my openings so far?