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Vanilla gaming:

3 townies (3T) and 1 mafia member (1M)
This will be a fairly fast game with several possible results. In mafia, the game ends when a mafia member cannot be lynched. This happens when there is 1M and 1T left. In the game above, the town has basically one chance to lynch the mafia member. If they mislynch, the game is over with the mafia winning. This seems unfair to the town, but there are plenty of opportunities to gather evidence. Talking is the most important part of the game, and because people have busy schedules, day one lasts approximately 2 weeks. Day 1 will usually end in a no lynch and mafia will kill someone that night. On day 2, town has a better chance (luck) to lynch the mafia member, and they can look at the relationships between the deceased and the other members. It's a good challenge for all members.

Balance

  • RtL1: Because communication is very important for all players given timezones and schedules, give enough time for evidence to filter through. 2 weeks on day one is stardard here, but this is a vanilla game
  • RtL2: Anything beyond this setup affects the balance of the game. Even if the amount of players are increased. Town benefits even when simply doubling this number through more contribution, more days with which to examine relationships, etc. At double this number, 6T2M, town can take a hit on night one, incorrectly lynch on day 2, get hit night 3 and then correctly lynch day4, get hit night 4, and correctly lynch day 5. Despite having more people to go up against, and therefore more swaying power during scumhunting, town gets a freebie lynch. In a normal game, a town is capable of correctly lynching on day 2. At which point town have a very distinct advantage on day 3 with a 4v1 game.
  • RtL3: Most of your games should be developed along the lines of this setup. Think of it as a template. Any deviation should heavily weigh all the factors. For example, newbie players will not fare very well in 3T1M because they have not developed the insight required. Therefore, if the town has a disadvantage (inexperience), you should move up to the next round type below.

 

4T vs 1M gives the same potential problem except they can take a risk to lynch on day 1. If they do not lynch on day 1, Then a mislynch on day 2 will cost them the game the same with 3T1M. However, the problem with a game like this is that the town can potentially "guess" the mafia on a whim. Mafia should never be about luck. It's a skill based game.

AT: Free lynch on day 1

  • RtL4: Mafia is about skill. Luck should never play a part in it except in rare circumstances. There is no easy balance here because limiting the town's ability (length of day 1 time for conversation) will simply prompt the town to act even more rashly, and therby encouraging a luck based game.

 

5T1M
Simply out of the question. All balance is thrown out the window. No fun to be had.

AT: Free lynch on day 2, more contributors/POVs