FEDS VS SMUGGLERS - GAME OVER, FED VICTORY

But we know there’s exactly 4 smugglers who haven’t received

We know they weren’t the people we targeted last night haven’t received?

So smugglers only win by giving the goods to a person in the group of 4, of which we know a group so if we lock on we can block 2 of the 4 making it 50/50?
yes we know the goods are held by 1 of 3 people because we searched two people who could’ve scored a point but did not have the goods

The problem with playing defense is that if they do get a successful pass off we basically lose because now we have to open up our searches between the entire playerlist since they can just pass the goods to whoever as they don’t need to score to win
 
If it’s a group of 3 or a group of 4 depends on whether Internet answers my question
 
If it’s a group of 3 or a group of 4 depends on whether Internet answers my question
Ok keep me updated. I might be missing something so it’s good everyone is thinking too

We know 5 people who have scored points and thus could not have received the goods last cycle. We know 2 possible point scorers who do not have the goods. Ergo the goods must be carried by one of the three left
 
the feds successfully seize the goods and go to 8 points, meaning the smugglers, at 6 points, can no longer win or tie before the end of cycle 10.

feds win

i hope everyone had fun. I got the feeling some players might not have enjoyed the game very much, but i hope they still saw the value in experimenting with novel games. I'd love to hear everyone's thoughts on why this format was fun or not fun, and how it could be made better.
 
the feds successfully seize the goods and go to 8 points, meaning the smugglers, at 6 points, can no longer win or tie before the end of cycle 10.

feds win

i hope everyone had fun. I got the feeling some players might not have enjoyed the game very much, but i hope they still saw the value in experimenting with novel games. I'd love to hear everyone's thoughts on why this format was fun or not fun, and how it could be made better.
Game would be better if the feds' entire game plan didn't consist of just rng
 
btw internet dym if I workshop this idea and run it potentially (or run it w/ you)
 
Overarching thought as a spec is that this is very fed-sided. With optimal play on town side it may be even but this is Smogon town and we all know that optimal play is impossible. I think it would need to be tweaked to tip the scales in smuggler’s favor.

Broader critique (in line with impossibility of optimal play) is that I think it’s a bit TOO rng heavy, which discourages the scumhunting / thread aspect of the game IMO. I think a good tweak would to have like a “doctor” role that would protect a pass b/w two smugglers from being caught by the feds. But if smugglers still passed to a fed the doctor role wouldn’t work. Or something

Overall cool concept
 
btw internet dym if I workshop this idea and run it potentially (or run it w/ you)

i would really love that!! please feel free


i agree with the analysis from multiple people that a bit more roles and stuff to do would be good. I also feel like there is middle ground to be found between this set-up and more typical deathfull mafia - a mafia game could borrow the idea of passing an item around to as many people as possible and a smugglers vs feds game could have killing votes or a vig
 
I personally didn't assume the reason for a score update would be known to the passing smuggler.

If it's ambiguous whether the feds gained points because goods were passed to a fed, or stolen at either end, that means that there's more to figure out and talk about in the thread.

If everyone has all the information and town is correct about it, they should have a mathematical advantage. With even a small amount of coordination it's been demonstrated that it's possible for feds to fire shots which are blind to town, and at that point specificity of targets doesn't matter much, they will have enough coverage to make town sweat.

It encourages this weird dynamic where you can't speak in code, but you want to be hinting stuff, but any good hint can be read by both parties, so it's impossible to communicate this way at a high level. I don't really personally understand the skill that's being tested because I'm not good at this kind of thing or play these kinds of games with my language often. I'm curious what kind of things you want to see in a well oiled version of this game, what skill expression looks like. Then you can focus on refinements that highlight that dynamic and set it apart from other social games.
 
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