I have caught up but this game would likely be more interesting without ambassadors simply because they see everything and modconfirmed one on each team so they can relay what each rom is doing to the other making a lot of strategy kinda pointless
Yeah Iām removing them next time
Good idea. Or at least outlaw sharing your role/color with them.
Nah they just need to go
That works too.
Iād agree with this as even if you canāt confirm yourself to them it still removes so much strategy they just make the game probably far less fun like, if you know what color the other hostages are you could simply lie about whatās going on in the other rooms or do other similiar things to gain an advantage+it makes it so the leaders donāt just know what the other team is sending automatically
Anyway uh I have no clue what the game state is so I absorbed 30% of that information but well uh Iāve made bad decisions this whole game amazing
Well, seems almost no one is here so heading back out.
damn I got some time too late to actually do anything huh
Ok actually I might just make the president and bomber immune since itās really weird otherwise
maybe add enlisted to prevent hostage sniping tbh
thatās what Blue Security / Red Pirate are for
terrorists so broke theyāre hiring medieval pirates smh
i was in the mood for some game brewing
how about this for a setup:
r/b bomber/president
r/b ambassador, with these changes:
-only allowed to be at one room at a time (one thread). they start in different rooms. they may change their room once during the middle of the phase, and once during the end phase, each round, before hostages are revealed. host needs to manually kick them out and add them
-allowed to vote
-nobody is allowed to unilaterally give them card or color information in private meetings
-allow players to opt out of randing (more visible)
r/b pirate:
-once per game may publicly reveal their card and choose a player in their room. that player must be one of the hostages
-must be used in the first half of the phase
r/b security:
-once per game may publicly reveal their card and pick a player. that player canāt be sent as a hostage this turn
-must be used in the first half of the phase
-it and pirate effects cancel each other out. allow players to proxy submit that action such as āif anyone uses pirate/secutiy action on X, i will use my action on X or Yā or anything that can be followed logically / is objective or public information. (for long form convenience)
r/b rat:
-once per game may publicly reveal their card and enter the other room. at the end of the round, return to the previous room
-they canāt be elected as a hostage in the new room, but they can vote to usurp leaders (unlike in the original rulebook)
-must be used in the first half of the phase
(this gives each team 4 roles that can serve as majority breakers)
r/b coyboy
r/b shy guy
r/b spy
then, for the neutrals. if odd number of players, the sole neutral:
clone/robot
-clone: you win if the alignment of the first player you colored shared with wins
-robot: you win if the alignment of the first player you colored shared with loses
-youāre not allowed to card reveal or share, only color share (just like the coyboy) (unlike the original clone and robot roles)
-(it will be randed by the host which one of clone/robot gets in the game)
if even number of players:
bounty hunter and freedom fighter:
-your colors are both gray and blue (and grey and red for the other)
-at the end of the game, privately submit a guess for the identity of the other one. if you successfully guess them and they donāt guess you, you win, and they lose.
-if you both guess each other, or if neither guesses the other, then you instead both become vanilla blue / vanilla red, and win and lose with blue and red teams
r/b vanillas, to fill the rest of the playerlist count
I would rather not vanillas. But i can understand them
donāt forget the doctor and the engineer
Oh no yeah the changes to ambassador a great
iirc security and pirate are supposed to just be blue security and red pirated paired
but im not sure why so