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- Jul 27, 2013
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Just some thoughts on possible future games and balance. If there were two sabotages required on missions 2 and 3, it would work a bit better with a group of players this large, as then you could use the initial group (which had 1 sabotage) and then add one person to it in the case of a single sabotage, or blacklist the whole group in the case of a double or triple sabotage. You're probably going to fail mission 1, but you'll get an idea of how many spies were in the group. If you had one spy, like we just ended up with, you'd just keep the whole initial group and select one random player to add on mission 2. This person would have less than a 50% chance of being a spy. If the new person you add is a spy a spy, you'd be one mission away from losing, but if they were not, the game would be tied. You'd also have outed a spy in the case of a second sabotage, leaving eliminating a player from future selection for missions. I'm working the math out on paper and it looks a bit more balanced, so long as the missions are 5 players/1 fail, 6 players/2 fails, 7 players/2 fails (have to increase the number of people on mission to ensure the rebels don't automatically win) 6 players/1 fail (start pruning spies) 5 players/1 fail (final chance to prune list) or something similar. Round 1 would be mostly chance, but you'd get a good feel for how many spies were in the initial group. Mission 2 is where you'd have to decide to keep your initial group and add one (in the case of a vote via single failure) or select a whole new group, or mix it up with a new group and the old group. Mission 3, is more of the same. Missions 4 and 5 you'd have to actually use process of elimination to figure out who was and was not a spy and hope to god you don't screw up the process. Best way I could come up with using about ten minutes and the back of an old envelope, I'm sure there's a problem or two I overlooked.