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Duck Duck BOOM
Topic Started: Mar 8 2014, 04:21 PM (254 Views)
Aviana
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Replay Official
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After some discussion on Skype, we decided to screw with the anarchist bombs some.

Basically the idea right now is you can either choose to pass, or keep. The system is turn based. If you choose to "keep", and if the bomb doesn't blow up on that turn, you gain some positive effect. I want to make it +1 to your vote. There have been a few other ideas thrown out as well. If you choose to pass, you can't choose your target. At the best, you can choose a few potential bomb targets. I'd rather not even that much, personally. I'm also toying with the idea of multiple bombs being distributed in a phase, and a fake bomb maker.

What do you guys think? What other roles should be included?
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Daymafter
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Goodbye
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What about a defuser / bomb squad third party, who defuses the bomb and wins if two bombs get passed to them?
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Nix Machina
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Dreams of machine-men and trees and rivers...
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Would the anarchist/whatever be the only mafia member? I could see this working as an Other game. Here's what I have in my head right now:

1/2 Anarchist
1 Defuser - If they have a bomb, they can defuse it and keep passing. Can do this a maximum of X times during the game.
1 Fool Equivalent - if they blow up, they win the game. Can only pass bombs. (Works better if you can choose who to pass to.)
Y Villager

Goal: Kill the anarchist(s).

Alternatively, if you lynch the anarchist, a random villager becomes the anarchist (to keep in the Duck Duck Goose theme), and try to be the last one standing. In that case, I'd remove all other roles except maybe the pseudo-fool.
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Whitey
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^He's talking about you
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Maybe there are multiple anarchists whose bombs have the other effects Avi mentioned in the OP? Like one anarchist gives +1 vote to anyone who successfully passes their bomb or something?
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