• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:10
CEST 05:10
KST 12:10
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
$5,000 WardiTV TLMC tournament - Presented by Monster Energy0GSL CK: More events planned pending crowdfunding0Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage3Weekly Cups (March 23-29): herO takes triple6
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2)
Tourneys
$5,000 WardiTV TLMC tournament - Presented by Monster Energy GSL CK: More events planned pending crowdfunding Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
Pros React To: JaeDong vs Queen ASL21 General Discussion [BSL22] RO32 Group Stage so ive been playing broodwar for a week straight. Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group F Escore Tournament StarCraft Season 2 [ASL21] Ro24 Group E
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread The Chess Thread Russo-Ukrainian War Thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Loot Boxes—Emotions, And Why…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1821 users

TL Mafia Discussion - Page 5

Forum Index > TL Mafia
Post a Reply
Prev 1 2 3 4 5 6 Next All
BloodyC0bbler
Profile Blog Joined September 2004
Canada7876 Posts
January 21 2009 19:57 GMT
#81
On January 22 2009 04:40 malongo wrote:
BC i think the first lynch is just like that, its a random event in the game since theres nothing to work with. Im fine with that, its just a setup for the rest of the game (im thinking something like chess or even starcraft) theres no way to keep always a balance. And im against unrevealed death roles and covered number of roles, that hurt the town mostly since the basic idea under mafia has always been (imo) how to coordinate a big number of people uninformed vs a small number informed. Think abut callers mafia, if the town doesnt know that theres 1 or 2 less dts then they are not only fucked because of the lack of dt but because they dont know it. The town needs all the public info the game can provide about the death roles. And please let the mess of first day going, as i said its just part of the game, if someone roleclaims first day and call to lynch x then let it be, dont restrict the power to the 2 days.



You dont have to hide how many roles there are, just don't reveal who has which. You could easily say
2 of 2 dts
6 of 6 mafia
etc..

If say night 2 goes by, vig hits mafia, mafia kills some townies and a dt.

next day just update the counters. The town knows a mafia is dead(but not who) and the mafia knows a dt is dead(but again not who)

This kinda gets rid of the idea of no role reveal, but like, If i was mafia and i kill bob and ralph. I know bob is friends with frank and joe. I also killed ralph, who i know is friends with blane and jane. If i i know one of those 2 people is a dt, i still have to figure out if a) which one was it and b) eliminate his small group cause of it.

In most cases however, the mafia will be killing 2-4 people at least in a mafia game, so the open endedness of it can easily have a blue hide inside a group of greens and feed them info. or the like.

As it stands now, people are way to obvious with their role, greens don't like playing as they have nothing to do(elite blue circle jerk). If they are the dominant group, they should have more power than blues, and blues be the people trying to help them succeed. Mafia by knowing the roles of people on death have a way to easy time picking off blues as they tend to cluster towards one and other.

Also, main reason i like no role reveal on death. In a town you have mafia, townie, and townies with a job. The mafia has hidden itself in the town and no one knows who they are, cept other mafia. the townies with abilities have done the same thing(cept they only know themselves).
if you lynch someone, how does anyone know their role? We always have them turn colour, but its not like we would normally know, so it adds a sense of realism to it.
#3 Member of the Chill Fanclub / Rhaegar fought nobly. Rhaegar fought valiantly. Rhaegar fought honorably. And Rhaeger died. --Ser Jorah Mormont TL MAFIA FORUM http://www.teamliquid.net/forum/index.php?show_part=31 go go !
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 21 2009 19:58 GMT
#82
While smaller games tend to promote activity, larger games promote balance. Larger games reduce the significance of a life ie losing one mafia is not as bad under a large game as it is in a small game or losing 1 DT isn't as bad if you still have 3 left. On top of that it reduces the impact of random lynches on the first day (as already alluded to). Larger games are better for the mafia though, as they add confusion/chaos and make mafia less visible and clue checking significantly harder.

Inactive management then becomes a problem, and how you want to deal with that. However, I found that mass PMs (ez if you know what you're doing) and activity from the Mafia host (ie little delays) can really make a huge difference in combating the inactives and generating activity.

So yea, if you guys are going to run a new game i suggest you make it a large game
Administrator~ Spirit will set you free ~
BloodyC0bbler
Profile Blog Joined September 2004
Canada7876 Posts
January 21 2009 20:56 GMT
#83
On January 22 2009 04:58 Plexa wrote:
While smaller games tend to promote activity, larger games promote balance. Larger games reduce the significance of a life ie losing one mafia is not as bad under a large game as it is in a small game or losing 1 DT isn't as bad if you still have 3 left. On top of that it reduces the impact of random lynches on the first day (as already alluded to). Larger games are better for the mafia though, as they add confusion/chaos and make mafia less visible and clue checking significantly harder.

Inactive management then becomes a problem, and how you want to deal with that. However, I found that mass PMs (ez if you know what you're doing) and activity from the Mafia host (ie little delays) can really make a huge difference in combating the inactives and generating activity.

So yea, if you guys are going to run a new game i suggest you make it a large game


can we convince you to play in the next one?
#3 Member of the Chill Fanclub / Rhaegar fought nobly. Rhaegar fought valiantly. Rhaegar fought honorably. And Rhaeger died. --Ser Jorah Mormont TL MAFIA FORUM http://www.teamliquid.net/forum/index.php?show_part=31 go go !
Incognito
Profile Joined November 2008
United States2071 Posts
January 21 2009 21:36 GMT
#84
On January 22 2009 04:58 Plexa wrote:
While smaller games tend to promote activity, larger games promote balance. Larger games reduce the significance of a life ie losing one mafia is not as bad under a large game as it is in a small game or losing 1 DT isn't as bad if you still have 3 left. On top of that it reduces the impact of random lynches on the first day (as already alluded to). Larger games are better for the mafia though, as they add confusion/chaos and make mafia less visible and clue checking significantly harder.

Inactive management then becomes a problem, and how you want to deal with that. However, I found that mass PMs (ez if you know what you're doing) and activity from the Mafia host (ie little delays) can really make a huge difference in combating the inactives and generating activity.

So yea, if you guys are going to run a new game i suggest you make it a large game


Larger games also favor mafia in another way. Since there is only one lynch a day, it takes the town considerably longer than a smaller game to eliminate the mafia BEFORE they kill off a bunch of townies. There are simply more people who need to be lynched. So regardless of the mafia kill power, they stay around longer than they would in a small game. Thus the game is balanced by adding more KP for the town (vigi/mad hatter) or more double lynches. Hence larger games require more blue roles depending on the mafia:town ratio. Pretty much this whole discussion does go back to activity. However, I'm not sure if keeping the game the way it is now can enforce activity even with short delays and mass PMs. Like Ace + others said, blues shouldn't be crucial to the game. By increasing the size of the game, you inadvertently make blues increasingly necessary for the game balance. When they go, you have a bigger problem than you do if you have a smaller game. This of course affects the killing/double lynch roles the most, but the general concept still applies. DT role checking power is diluted, which also favors the mafia. (Or smaller games favor the DTs, whichever way you want to look at it).

Of course in an ideal situation where everyone is active, then yes, large games probably are better for the balance. But then if we did have an ideal game situation, we wouldn't be having this discussion.
The bureaucracy is expanding to meet the needs of the expanding bureaucracy
BloodyC0bbler
Profile Blog Joined September 2004
Canada7876 Posts
January 21 2009 21:42 GMT
#85
On January 22 2009 06:36 Incognito wrote:
Show nested quote +
On January 22 2009 04:58 Plexa wrote:
While smaller games tend to promote activity, larger games promote balance. Larger games reduce the significance of a life ie losing one mafia is not as bad under a large game as it is in a small game or losing 1 DT isn't as bad if you still have 3 left. On top of that it reduces the impact of random lynches on the first day (as already alluded to). Larger games are better for the mafia though, as they add confusion/chaos and make mafia less visible and clue checking significantly harder.

Inactive management then becomes a problem, and how you want to deal with that. However, I found that mass PMs (ez if you know what you're doing) and activity from the Mafia host (ie little delays) can really make a huge difference in combating the inactives and generating activity.

So yea, if you guys are going to run a new game i suggest you make it a large game


Larger games also favor mafia in another way. Since there is only one lynch a day, it takes the town considerably longer than a smaller game to eliminate the mafia BEFORE they kill off a bunch of townies. There are simply more people who need to be lynched. So regardless of the mafia kill power, they stay around longer than they would in a small game. Thus the game is balanced by adding more KP for the town (vigi/mad hatter) or more double lynches. Hence larger games require more blue roles depending on the mafia:town ratio. Pretty much this whole discussion does go back to activity. However, I'm not sure if keeping the game the way it is now can enforce activity even with short delays and mass PMs. Like Ace + others said, blues shouldn't be crucial to the game. By increasing the size of the game, you inadvertently make blues increasingly necessary for the game balance. When they go, you have a bigger problem than you do if you have a smaller game. This of course affects the killing/double lynch roles the most, but the general concept still applies. DT role checking power is diluted, which also favors the mafia. (Or smaller games favor the DTs, whichever way you want to look at it).

Of course in an ideal situation where everyone is active, then yes, large games probably are better for the balance. But then if we did have an ideal game situation, we wouldn't be having this discussion.


In a larger game you do need more blue roles, but just make sure there are significantly more greens. Say you have 50 players, 8-10 mafia, 8-10 blues. thats 16-20 people with a role, and then 30 without.

so out of your town you have 10 roles, 30 greens. or very similar ideas. Just make sure the amount of blues doesnt become to overpowering.
#3 Member of the Chill Fanclub / Rhaegar fought nobly. Rhaegar fought valiantly. Rhaegar fought honorably. And Rhaeger died. --Ser Jorah Mormont TL MAFIA FORUM http://www.teamliquid.net/forum/index.php?show_part=31 go go !
Ace
Profile Blog Joined October 2002
United States16096 Posts
Last Edited: 2009-01-21 21:53:34
January 21 2009 21:48 GMT
#86
right @ BC. Basically while the town should always have the way to kill mafia at night it should never be too much AND there have to be a large number of greens. Large greens = mafia have to think about hits instead of knowing there's a good chance they'll hit a blue.

Right now I think the general consensus is almost reached on how many blues/mafia need to be in a given game. iirc the rule was 1 mafia for every 2-4 townies. Now the thing to do is tweak DTs which heavily depend on what other roles are being used (Gf with role claim I've never played before) and also how many mafia are playing. Vote checks make sense when their are very large games because time wise the game will get boring trying to 1 by 1 find mafia. For small-medium games it isn't needed.

Vet lives are easy to balance also, usually don't want them to take up ridiculous mafia KP and you want their lives to at least match minimum mafia KP.

Vigis are fine with 2 shots. It's when you have too many of them that it becomes a problem.

Double Lynch is needed and I agree with it. I'd prefer the Mayor/Pardoner way where you add in Agents of Chaos but of course this may be going off on "too many roles to get used to" playing style.

Either way I like where this discussion is going and I think we'll be ready for a new game in a couple of weeks. I won't be hosting anymore though because I'd rather play
Math me up, scumboi. - Acrofales
Incognito
Profile Joined November 2008
United States2071 Posts
January 21 2009 21:51 GMT
#87
Assume a very small game. 20 people. 1 DT, 1 medic, 1 vigi, 1 vet. 4 mafia. Now for argument's sake, lets assume a 1:1 kill ratio.

Day 1: 15 town - Oh no! A vigi was lynched!
Day 2: 11 town - but a mafia is lynched.
Day 3: 8 town - another mafia is lynched.
Day 4: 6 town - another mafia is lynched.
Day 5: 5 town, town wins.

So town wins even if their vigi is lost. Lets amplify the situation by 3x.

60 people, 3 DTs, 3 medics, 3 vigis, 3 vets, 12 mafia.

Day 1: 47 town - vigi mislynch
Day 2: 35 town - all the medics and two vigis die, mafia is lynched. 11 mafia remaining.
Day 3: 24 town - mafia is lyched...but see how the town can't win even with a mafia lynch every day.

If we change the mafia KP to 2:1, we still have problems if vigis are killed in the beginning. Of course there is a lesser chance of all the vigis dying in one night, but it happens. But you get the point. Bigger game you have lesser chances of lucky hits, but when it does hit, it gets nasty very quickly. I'd post more here but I have to go. I'l be back later.
The bureaucracy is expanding to meet the needs of the expanding bureaucracy
Infundibulum
Profile Blog Joined May 2003
United States2552 Posts
January 21 2009 22:01 GMT
#88
what about 1.5 : 1
LoL NA: MothLite == Steam: p0nd
BloodyC0bbler
Profile Blog Joined September 2004
Canada7876 Posts
January 21 2009 23:24 GMT
#89
For the next host, is the general consensus this:

Have Chuiu Host

In the case he doesn't

Have me Host?
#3 Member of the Chill Fanclub / Rhaegar fought nobly. Rhaegar fought valiantly. Rhaegar fought honorably. And Rhaeger died. --Ser Jorah Mormont TL MAFIA FORUM http://www.teamliquid.net/forum/index.php?show_part=31 go go !
Incognito
Profile Joined November 2008
United States2071 Posts
Last Edited: 2009-01-21 23:43:50
January 21 2009 23:40 GMT
#90
I'd be willing to host, but apparently other people do.

Do we have a consensus on whether we will have a small game (30) or large game (50)?

I would be ok with the mayor/pardonner plan in a big game, although I am concerned that it might encourage secret circles, which we are trying to avoid. In small games it could be ok as long as we weaken the roles obviously.

About no role reveal. I like BC's idea with naming what roles died but not who was what role. But I think for simplicity's sake we should wait for no role reveal until maybe next game. We should probably get activity and other problems sorted out first.
The bureaucracy is expanding to meet the needs of the expanding bureaucracy
Bockit
Profile Blog Joined November 2004
Sydney2287 Posts
January 21 2009 23:53 GMT
#91
I would be interested to see Chuiu's input in this, does anyone know if he's around?
Their are four errors in this sentance.
Malongo
Profile Blog Joined November 2005
Chile3472 Posts
January 22 2009 00:02 GMT
#92
ahahaha at this rate theres going to be more people interested in hosting a mafia rather than playing. I really think Plexa missed the kind of inactivity we are talking about: its not that people dont post much, its that greens simply dissapear after night 1, so i think a smaller game is consensus. And im still against "no role reveal". It kills the small amount of info the town can get from the players behavior.
Help me! im still improving my English. An eye for an eye makes the whole world blind. M. G.
Incognito
Profile Joined November 2008
United States2071 Posts
January 22 2009 00:06 GMT
#93
One thing good about no role reveal is that it has the potential to cause people NOT to form secret circles, because if you were in any way attempting to say that you know something because you are in a circle and know stuff, then people will never know that you actually are blue/have a secret circle. For all they know it could be the mafia pretending to have a secret circle. That is one thing going for no role reveal. However, I think we should stick with regular role reveal for now.

What happened to Ver?
The bureaucracy is expanding to meet the needs of the expanding bureaucracy
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
January 22 2009 00:46 GMT
#94
So what I gathered from reading so far is that we are not modding the DT powers? I have been kind of out of it for the most part and not been reading. But it looks like we left DT rolecheck intact, instead of replacing it with role finder or anything. I think we should try that out in a small game and see how we like it. I am okay with experimenting with a 30 person game just to see how it plays out. I really wanted to see how a capo/dt game with role finder would pan out. DT = Role finder Capo = Role Check.

I am kind of indifferent towards who hosts the game, Chuiu and BC seemed to do the best at it, so if one of them would like to, I am okay with it.
Be a man, Become a Legend. TL Mafia Forum Ask for access!!
Qatol
Profile Blog Joined November 2006
United States3165 Posts
January 22 2009 01:01 GMT
#95
On January 22 2009 09:46 RebirthOfLeGenD wrote:
So what I gathered from reading so far is that we are not modding the DT powers? I have been kind of out of it for the most part and not been reading. But it looks like we left DT rolecheck intact, instead of replacing it with role finder or anything. I think we should try that out in a small game and see how we like it. I am okay with experimenting with a 30 person game just to see how it plays out. I really wanted to see how a capo/dt game with role finder would pan out. DT = Role finder Capo = Role Check.

I am kind of indifferent towards who hosts the game, Chuiu and BC seemed to do the best at it, so if one of them would like to, I am okay with it.


Here is the problem I have with role finder. Lets say we are going to go with like 2 DT 1 vigi 2 medics 2 vets - basically, suggested numbers from earlier posts in the thread. Day 1 both DT rolefind vigi. You now have both DT and the vigi in contact. Day 2 one DT rolefinds medic seed 1 one DT rolefinds medic seed 2. You have all DT vigi and medics in a circle right now. Day 3 you do the same with the vets.

Basically, by day 3, you have the ultimate blue "secret circle" thanks entirely to rolefinder. (Note this is not entirely reliant upon 1 vigi, you could just have the thread agree on a role and seed number for both DTs to search using and get similar results). I think we are trying to avoid having secret circles if at all possible at least for the moment so we can try and have an active game instead of just having instructions come down from on high (in this case, probably through vets or people protected by medics). Therefore, at least for the current game, I am against rolefinder.
Uff Da
Incognito
Profile Joined November 2008
United States2071 Posts
January 22 2009 03:10 GMT
#96
Yeah this is the same reason why I have a problem with rolefinder...

Are we going to have a role that can only call double lynches or have another system?
The bureaucracy is expanding to meet the needs of the expanding bureaucracy
Chuiu
Profile Blog Joined June 2003
3470 Posts
January 25 2009 06:22 GMT
#97
So I don't know if I want to run a game anytime soon, I'm pretty busy with work during this time of the year. If BC wants to team up we could probably run a game between the two of us.

The setup I was thinking for my next game would be around 50 players again but this time everyone would have a watered down role. For this reason vigilante would be removed because there really is no way to water down that role and effectively keep it interesting. I would love feedback on them:

Detective: Each day can ask if a clue points to a specific player.

Paramedic: Can keep a target player alive but cannot act two consecutive nights in a row.

Veteran: Can gain one extra life per night OR can gain one extra vote per day. Each day the player chooses one.

Private Eye: Can reveal the role of one player OR do a vote count once a game.

Mad Hatter: Can place a bomb on a target player. Anytime the Mad Hatter dies the target player dies with him. Additionally the Mad Hatter may choose to 'suicide' bomb into the target player the night after he chooses his target. Must wait till the next night to move the bomb.

Town: The following are abilities the town can vote on. Actions happen if the majority of players voting that day also vote for a single option. (ie: If there are 40 total votes to lynch people you would need 21 votes on one of these options to use them) Options cannot be used two consecutive days in a row and only three are allowed per game. (ie: two double lynches and an overtime or overtime, sanctuary, and one double lynch or any combination thereof)

Double Lynch: Lynch an additional player the following day, can only be used twice.

Overtime: Give players double actions the following day/night. This does not work for Private Eye or Mad Hatter. Can only be used once.

Sanctuary: Prevents the deaths of a specific type of blue that following night. Can only be used once. ie: Everyone votes on Sanctuary for Veteran then that night anytime mafia or mad hatters target a Veteran it does nothing.

Mafia: Nothing changes here.

Don: Can order only one of the following once a game:

Overkill: Mafia can double their hits one night.

Snakeskin: Cannot be the target of Private Eye role checks, Detective clue checks, or Mad Hatter attacks for the next two days. If a blue attempts one of these they will simply be denied, it does not matter if they are targeting mafia.

Backlash: On the following day whenever a player uses a special ability it works as if the mafia used the ability on the player instead. Quick summary: clue checks do nothing, medic covers random mafia players, veterans vote for their targets but random mafia will gain extra lives, private eyes are revealed to mafia or their vote check goes to show how many private eyes voted for the player, and mad hatters place a bomb on themselves. These happen if and only if the players in question use their abilities and no player will be notified of the change until the day after.
♞
Qatol
Profile Blog Joined November 2006
United States3165 Posts
January 27 2009 19:41 GMT
#98
Chuiu, my thoughts on your roles:

Detective: too weak. We have been discussing the cluecheck ability a little earlier in the thread and made it slightly stronger (though not much). My problem with the current cluecheck ability is that the town often winds up deciding fluff is a clue, making the cluecheck ability totally worthless. This was why I suggested we change this to connecting a player to a mafioso code name (still weak and based on clue analysis, but you don't have to worry about "Is this a clue?" quite so much)

Paramedic: This one seems fine to me

Veteran: Could be used to give confirmed townies which can then be given multiple night lives. Strong role (maybe too strong?) if played correctly with medics

Private Eye: I don't see why they would ever do a role reveal when there is the chance to get a votecheck instead. We have proven that votechecks can be MUCH stronger.

Mad Hatter: Seems like a nice change to me

Double Lynch/Overtime/Sanctuary: Good ideas, I think these will need more discussion
Don's abilities: at first glance, Overkill seems REALLY strong, but the others might be about as strong. They are definitely stronger than the town abilities (though this might be intentional?)
Uff Da
Incognito
Profile Joined November 2008
United States2071 Posts
January 27 2009 20:06 GMT
#99
On January 25 2009 15:22 Chuiu wrote:
The setup I was thinking for my next game would be around 50 players again but this time everyone would have a watered down role.


I don't know if this is a good idea. What will the role distribution be? I feel that although I like the Town options and the mafia options, giving too many people roles might not have the effect we want.

DT sounds useless, like Qatol says.
Overtime...does this affect mafia kill count too?
Sanctuary might be OP depending on how many of each role you plan on giving. Because if everyone has a watered down blue role, you might make a large portion of the town invincible for a night.

I don't know if leaving out Vigis is a good idea, but depending on how many mad hatters you have it could be ok.
The bureaucracy is expanding to meet the needs of the expanding bureaucracy
d_so
Profile Blog Joined December 2007
Korea (South)3262 Posts
January 27 2009 20:35 GMT
#100
i say 75 peeps
manner
Prev 1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#76
PiGStarcraft656
EnkiAlexander 78
davetesta63
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft656
RuFF_SC2 178
WinterStarcraft160
StarCraft: Brood War
GuemChi 5981
Noble 21
Dota 2
LuMiX1
Counter-Strike
taco 596
Super Smash Bros
hungrybox2084
C9.Mang0567
AZ_Axe341
Other Games
summit1g14439
Maynarde99
ViBE83
ROOTCatZ18
CosmosSc2 11
Organizations
Other Games
gamesdonequick1036
BasetradeTV92
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV955
League of Legends
• Lourlo555
Other Games
• Scarra1535
Upcoming Events
Replay Cast
5h 50m
Kung Fu Cup
7h 50m
Replay Cast
20h 50m
The PondCast
1d 6h
CranKy Ducklings
1d 20h
WardiTV Team League
2 days
Replay Cast
2 days
CranKy Ducklings
3 days
WardiTV Team League
3 days
uThermal 2v2 Circuit
3 days
[ Show More ]
BSL
3 days
Sparkling Tuna Cup
4 days
WardiTV Team League
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
5 days
Wardi Open
5 days
GSL
6 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.