Oh what a pleasure, PE! Nice to read you. You're right: what I meant is that chances for town are sensitively bound to n1 vig shot. It's a kind of "chance-bottleneck": while many games outcome depends on multiple player choices in most setups, here things for town are particularly sensitive to vig n1 shot. Do you agree?
The game is designed to be played at lylo. The vig being obliged to shoot n1 almost makes it a "random setup" every time you play, because how you proceed depends on who dies. Did 1 or 2 die? Is there a last blue? Is cop dead? So many possibilities....
Yeah I admit that my impression forged in a few games in a row that were pretty straightforward. Quite enjoyable tbh, but risky due to the explained mech.
Afterall if Kristy dear likes it.. well there must be a reason.
Hey Zep. Most set-ups with a Vig are relatively "sensitive" in that regard; although I understand it is definitely more obvious in this set-up. Ultimately though I think this set-up should be exclusively compared to FT3: the set-up I intended it to improve upon.