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The best first move in Rock, Paper, Scissors is often considered to be "paper". This is based on the fact that many players tend to start with rock because it's seen as a strong, reliable option. Statistically, rock is chosen more frequently than paper or scissors when people play for the first time, so starting with paper to counter this could give you a slight advantage.
GGs, huge thanks to ECat and AG who basically carried the mechanics for Golem, and ECat/DBD for social aspects stuff. Sorry I wasn't able to do anything of value for y'all this game, but I'm glad it was able to run, cheers Alice.
ggs all. sam is very goated. i ended up really waylaid by not being very well irl (whiplash into bruised ribs is not fun!) and i felt bad for not contributing a lot but i was at least glad i did a few useful things with doublechecking actions and helping plan on some phases. i tend to be less social outside of teammates when i'm not feeling 100% so i did basically zero inter-team discussion.
i liked a lot of the ideas of this setup with it being more based on outplays and stuff, although i admittedly misunderstood a few aspects of the setup a couple times. having perfect setup info in OC is also sometimes a bit tricky to work around because it really just kind of let sam go to town and craft actions, as he does. it's not clear to me that being more active would've actually helped sam very much this game, so i guess i'm glad that when i chipped in at times it was useful at all. the interplay between the up and down swings in this game let things go really down to the wire even though we were ahead early, which made the endgame really interesting.
i think especially with some more refinement and maybe specific ways to encourage more than a few people speaking up this idea has some strong promise. i know rps obviously has three options so three teams seemed natural, but my first thought was that even if it was kept as three attack/defense stances, i think more factions would be a cool way of expanding the dynamics of negotiating with each other. that would need some tweaks of course. thanks to alice for hosting!
Link to the drive documents, they are now public. I present you some information that I thought was interesting while watching the game. The other 2 posts will be regarding mechanics and how the game played.
Always leading
Team Kartana
was, at worst, tied at first with the most numbers of alias the whole game.
The target
Team Golem
was attacked 9 times this game.
In contrast, Kartana
and Scizor
were only attacked 6 times each.
Best defenders
Kartana
managed to completely reverse 2 attacks and neutralize 1, all on team Scizor
Golem
managed to completely reverse 1 attack on kartana
and neutralize 1 on scizor
Rock love
There were a total of 13 attacks done with rock!
In comparison, 6 were made with scissors and only 2 attacks used paper.
Better to steal than to organize
There were a total of 38 ally-enemy swaps, ally-ally swaps were only 9.
Unchanged
Team kartana
stayed with the starting lineup from C0 to C2.
Wiped
Team Scizor
has the dubious honor of losing 3 aliases in the same cycle during C4.
Underused
Attack changes were the least used action type this game not counting alignment cop with only 10 uses.
Survivors
Peach and mango were the only alias surviving, are they tasty?
Sneaky
Team Golem
were the only team to idle the delegations.
This made other teams unable to target some of their actions.
Almost game-breakers
Team Golem
died with 3 paper attacks on them and 1 paper defense.
If they succeeded a swap on C3 they would be 1 paper defense away from making Kartana and Scizor almost unable to win in their defeat.
If I had to define early game with a single word it would be confusion. Probably overwhelmed by the amount of mechanics in the game the players spent most of the early game learning things with my help. There was a lot of inactivity early game which worried me a lot but there were players who stepped up for their teams!
Kartana
and Scizor
decided to team up against Golem setting up 4 blind steals. One of them ended up working for team Scizor. They also made alignment cop useless in the process by giving each other alias list. So from C0 alignment cop was just a trade coin for stealing things for them. As expected they used alignment cop for their steals and focused on stealing rock defense change. Probably not the most optimal to steal if they wanted to hinder Golem but if they wanted it for themselves it was a great choice.
Team Golem
went the conservative route and decided to swap among themselves and focus on obtaining information unaware of the Kartana and Scizor alliance. One of their swap uses was not optimal as they swapped a defense cop for alignment cop that doesn't change much regarding action usage but the other one freed an scissor defense change in exchange for locking action cop with the other defense changes.
This trend of Kartana and Scizor allying continued until C2. Golem was suspecting it already by the blind steal but they were painfully aware of it by the double kill on them in cycle 1. Their decision was to hit again the team that they targeted on C1 for C2, Scizor, forcing them to decide between finishing them and stabbing Kartana.
By this point players still were struggling a bit with reading the sheet but were to able to strategize decently enough so I'm happy with that.
Announcements were funny with fruits attacking each other but I have no regrets picking those aliases
Mid game: cycle 3 to cycle 5
Scizor
decided to stab Kartana which in retrospective was a wise decision. It's far easier to kill someone with higher alias count than someone with lower due to possibility of having your attack reversed. Additionally team Golem were set on hitting scizor if they continued with it, if they hadn't stabbed it would be an early Kartana win.
Team Golem
improved in negociations and managed to get better results in comparison with previous cycles, from dropping 2 aliases on c1 and c2 to only 1 on c3.
By this point game was 5-5-2 with the 2 being Golem.
Team Kartana
didn't like the stab so they decided to retaliate the following cycle on Scizor. This cycle was a complete disaster for Scizor
them because of two things: golem hitting them again and their kill being reversed by Kartana. That sneaky rock defense change on Mango that I originally missed really made things hard for Scizor on the following cycles.
Things got heated in the game and team Golem
and Scizor
were unable to cooperate. Thankfully for team golem Kartana and Scizor decided to hit the same golem alias, making them live with 1 alias left. Golem as expected decided to target the team with most aliases, kartana, and took down Kiwi.
By mid game players understood the rules better and improved in their planning.
End game: cycle 6 to cycle 8
The game was really unbalanced at late game with 4 kartanas, 2 scizors, 1 golem alive.
Team Scizor
goal for cycle 7 was for Kartana and Golem to kill each other and they kill one of Kartanas for a 2-2 endgame. Little did they know that they not only would get their kill reversed but they also saved Golems and killed a Kartana alias with a scissor defense swap on Blackberry.
Team Golem
tried their best to survive and they managed to do it with Scizor help, even if I'm unsure it was intentional. Them hitting Kartanas was the best play for them.
Team Kartana
would have the same disaster of a cycle that scizor had in Cycle 4 if they didn't manage to reverse Scizor attack on them. It would have been soul crushing for them after leading for the whole game.
For cycle 7 team Golem
and Scizor
decided to team up for real and gambled on Kartana idling the attack for a triple idle. They invested their action blocks for that not using attack or defense changes which made it really hard if the strategy failed.
Unfortunately for them Kartana
decided to eliminate the team with the most threatening lineup, team Golem. Scizor lacked tools to deal with Kartana rock defenses because Golem had every paper attack change and Scizor themselves had no paper defense change.
Cycle 8 was pretty simple, if playing optimally Kartana
wins there, and they just did that. Scizor being forced into attacking knowing it was scissor attack and knowing Guava had scissor defense made very simple to win mechanically for Kartana. They used rock attack change and won the game off that.
Well deserved win and well played to everyone! You guys were fun to watch. I'm really thankful for the players who were active and stepped up for their teams, the game could have been cancelled on C0-C1 due to lack of entushiasm and it's my fault as a host to not explain things correctly in thread and overload with information. There were also some players staying around although not the most active ones they still got involved, that's appreciated.
I will continue with a post about the game mechanics and the possibility of a version 2 of this when I have the time.
Next game will be a NOC hosted by Dead by Daylight make sure to check it and join if you are interested
Endgame post 3/3 How the game worked, mechanics and possible version 2
Idea
The original idea was to mix up mafia with a simple game like rock, paper and scissors. I couldn't imagine how to do it with uninformed factions or town vs mafia so I decided to do it with informed factions. The game was based around changing attack and defense stances. Every mechanic coming after was basically a necessity of the format. There are of course alternatives but I'm not unhappy about the final result.
Earlier versions
Alias 1
Rock Attack Change
Paper Attack Change
Scissors Attack Change
Alias 2
Rock Defense Change
Paper Defense Change
Scissors Defense Change
Alias 3
Alignment Cop
Alias 4
Defense Cop
Alias 5
Action Cop
Alias 6
Roleblock
Alias 7
Swap
Delegations were assigned by me based on a specific order with some mechanics.
There was only a single swap and it couldn't target enemies.
Roleblock targeted all the actions coming from an alias.
There were no factional buffs.
Attack could be used with anything, same way a swap does.
Alias 1
Rock Attack Change
Paper Attack Change
Scissors Attack Change
Alias 2
Rock Defense Change
Paper Defense Change
Scissors Defense Change
Alias 3
Alignment Cop
Alias 4
Defense Cop
Alias 5
Action Cop
x2 roleblock
Alias 6
Swap
Alias 7
Swap
Delegations were assigned by me based on a specific order with some mechanics.
Roleblock targeted all the actions coming from an alias.
There were no factional buffs.
Attack could be used with anything, same way a swap does.
Lineup and delegations
I made those two concepts because the game would end up being unplayable without them. If you lose the aliases holding stance changes with delegations not existing you can lose as soon as C1-C2. They also basically made me create sheets for each team because things would get really confusing for both players and host without them.
Starting lineup was a bit awkward to play around and really needed some ally swap to get going. Teams were focused on ally-enemy swap so one of them ended up with their starting lineup until C2. It probably needs a change in this aspect.
Delegations originally couldn't be decided and I assigned them based on a predetermined order. I'm glad I discarded that idea because it limits planning a lot on something you can hardly control, you can't tell which alias your enemies are attacking until really late into the game.
I'm unsure about delegations being able to be idled in the current version but with some changes about how information is handled it can work. Golems were the only ones to idle them.
Faction buffs
Probably the name was wrong with this one. It was not buffs more like making the game playable for when teams have less aliases.
The first faction buff probably felt weak because of alignment cop being one of the actions involved but action cop not counting towards action count was great.
The second one was for attack and defense cop, it was definitely the most solid one. Not having to worry about who to use the factional attack with was great. Defense cop's one was a great help to teams that would struggle with information otherwise.
The last buff is the one I'm unsure about. I don't know if adding attack change buff would make the game too coinflippy. Maybe changing action block shield for attack change buff would be a solid idea. Both at the same time are really strong, there would be almost no way of checkmating teams like it ended up happening in the actual game.
Attack and stance changes
The main mechanic of the game, the idea the game was based on.
Although I didn't expect to see that few attack stance changes, the game played more or less like I expected regarding these abilities. Attacks were far easier to do early on because you can't really protect that many aliases. However as the game continued it got really hard to succeed with attacks. Teams with few aliases expected which alias you targeted and had a realistic counterplay because ally defense stance would remain over enemy one. This made teams require good planning for finishing the game or the would lose multiple aliases in a single cycle trying to win.
I'm quite happy with the result, it was not an easy concept to execute but I think teams played well around it.
Information in the game
I'd say information was in the weaker side, or at least it lacked a bit for teams to properly strategize without relying on others. Relying on others would be fine if they shared win conditions but it felt a bit too much when they want to kill each other eventually.
Alignment cop was made useless C0 for two teams and shortly after Golems caught up.
Defense cop was simple but did it's job. Could use a double target buff in some ways depending on the number of teams.
Action cop was a bit complex in the way it worked. It had to active earlier than swaps to avoid too much confusion when giving actions but if it gave information pre-swap it would be too weak.
Delegations could be idled, this made them unable to be targeted with action cop and swaps. Only team Golem ended up idling them.
Lack of action flips on alias defeat was a mechanic that I was not too happy about as the game progressed. If I were to redo it I would change this and alignment cop role. Probably remove the role and add its function to defense cop. Another way of improving information would be double target on defense and action cop or double the actions.
Action Block
I'm quite happy with how this one turned out. 1 action from a single alias being blocked felt not too strong nor too weak. Originally it was a full alias block, then turned into a 3 shot alias block into a 2 shot alias block. I think limited abilities didn't fit well with the thematic of the game so I decided to nerf it in a different way, that's how we ended up with the current version.
Swap
This one was responsible for a lot of mechanics and teams planned a lot around it. It felt quite impactful. Originally it didn't allow to do ally-enemy swaps and there was only one of them but I'm glad I changed it to it's current version. It made things far more difficult for me as a host but I think it was worth it. Teams vastly preferred to steal than to organize even at the start and did some great plans around it.
I probably should have explained the mechanics of this better, it would have end up with a single page for this ability alone.
A possible version 2
If there is interest I'm willing to do a version 2 of this.
Here is a list of changes I would make:
- Last factional buff is attack change buff instead of action block shield.
- Aliases flip actions and alignment on defeat instead of only alignment.
- Double target for defense cop and action cop
- Alignment cop included in defense cop.
- Remove not being able to target consecutively an alias with defense changes.
- Lineups:
Option A: Teams get to decide their action order and get to decide their starting defenses in case it's 4 or 5 teams.
Option B:
Alias 1
Rock Attack change
Rock Defense Change
Alias 2
Paper Attack Change
Paper Defense Change
Alias 3
Scissor Attack Change
Scissor Defense Change
Alias 4
Action Cop
Alias 5
Defense Cop
Alias 6
Swap
Alias 7
Swap
New Format:
- Signups will be solo, 2 players or 3 players per team. Players can decide who they want to play with in their signups and other players must confirm it.
- Game could have 3, 4, or 5 teams free for all.
- Max I would try is 6 teams with the following win conditions.
Rhyperior
4 rock defenses, 3 scissor defenses
can win with Cradily, Kleavor
Torterra
4 paper defenses, 3 rock defenses
can win with Ferrothorn, Cradily
Scyther
4 scissor defenses, 3 paper defenses
can win with Kleavor, Ferrothorn
Cradily
4 rock defenses, 3 paper defenses
can win with Rhyperior, Torterra
Ferrothorn
4 paper defenses, 3 scissor defenses
can win with Torterra, Scyther
Kleavor
4 scissor defenses, 3 rock defenses
can win with Scyther, Rhyperior
6 teams would take around 2-3 hours so I wouldn't be able to update in the same night. The game was decently hard to update at times because of all the swaps and delegations, but I'm willing to try it if there are 6 reliable teams formed during signups.
Thanks for reading. If you are interested in a version 2 or want to talk about how the game went feel free to use this thread!
Endgame post 3/3 How the game worked, mechanics and possible version 2
Idea
The original idea was to mix up mafia with a simple game like rock, paper and scissors. I couldn't imagine how to do it with uninformed factions or town vs mafia so I decided to do it with informed factions. The game was based around changing attack and defense stances. Every mechanic coming after was basically a necessity of the format. There are of course alternatives but I'm not unhappy about the final result.
Earlier versions
Alias 1
Rock Attack Change
Paper Attack Change
Scissors Attack Change
Alias 2
Rock Defense Change
Paper Defense Change
Scissors Defense Change
Alias 3
Alignment Cop
Alias 4
Defense Cop
Alias 5
Action Cop
Alias 6
Roleblock
Alias 7
Swap
Delegations were assigned by me based on a specific order with some mechanics.
There was only a single swap and it couldn't target enemies.
Roleblock targeted all the actions coming from an alias.
There were no factional buffs.
Attack could be used with anything, same way a swap does.
Alias 1
Rock Attack Change
Paper Attack Change
Scissors Attack Change
Alias 2
Rock Defense Change
Paper Defense Change
Scissors Defense Change
Alias 3
Alignment Cop
Alias 4
Defense Cop
Alias 5
Action Cop
x2 roleblock
Alias 6
Swap
Alias 7
Swap
Delegations were assigned by me based on a specific order with some mechanics.
Roleblock targeted all the actions coming from an alias.
There were no factional buffs.
Attack could be used with anything, same way a swap does.
Lineup and delegations
I made those two concepts because the game would end up being unplayable without them. If you lose the aliases holding stance changes with delegations not existing you can lose as soon as C1-C2. They also basically made me create sheets for each team because things would get really confusing for both players and host without them.
Starting lineup was a bit awkward to play around and really needed some ally swap to get going. Teams were focused on ally-enemy swap so one of them ended up with their starting lineup until C2. It probably needs a change in this aspect.
Delegations originally couldn't be decided and I assigned them based on a predetermined order. I'm glad I discarded that idea because it limits planning a lot on something you can hardly control, you can't tell which alias your enemies are attacking until really late into the game.
I'm unsure about delegations being able to be idled in the current version but with some changes about how information is handled it can work. Golems were the only ones to idle them.
Faction buffs
Probably the name was wrong with this one. It was not buffs more like making the game playable for when teams have less aliases.
The first faction buff probably felt weak because of alignment cop being one of the actions involved but action cop not counting towards action count was great.
The second one was for attack and defense cop, it was definitely the most solid one. Not having to worry about who to use the factional attack with was great. Defense cop's one was a great help to teams that would struggle with information otherwise.
The last buff is the one I'm unsure about. I don't know if adding attack change buff would make the game too coinflippy. Maybe changing action block shield for attack change buff would be a solid idea. Both at the same time are really strong, there would be almost no way of checkmating teams like it ended up happening in the actual game.
Attack and stance changes
The main mechanic of the game, the idea the game was based on.
Although I didn't expect to see that few attack stance changes, the game played more or less like I expected regarding these abilities. Attacks were far easier to do early on because you can't really protect that many aliases. However as the game continued it got really hard to succeed with attacks. Teams with few aliases expected which alias you targeted and had a realistic counterplay because ally defense stance would remain over enemy one. This made teams require good planning for finishing the game or the would lose multiple aliases in a single cycle trying to win.
I'm quite happy with the result, it was not an easy concept to execute but I think teams played well around it.
Information in the game
I'd say information was in the weaker side, or at least it lacked a bit for teams to properly strategize without relying on others. Relying on others would be fine if they shared win conditions but it felt a bit too much when they want to kill each other eventually.
Alignment cop was made useless C0 for two teams and shortly after Golems caught up.
Defense cop was simple but did it's job. Could use a double target buff in some ways depending on the number of teams.
Action cop was a bit complex in the way it worked. It had to active earlier than swaps to avoid too much confusion when giving actions but if it gave information pre-swap it would be too weak.
Delegations could be idled, this made them unable to be targeted with action cop and swaps. Only team Golem ended up idling them.
Lack of action flips on alias defeat was a mechanic that I was not too happy about as the game progressed. If I were to redo it I would change this and alignment cop role. Probably remove the role and add its function to defense cop. Another way of improving information would be double target on defense and action cop or double the actions.
Action Block
I'm quite happy with how this one turned out. 1 action from a single alias being blocked felt not too strong nor too weak. Originally it was a full alias block, then turned into a 3 shot alias block into a 2 shot alias block. I think limited abilities didn't fit well with the thematic of the game so I decided to nerf it in a different way, that's how we ended up with the current version.
Swap
This one was responsible for a lot of mechanics and teams planned a lot around it. It felt quite impactful. Originally it didn't allow to do ally-enemy swaps and there was only one of them but I'm glad I changed it to it's current version. It made things far more difficult for me as a host but I think it was worth it. Teams vastly preferred to steal than to organize even at the start and did some great plans around it.
I probably should have explained the mechanics of this better, it would have end up with a single page for this ability alone.
A possible version 2
If there is interest I'm willing to do a version 2 of this.
Here is a list of changes I would make:
- Last factional buff is attack change buff instead of action block shield.
- Aliases flip actions and alignment on defeat instead of only alignment.
- Double target for defense cop and action cop
- Alignment cop included in defense cop.
- Remove not being able to target consecutively an alias with defense changes.
- Lineups:
Option A: Teams get to decide their action order and get to decide their starting defenses in case it's 4 or 5 teams.
Option B:
Alias 1
Rock Attack change
Rock Defense Change
Alias 2
Paper Attack Change
Paper Defense Change
Alias 3
Scissor Attack Change
Scissor Defense Change
Alias 4
Action Cop
Alias 5
Defense Cop
Alias 6
Swap
Alias 7
Swap
New Format:
- Signups will be solo, 2 players or 3 players per team. Players can decide who they want to play with in their signups and other players must confirm it.
- Game could have 3, 4, or 5 teams free for all.
- Max I would try is 6 teams with the following win conditions.
Rhyperior
4 rock defenses, 3 scissor defenses
can win with Cradily, Kleavor
Torterra
4 paper defenses, 3 rock defenses
can win with Ferrothorn, Cradily
Scyther
4 scissor defenses, 3 paper defenses
can win with Kleavor, Ferrothorn
Cradily
4 rock defenses, 3 paper defenses
can win with Rhyperior, Torterra
Ferrothorn
4 paper defenses, 3 scissor defenses
can win with Torterra, Scyther
Kleavor
4 scissor defenses, 3 rock defenses
can win with Scyther, Rhyperior
6 teams would take around 2-3 hours so I wouldn't be able to update in the same night. The game was decently hard to update at times because of all the swaps and delegations, but I'm willing to try it if there are 6 reliable teams formed during signups.
Thanks for reading. If you are interested in a version 2 or want to talk about how the game went feel free to use this thread!
Thanks for hosting! A few thoughts:
- the comeback buffs were great, maybe remove alignment cop one and replace with defense cop at 5 (it felt clunky to not be able to use it until 3, it’s definitely the first thing you drop). The action block immunity at 1 is pretty critical because otherwise you just become a sitting duck, definitely don’t make the attack changes free actions it would cause the endgame to devolve into…well, normal rock paper scissors.
- 6 team setup looks really cool, as does the Option B role setup. I think Option B + letting teams choose their starting defensive stances C0 would be my preferred option.
- I don’t think action cop needed double targeting in this game due to it being a free action (for the most part). I think in a bigger game it could be helpful to have this, however. Same with defense cop. Merging align cop into defense cop would be good.
- I like changing to flipping actions on death.
- I did not know you could idle the delegations, I thought the rules stated you had to send them somewhere . Definitely would’ve taken advantage of that if I’d known, well done to the Golems for figuring that out.
- I actually think non-consecutive defense changes is a good thing, it prevents turtling excessively. I don’t think consecutive targeting from a stolen defense change should be a thing if it isn’t for your starting defense change, though - the two should function identically.
- attack stance shift did need some help, I just don’t think making it a free action is the way to go. One option would be to make it usable on enemies with higher priority than their own attack change, identical to the enemy defense change stances. This would make it risky to attack and NOT use an attack stance change, which is sort of the point of the action. It would also encourage a lot more switching of stances.
The sheet was really cool and a great idea, just a little tough for this mafia boomer to figure out initially lol. Definitely hope you host something like this again!
Last comment: if you do the six team version, probably change 2x swapper to 1x ally swap and 1x enemy swap. This would make it much easier to figure out the swapping priorities during update and give people a lot more incentive to clean up their own lineups.
Thanks for hosting! A few thoughts:
- the comeback buffs were great, maybe remove alignment cop one and replace with defense cop at 5 (it felt clunky to not be able to use it until 3, it’s definitely the first thing you drop). The action block immunity at 1 is pretty critical because otherwise you just become a sitting duck, definitely don’t make the attack changes free actions it would cause the endgame to devolve into…well, normal rock paper scissors.
- 6 team setup looks really cool, as does the Option B role setup. I think Option B + letting teams choose their starting defensive stances C0 would be my preferred option.
- I don’t think action cop needed double targeting in this game due to it being a free action (for the most part). I think in a bigger game it could be helpful to have this, however. Same with defense cop. Merging align cop into defense cop would be good.
- I like changing to flipping actions on death.
- I did not know you could idle the delegations, I thought the rules stated you had to send them somewhere . Definitely would’ve taken advantage of that if I’d known, well done to the Golems for figuring that out.
- I actually think non-consecutive defense changes is a good thing, it prevents turtling excessively. I don’t think consecutive targeting from a stolen defense change should be a thing if it isn’t for your starting defense change, though - the two should function identically.
- attack stance shift did need some help, I just don’t think making it a free action is the way to go. One option would be to make it usable on enemies with higher priority than their own attack change, identical to the enemy defense change stances. This would make it risky to attack and NOT use an attack stance change, which is sort of the point of the action. It would also encourage a lot more switching of stances.
The sheet was really cool and a great idea, just a little tough for this mafia boomer to figure out initially lol. Definitely hope you host something like this again!
Last comment: if you do the six team version, probably change 2x swapper to 1x ally swap and 1x enemy swap. This would make it much easier to figure out the swapping priorities during update and give people a lot more incentive to clean up their own lineups.
With free attack changes at 1 alias you would get for free: attack, attack change, defense cop, action cop and swaps. Being able to block one of the attack changes or defense changes doesn't sounds that bad. The only issue would be being targeted by two teams with action blocks but at that point you probably lose. I'll take it into consideration reversing that.
Right now my thoughts would be what you said:
- Defense cop and action cop at 5
- Attack at 3
- Block shield at 1
I like your way of solving the attack change issue. Looks way better than what I suggested of swapping the 1 alias alive buffs. I will definitely implement that.
The double targets on action cop and defense cop depends on numbers of teams mainly, 4 or 5 teams could use it. 6 teams setup since they have actual allies doesn't need it as much since info from others will be more reliable.
I originally made stolen defense changes able to consecutively target same alias to reward successful steals. I think planning around endgame is both hard for the attackers and for the defenders as intended and don't think allowing full consecutive changes modifies it that much. Successful defenses should be rewarded properly in my opinion, not just have 1 extra cycle alive that you will lose right away because you can't change defenses anymore. This would be far more significant if there are more teams around. 1 alias alive teams already take a lot of risk when attacking.