Squidy, was Animal Crossing balanced?
That's going back a ways. I'm going from memory here.
We had some sort of weird grid structure
Town:
2 gossips that were space limited, which gives the idea that they're both town-sided credence
Someone who could activate a double vote as a roommate with scum
Someone who denied a night kill after being night killed
An even night immune player (who triggered an action on the night they were immune)
An odd night immune player ^^
two people who could detect nearby activity.
Mafia:
Someone who activated an additional night kill after being lynched
A role-cop who was roommates with a town power role
someone who is immune to being detected at night.
a lost partner (Darryl!!!!!!!!!!)
A lot of town powers depend on the board, the two gossips and the two light sleepers so we can see that the board acts as a balancing agent on the power of these roles but also provides legitimacy to their presence. IE a second gossip claiming is more likely to be believed as town thanks to the limitations imposed on the board. Even between them they don't have access to the entire pool of players. Likewise light sleepers can only detect nearby actions leaving certain players uncovered.
So what happens n1? mafia picks a target for invest and a target for kill. At worst they get something like hit odd night immune, and investigate someone with a power they don't understand like hoarder. there's one player immune each night so 1 out of all the kill targets seems like a low probability.
Meanwhile for town gossips invite a player each and???? not much happens on that front, mafia can fairly easily bullshit.
So as the game goes on what happens? It seems if you don't hit the light sleepers early but kill targets around them they become increasingly capable of pinpointing town. Eventually the roommates get lynched because the game setup paints a giant target on them, doubly true once one the town roommate uses his one-time power making the cost of doing so much less for town.
So the key points of failure are the roomies and maybe the light sleepers? Gossip roles allow chat to continue at night but it's usefulness is marginal at best and depends vastly on the gossip player or other players in the gossip chat.
A lost partner is also a little weak in a game where, if I remember correctly, the playercount would potentially support 5 scum.
All in all I think it was a fairly town-sided game but not quite as town-sided as say Archer. Mafia can win the game but the roommates situation hurts them while a pair of light sleepers and various kill denying abilities draw the game out when they're already numerically behind. The other thing to note is that a significant amount of the balancing comes from the organization of the game board which kark put some thought into.