Simulator
Try out point values on thousands of simulated games. Each simulated player has a random skill at the game itself, at hiding a throw and at reading the room. ‘Sus’ players throw as hard as pays best for them.
Every run uses the same random deals, so differences between runs come from the settings you change.
Results
Summary
Deal skew is how far, on average, a player’s chance of winning strays from an even share because of how often they were dealt ‘sus’. Lower is fairer.
Points per round
The average points a player scores in a round, by role.
Sus points per round
| Points for | How often | Points |
|---|
Innocent points per round
| Points for | How often | Points |
|---|
Throwing
One ‘sus’ player throws at a set level while everyone else plays their best. The throw level runs from 0 (not throwing) to 1 (flat out).
| Throwing | Team lost | Votes on the sus | Sus points | Innocent points | Correct votes |
|---|
Who wins
Wins by skill
One player with each skill profile joins random players. Every profile meets the same players and the same deals, so differences come from its skills alone.
| Profile | Points per game | Per sus round | Per innocent round | Wins |
|---|
Wins by times dealt sus
Random players, grouped by how many rounds they were dealt ‘sus’.
| Times dealt sus | Share of players | Win rate |
|---|
What drives scores
| Difference | Points per game |
|---|