Strategy Mafia (Town Victory!)


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Strategy Mafia (Town Victory!)

Post Post #0 (ISO) » Wed Aug 24, 2011 4:16 pm

Post by zoraster »

Strategy Mafia


Deadline:
20:00 EDT


Current Map

Image

Active Player Pieces (Alive):

  1. [*]hitogoroshi the Town Vigilante
    [*]Nautilius (Nachomamma8 + Ellibereth) the Town Bodyguard
    [*] Cogito Ergo Sum
    Maruchan
    the Town Door Opener (formerly VT)
    [*] Llamarble the Vanilla Townie (formerly Town Cop)
    [*]Regfan the Vanilla Townie


Bold=Confirmed, PMs sent out in the order you see above

Disappeared (????):



Deactivated Player Pieces (Dead):

Day 1:
iamausername the Mafia Lawyer was lynched

Night 1:
Feysal the Town Backup was killed

Night 1:
Klazam a Town Mason was killed

Day 2:
Magua
Nicodemus
the Mafia Doctor was Electrocuted

Day 2::
SodaSpirit17
xReckonerX
a Vanilla Townie was lynched

Night 2:
Amrun the Vanilla Townie was killed.

Night 2:
Fate's Vanilla Townie corpse was found in the Secluded Villa. He is dead.

Night 2:
Lost Butterfly the Vanilla Townie was killed

Day 3:
Tclawren the Vanilla Townie was lynched

Night 3:
Plum the Vanilla Townie was killed.

Night 3:
Lady Lambdadelta the Bodysnatcher was killed

Day 4:
Baby Spice the Mafia Door Closer and Vigilante was lynched

Night 4:
Zajnet the Vanilla Townie was killed.

Night 4:
Nobody Special the Town Mason was killed

Day 5:
Andrius the Mafia Passage Digger was lynched



Events:

Day 1 Begins
Party Started
Day 2 Begins (Fate Disappears)
Tipping Point Tripped. Accelerated to Round 10
Electric Chair Turned On.
Day 3 Begins
Party Started
Day 4 Begins
Day 5 Begins
Endgame

Isolate zorastermod for Round updates.
Last edited by zoraster on Wed Sep 28, 2011 2:01 am, edited 94 times in total.
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Post Post #1 (ISO) » Wed Aug 24, 2011 4:18 pm

Post by zoraster »

General Rules

Overall

1. Unless stated otherwise by the moderator or in these rules, the follow are controling: http://mafiascum.net/wiki/index.php?tit ... Game_Rules
2. All votes should be in
bold
either with the [.b] tag or with the [.vote] tag. Unvotes are unnecessary to change your vote.
3.
Put all votes on a new line
If you disregard this rule, I may or may not count the vote.
4. A majority of votes is needed to lynch. A lynch (unless otherwise altered) ends the Day (a last round will be made, although only moves from before the hammer was dropped will be counted).
5. This setup uses A Day section (broken into rounds) and a Night Section.
6. The deadline to lynch is by Round 14. If there is no majority when Round 14 comes, there will be a no lynch.
7. I reserve the right to change, add or delete any rule in the game. I reserve the right to modkill or force replace or take any other actions I see as necessary.

Activity

1. This game revolves around activity. You are expected to post at least once a day. A prod will be sent out if you have not posted in the past 48 hours (and you were capable of doing so).
Note: this rule is waived for those in the Secluded Villa

2. If you are continually prodded, the moderator may replace you.
3. If you wish to go on Vacation leave, please post it in bold in the thread with your expected time out. Simply setting yourself as VLA on the site is INSUFFICIENT.

Moderator Error

1. The moderator is fallible. If you see a problem with a vote count, mention it in bold in the game. If you have another problem, please don't hesitate to PM the moderator.
2. The moderator has carefully set up systems to make the game run smoothly. However, given the number of moving parts with this game, it is possible if not likely that he will eventually screw up. He will attempt to fix this when possible, but sometimes fixing will only create more problems.

Game Specific Rules

Rounds

1. There are 14 Rounds in each Day. There will usually be 24 hours between rounds. (updated for clarity)
2. The game begins on Round 1, but pre-game/night time moves MAY be made (i.e. moves that will be made on Round 1)
3. There will be a deadline set for move submissions. All moves, etc. must be submitted by this deadline to be included in the round. Although it may be a number of hours before zorastermod can get to it (up to the next morning), the round will be considered as having happened at the deadline.
4. I reserve the right to change the time between Rounds to suit my schedule
(e.g. if I'm out of town for a weekend, I might need to have a Round last 48 hours then compensate by having the next two last only 12 hours)

5. Players may accelerate the Rounds if they agree, by PM to the moderator, unanimously. This is subject to the moderator being able to do the accelerated Rounds and is intended to keep players from having to wait around just for new rounds before ending the day.

Lynch Deadlines

A lynch will occur when there is a majority of votes on one player. Round 14 ends the day. If there was no majority by this time, there is a no lynch.

Regular Moves

Moves may be made to rooms that are adjacent north, south, each or west (i.e. up/down, left/right) but not diagonally.

1.
Daily chits:
Each player (including scum players) on Day 1 gets
1 blue chit
,
2 green chits
, and
2 red chits
. See below for others.
2. A
blue chit
must be used in the first
three
rounds of a Day. A
green chit
must be used in the first
eight
rounds of a Day. A
red chit
may be used at any time that day. A
purple chit
may be used on any day and saved from one day to another.
3.
Moving Other Players:
A player may use
one
chit to move another player in the game.
4.
Moving Yourself:
A player may move himself by spending
two
chits.
5. The most restrictive applicable chit will always be used (blue over green over red).
6.
Multiple Moves:
Making more than one move in a single round will double the cost of each subsequent move (e.g. moving two players in a single round will cost 3 chits total [1+2], moving yourself twice will cost 6 chits [2+4]). This includes doubling ANY move and any insurance. I will double the lowest costing move if the moves are submitted in one PM. Otherwise I will double the move that came second in my inbox.
7.
Saving Chits:
Only
purple chits
are saved from one day to the next.
8. Chits are expended
when the PM is sent,
regardless of whether the move goes through, the move is valid, etc.
9.
Insurance
In the PM a player sends to the mod to move, he may indicate that he wants to spend a chit on "insurance." This means his move will occur before any other move that did not pay an "insurance" chit.
10.
Non-moves
A player may spend the appropriate number of chits (1 for others, 2 for himself) to do a "non-move" -- in other words, to try and keep the intended player from moving. An insurance chit may be used. A non-move will be decided in exactly the same manner as a regular move.
11.
String Moves
See below
12. Moves are due by the posted deadline or will not be counted.
13.
Once submitted by PM, you may change your move by editing or deleting your message. However, once the moderator opens the PM, the move will be made and you will be charged, period. If you try to submit another move, you will be charged according to the "multiple move" provision.


Conflicting Moves

Often there will be two or more moves that conflict with each other. It will be decided in the following fashion:
1. "Mafia Moves" (see below)
2. Insured Moves (if two or more conflicting moves are insured, random order between insured moves)
3. Random order.
Note: Non-moves and most other actions that require a chit (e.g. the door control) work using the same system as the moves. Actions that do not require a chit generally are not on the move system (e.g. throwing the switch)

Spoiler: String Moves
String Moves

Players may act in concert to move another player (or themselves) multiple spaces without spending the extra chits. To do this, though, the order of their moves must be precise.

Example 1
SpyreX and Vi want to move Zoraster from the Nexus to the Secluded Villa in one Round. SpyreX has two chits and Vi has one chit available, so neither can move Zoraster both spaces in one round alone (it would cost 3 chits, see Move Rule 6). Instead, SpyreX could move Zoraster to the Rageatorium with an insured move and Vi could move Zoraster to the Secluded Villa. If there are no other moves that round, it will work because first SpyreX will get to move Zoraster from the Nexus to the Rageatorium. Then Vi's move will work because now Zoraster is in the Rageatorium.
Example 2
SpyreX and Vi attempt the same moves as above. But Faraday has an insured move of Zoraster from the Nexus to the Campfire. It is then random chance whether SpyreX or Faraday's move goes through first. If SpyreX's move fails, then so does Vi's, wasting all of their chits.



Daily Chits

11-20 Alive:
1 blue chit
,
2 green chits
, and
2 red chits

0-10 Alive:
2 blue chits
,
2 green chits
, and
2 red chits


PMing Your Moves

To PM a move, please send some version of the following PM:
PLEASE TITLE YOUR MESSAGE with "ROUND X MOVE" where X is the round you're making the move.

Move PM wrote:Hi Zoraster!
Player to Move:
SpyreX
Room to Move to:
The Switch
Insurance?:
No


Mafia Move:

The mafia get a free move on Rounds 10, 11, 12, and two free moves on Round 14.

Vote Counts and Round Postings

1.
Zoraster
will post vote counts. These will be posted frequently, at least once a real life day but the moderator will try to post once a page when possible.
2.
Zorastermod
will post each Round. This is so that players can isolate zorastermod to see the history of movement without vote counts getting in the way.

A sample Round Post:

Day 1, Round 5Image
Moves:

MOVES WILL BE PUT HERE

GREEN
,
RED
, AND
PURPLE
CHITS ACCEPTED.

Next Round's Move Due:
20:00 EDT
Remember to title your message "Round X Move" where X is the current Round

Note: Do NOT PM this account. PM Zoraster for all game comments


Each circle will be filled in with a short version of a player's name (e.g. XReckonerX might be XRX), and that will be the player's identification.



Room Descriptions:

A3. Door Control:
Max 1. A player in the Door Control may, by using an applicable chit, open or close any door in the building. However, a path must always be left open between the Nexus and the Door Control. This works on the same "move" schedule and the move may be insured.
B3. Secluded Villa:
Max 3. The secluded villa is a peaceful place. Players in the secluded villa may only talk in a given QT (the QT will be changed each time a new player enters or exits the villa). Players may not talk in the game thread or any other QTs they have. Players may ONLY do the following actions in game:
Vote, unvote,
and
confirm vote
. Players may do each of those actions ONCE per Round. Players in the Secluded Villa may NOT talk in any other QT. Who knows what other mysteries the villa holds? The QTs given may NOT be linked to to any other player, including scum teammates. QTs may not be copy and pasted from (but may be summarized). There may be only one active Secluded Villa QT at a time (i.e. they shut down after a new player enters or leaves).
C2. Party Room:
Max 1 or 20. A player may spend two chits to throw a party. So long as the party host stays in the room, any player in the game may spend one chit to move himself to the party room. Parties may be started instantly (between rounds). Players who join the party do so before any regular move (but after mafia moves). If the host leaves the party, the party is over. No one is kicked out, but no new party may be thrown until there is only one player in the room again.
C3. Rageatorium:
Max 4. Players in the Rageatorium who cast votes for players in the Rageatorium count as TWO votes. This does NOT increase the number of votes necessary to lynch.
C4. Electric Chair:
Max 1. A player who is in the electric chair when a majority of the players in the switch throw the switch is executed. The chair may only be used once during the game.
C5. Security Room:
Max 1. A player in the security room when night falls may PM the moderator with one of the rooms in the game. That player will watch the room and any player who enters the room during the night to carry out a night action there will be identified to the player by the moderator.
D1. Panic Room:
Max 1. A player in the panic room may be neither killed nor lynched. Any other action may target a person in the panic room.
D2. Monastery:
Max 2. Players in the monastery take two chits to move rather than the normal one (self moves still cost 2)
D3. Nexus
Max 5. The starting point for players in the game. The room does nothing.
D4. The Switch:
Max 5. A player in the switch may PM the mod to "throw the switch" if there are at least two players in The Switch and a majority of players (50%+1) throw the switch that round, the person in the electric chair is executed. A new PM must be sent EACH ROUND.
E2. Move Checker:
Max 1. When a player enters the move checker room, he may pick another player to watch. Each time that player makes a move (whether on himself or another player), the player in the move checker room will be informed of it (as well as who he moved)
E3. Campfire:
Max 5. Any time a player leaves the campfire at Night for any reason, he is spotted by the other players in the campfire.
E4. War Room:
Max 1. A player in the war room receives a
purple
chit if he stays in the room for at least 3 consecutive rounds. He must leave and then come back to earn another purple chit. A purple chit may be used in any round on any day.
F3. Tipping Point:
Max 4 or 5. If this room ever has four players in it (five in D1), the day is automatically accelerated to Round 10 and all players in the Tipping point are transported to the Nexus. If it is already Round 10 or later, no regular moves may be made (mafia moves may still be made) until there are fewer than 4 players in the Tipping Point. When tripped in this second manner, the players in the Tipping point are transported to the Nexus as the last moves of the last round of the day (i.e. right before night). D1 requires 5 to tip the room. All other Days require only 4.
G3. Potion Room:
Max 2. A player who is a power role* that enters the potion room loses his power. (e.g. Town Tracker becomes Vanilla Townie. Mafia Tracker becomes Mafia Goon). A player who lacks a player role and enters the potion room will gain a power. Maximum of one role gained per player per game day. Please note that factional abilities such as the mafia kill and mafia move are unaffected by this room. (*Power roles that have been exhausted [e.g. one shot bulletproof] will not be removed and the player will act as a VT for the purposes of this room only. They will still "flip" their original role plus any role they acquire after).

Night Resolution (IMPORTANT)

Night ResolutionsNight Resolution will occur first according to this list:
1. All actions that come from being in a room (e.g. security room)
2. All actions occurring in the same room as targets
3. All actions occurring in an adjacent room as targets
4. All actions occurring in rooms two over as targets
5. Etc.

If there is a tie, it uses the following role based order:
1. Roleblocks
2. Protective Roles
3. Kills (simultaneous)
4. Miscellaneous
5. Investigations

For example, if a Doctor is two rooms away from his target and the mafia member carrying out the kill is in the same room as his target, the doctor will NOT save his target.


You know the following Role exists in this game


Vanilla TownieYou are a vanilla townie.

You receive 1
blue chit
, 2
green chits
, and 2
red chits
on the first Day to spend. Please read the rules regarding moving carefully. Remember that blue chits must be spent on Rounds 1, 2 and 3, that green chits must be spent on Rounds 1-8 and red chits may be used on any round.

You have the power to vote to lynch. You win when all mafia and all third parties are dead.

Confirm by PM. You may access the thread here: http://www.mafiascum.net/forum/viewtopi ... =3&t=18881
Last edited by zoraster on Thu Sep 01, 2011 12:51 am, edited 29 times in total.
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Post Post #2 (ISO) » Wed Aug 24, 2011 4:32 pm

Post by zorastermod »

All round updates will be posted by the account zorastermod so that you can iso him.

Day 1, Round 0Image
Moves:





BLUE
,
GREEN
,
RED
, AND
PURPLE
CHITS ACCEPTED.

Next Round's Move Due:
22:00 EDT, August 25th
Remember to title your message "Round X Move" where X is the current (i.e. upcoming) Round

Note: Do NOT PM this account. PM Zoraster for all game comments
Last edited by zoraster on Sat Aug 27, 2011 2:33 am, edited 2 times in total.
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Post Post #3 (ISO) » Thu Aug 25, 2011 2:35 am

Post by zoraster »

Round Deadline is 22:00 EDT
today (August 25th). In order to get your move in for Round 1, it must be submitted by this time today.

All players with a QT (e.g. scum) may begin plotting their victories.

Role PMs are going out in a couple of batches starting now.

...And all Role PMs are out.

Quick clarification: No one has to make a move during a round. In fact, you don't have enough chits to make a move in even a majority of the rounds. So pick which rounds you make your move in wisely, but remember that blue chits must be spent in the first three rounds and green chits in the first 8.

Additional Clarifications:
1. Chit totals are NOT public
2. Other than to a person in the move checker on their target, the person who makes a move is not made public.
3. The war room gives a purple chit after three rounds, but the round you move into the war room counts as one. For example, if you are moved into the room on Round 8 and then stay for Rounds 9 and 10, you'll get a purple chit.
4. Mafia moves are factional and in addition to the mafia's regular moves. They are not seen by the move checker.
5. If making two moves in one round, the cheaper of the two moves will be doubled so long as the moves were submitted in the same PM.
5. Although doors stop players from moving at night (either by making their route longer [see night resolution order] or impossible if cut off completely), a room with a maximum number of players in it does not stop a player from entering it.
6. Night actions work like this. Say you're a Tickler (you tickle people). You're in the SV and they're in the Rageatorium. You'll perform your tickle action then return back to the SV. So unless there's power role interference, players that start in one room at night will always be in that same room the next morning.
7. The security room will see people who enter that room. This will be people who entered the room to carry out an action, not passing through or coming back from carrying out an action.
8. When you submit a move, I should send you a response something like "noted" to let you know that I've received and recorded the move. If for some reason you don't, send me a PM asking me about it.
9. Nothing happens if a player doesn't have enough chits. The move just won't go through. If they needed 2 and they only have one, they'll be charged one and the move won't go through.
10. Blue chits may be used on Rounds 1, 2 and 3. This is Round 2. Next round is Round 3. That's the last round you may use the blue chits. Therefore, all blue chits must be used or lost by submitting moves before today's deadline.
11. Just a reminder: non-moves should explicitly state they are a non-move. This is a different action than moving a player to a room that he is already in.
12. For the party room: If the host leaves the party, the party is over. No one is kicked out, but no new party may be thrown until there is only one player in the room again.
13. To perform an action in another room than yours, you don't have to be able to "fit" in there. For example, if I'm in the Door Control room, then a Tickler could still target me to Tickle that night.
Last edited by zoraster on Tue Aug 30, 2011 10:29 am, edited 6 times in total.
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Post Post #4 (ISO) » Thu Aug 25, 2011 8:28 am

Post by zoraster »

As we are 90% confirmed, you may now chat!

Keep in mind as it is still essentially Round 0, so we are still in pregame. No votes will be counted until Round 1 begins (either tonight or tomorrow morning). However, you may chat and try to plan strategy, etc. with other players.

One other note: Role reveals will be comprehensive except for VTs. In other words, I'll probably just copy and paste the edited Role PM for those who have died with sensitive information removed.

Round 1 Moves are due by 22:00 EDT
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Post Post #5 (ISO) » Thu Aug 25, 2011 8:36 am

Post by Lady Lambdadelta »

Andy, Faraday: Are we all moving to the secluded villa?
Yes my Lord, but questions are dangerous, for they have answers.

13 heads and counting now, plurality is adaptive. If our experience might help you,
click here
.
If you wish to
speak to one of us
, we are Niamh, Rhiannon, Rhea, Aisling, Saoirse, Selene, Aoife, Fírinne, Aurélie, Lyra, Airna, Fiadh and Laoise.
Soar on wings of retribution and set the world ablaze
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Post Post #6 (ISO) » Thu Aug 25, 2011 8:41 am

Post by Klazam »

My thoughts on the usage of each room:

A3. Door Control: Trusted player, should open the door between the electric chair and rageatorium, and close the tipping point and the potion room off. Locking a confirmed town in the panic room would be nice. This room can give a player supreme jailkeeper powers, potentially isolating up to 6 players, both protecting them and preventing them from using night abilities. The rooms that can be shut off this way follows: A) Panic room, 1 door, B) Move Checker, 2 doors, C)War Room, 2 doors, D) Electric Chair, 3 doors, E) Party Room, 2 doors, and F)Security Room, 1 door.

D3. Secluded Villa: Interrogation chamber. Players must summarize everything that happened in the Villa upon exiting the room. This gives the full town full disclosure. For these idiots who thinks this room means a neighborhood- let me give you a hint- public neighborhoods is worthless.

E2. Party Room: Unimportant, but there shouldn’t be a party hosted here. It makes players be able to skip around the map too quickly. Another alternative usage can be: One player goes to the door control, another goes to start a party. Close the party room off, then have everyone jump to the party, including the door controller- YAY, we got a normal mafia game without odd mechanics. I’m not sure abut enacting this plan because there’s oh so many ways this can go wrong. A possibility is doing this within the later stages of the game.


E3. Rageatorium: Not important. May be risky, for example, if a townie is at L-1, scum can catapult him to the Rageatorium if somebody in there is voting him for the sneaky private quickhammer. I propose that players in here must only vote for others who is already in the room, or take their votes off if a player nears L-1.

E4. Electric Chair: Extra day lynch. Must be used with the consent of the town.

E5. Security Room: A trusted player should be here, and he must report in full all information received in this room. This player basically acts as a watcher. A mafia watcher may be very harmful so use this room carefully.

F1. Panic Room: Confirmed town players in here, nobody else allowed in. Anybody nonconfirmed going in here should be forced out ASAP. Mafia can try to use their moves to trick us in thinking somebody is going for this room. WIFOM abounds. Tread carefully.

F2. Monastery: Nontrusted players, or a confirmed player racing to the panic room. Probably the room for people with too many chits (purple?). Not sure how to abuse this room.

F3. Nexus: Not important. People need to get out of the Nexus as soon as possible.

F4. The Switch: The switch should be thrown only based on majority decision from the whole town. If not, all players in the room at the time somebody got shocked needs to be lynched, until scum is found.

G2. Move Checker: The player here has to report accurately information gained, each time he gets it. If information is false, he is lynched. If town, the person who lied should be lynched.

G3. Campfire: Nontrusted players. The campfire is a powerful tool, but we need to figure out the optimal usage of it. I’m not sure how to do this.

G4. War Room: Trusted players can stay here, everyone else should move through the nexus. I personally do not think people should be allowed to gain any purple chits.

H3. Tipping Point: This room should not be used. Deadline shortening, both gives mafia advantage, and hurts the town.

I3. Potion Room: This room should not be used. Things can go horribly bad if misused.

We should have 2 lynches a day. (1 using the electric room). I suggest the terminology-
Shock: Playername


We should aim to end the day within 9 rounds, because mafia gets advantages past that number of rounds.

That’s all I could figure out.

I’m planning to be at the Campfire at the day’s end. I want to try it and see what happens. Since I’ll only need 2 chits to do that, I’ll offer up my chits to help anybody else move wherever they want to be.
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Post Post #7 (ISO) » Thu Aug 25, 2011 8:41 am

Post by Llamarble »

Security room & Move Checker should both be used.
Electric chair should be used, probably D2 or D3 so we have some info to direct it but also the spare manpower to use it while using other good stuff.
FAST LYNCHES-ISH. We don't want any days to last to a point where mafia start getting to move everyone around at will.

DON'T ALL RUSH THE POTION ROOM 'CAUSE THAT WILL MAKE SCUM HAPPY FUNTIME + SHORT DEADLINE.

I think we should be very public about who is moving who where.
Scum can coordinate much better than we can otherwise.
And if there's no 'A is supposed to make move B' scum have much more license to screw around.
If people are obvtown we can give them potions/purplechips/panicroom.

Still thinking about stuff.
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Post Post #8 (ISO) » Thu Aug 25, 2011 8:42 am

Post by Fate »

I'm v/la don't have time to digest this madness

Quick someone do something town so they can tell me what to do >__>

HITOS IN THIS GAME RIGHT?

THAT SHOULD BE A QUICK N EASY ONE (plz be town hito)
Fate is absurdly beautiful. 運命に弄ばれる
"Fate you keep alternating between narratives of doing it for fun and doing it for the sake of winning"
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Post Post #9 (ISO) » Thu Aug 25, 2011 8:43 am

Post by Regfan »

We all need to agree on someone to move to door control straight away. They need to open C/D4 long enough for another elected player to be moved to the security room. C/D4 doesn't need to be reopened until we're all ready to use the electric chair. We should also elect three players to stand on the switch for the first day so if the electric chair ever goes of we have a good idea where to look if something goes wrong.

When all of this is in place players should be able to move freely into the secluded villa at their own will. The party room, the monastery and nexus seem relatively harmless and I don't see any particular reason to organize visits to either of these places, people should be fine to go from one to the other freely. On the other hand we should be voting players that everyone has shared suspicion on to move to the campfire. Tipping point is something that I'm failing to comprehend, I see no benefit for any player to visit it and would advice against anyone going there until we discuss it some more.

We should be electing players that we trust not just to be town but also to vote correctly and not just tunnel of on their own to be in the ragetorium. The Panic room is less important, as long as someone is there that we don't suspect it's fine. Move checker, the war room and the potion room are going to be our biggest assets and we need to have our strongest town-reads there without a doubt.

So to summarize:

• We need to elect town-reads and trustworthy players to stand in Door Control, Security Room, Switch, Rageorium, Move Checker, War Room and Potion Room.
• We need to elect scum-reads and untrustworthy players to stand in Campfire overnight.
• People should be able to visit Secluded Villa, Party Room, Nexus, Monastery and Panic Room freely and Tipping Point should be out of bounds.
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Post Post #10 (ISO) » Thu Aug 25, 2011 8:44 am

Post by Fate »

I was afraid of these walls

Sooo afraiidd


HITOOOOOOOOOOO
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Post Post #11 (ISO) » Thu Aug 25, 2011 8:46 am

Post by Klazam »

Regfan- NO player should be in panic room except for confirmed players.

fos Reg
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Post Post #12 (ISO) » Thu Aug 25, 2011 8:47 am

Post by Lost Butterfly »

I'm still planning on going to the villa -- I know Mina has a lot of thought she wants to post, we discussed a fair bit last night but I'm going to let her post them since most of the strategy is all on her.
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Post Post #13 (ISO) » Thu Aug 25, 2011 8:50 am

Post by Regfan »

Klazam, the electric chair can only be used once in the game, not per day so we don't get double day lynch. The Panic room really isn't as dangerous as you seem to be making it out to be either. A player being in there is unable to be lynched or shot, woop de doo if we're not lynching that player or don't want to lynch that player it shouldn't matter.
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Post Post #14 (ISO) » Thu Aug 25, 2011 8:52 am

Post by Fate »

Wait panic room is unlynchable/unkillable?

I KNOW WHERE I'M HEADED NOW.

NO NEED TO SAVE ME HITO

MOVE: MONASTERY
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Post Post #15 (ISO) » Thu Aug 25, 2011 8:54 am

Post by Klazam »

And i thought i read everything multiple times. Ah well. we should go with the llama's suggestion. Wouldnt it be better if nobody is in the switch? that ensures we dont waste a shot.

The panic room may be not dangerous, but it is a nice advantage. Since it only holds one player, there should not be people who want to go there, except for in specific cases (like confirmage).

And FATE- READ MY COMMENTS ABOUT PANIC ROOM, YOU DONT NEED TO READ THE WHOLE WALL, JUST THE PANIC ROOM SECTION.

by the way, you might want to read the rules too.
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Post Post #16 (ISO) » Thu Aug 25, 2011 8:54 am

Post by hitogoroshi »

I'll be in and out today. Some class left, and Ghost Stories with the roommates.

I think the day should end before Round 10.

The campfire should be full before we go to night.

Tipping Point and Potion Room are off-limits today.

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HITOS IN THIS GAME RIGHT?

THAT SHOULD BE A QUICK N EASY ONE (plz be town hito)


Hate to be a downer, but there's not going to be magic bullets here like the Stars Aligned murdercircle. Non-verified moves and chits being CHEAPER on others put too many moving parts here. In general, the more complex a plan gets the worse it's gonna be. Maybe as the game winds down we can find a nice angle of attack, but right now vague principles such as "full campfire is best campfire" and "the main ingredient in the potion is us lynching you" will serve us better than anything comprehensive.

Lost Butterfly, if you're going to the left I'm going too. I think the Ragetorium should be full of people who can read each-other well.
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Post Post #17 (ISO) » Thu Aug 25, 2011 8:57 am

Post by Klazam »

To make it clear, I'm not gonna move preround one, unless if somebody has a better idea.
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Post Post #18 (ISO) » Thu Aug 25, 2011 8:58 am

Post by Llamarble »

I see no reason for any strategy to be happening non-publicly.
VOTE: LB Yeahyeah doesn't count but whatever.
If scum fail to submit their assigned move, that will be noticed. Town also simply has more chips.
I think overall we can mostly force what we want to to happen during the day with scum being able to screw up maybe one thing.

Scum will be trying to trigger the tipping point and prevent usage of special rooms.
I doubt there are 5 scum because 5 doublemoves to the tippingpoint seems unfavorable.
Also mafia moves factional stuff makes it pretty clear this game isn't multiscum aside from third party shenanigans.
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Post Post #19 (ISO) » Thu Aug 25, 2011 8:59 am

Post by Llamarble »

We should start somebody toward door control asap since it will take awhile to make that happen and then move somebody to the security room.
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Post Post #20 (ISO) » Thu Aug 25, 2011 9:01 am

Post by Lost Butterfly »

Yeah sure; fine with chilling with hito in the villa.
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Post Post #21 (ISO) » Thu Aug 25, 2011 9:01 am

Post by Klazam »

Llamarble wrote:We should start somebody toward door control asap since it will take awhile to make that happen and then move somebody to the security room.


truth
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Post Post #22 (ISO) » Thu Aug 25, 2011 9:02 am

Post by Llamarble »

Rageatorium makes lylo scary, but for now is pretty neutral as long as everyone is behaving themselves.
Can we please have no stupid gambit stuff with town lying about moves? Doing all of this publicly will make globally pro-town movesets very doable.
Also the whole 'moving each other expends fewer chips' thing won't just be a way for scum to conserve moves.
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Post Post #23 (ISO) » Thu Aug 25, 2011 9:04 am

Post by Andrius »

Lady Lambdadelta wrote:Andy, Faraday: Are we all moving to the secluded villa?

YES.
READING NOW SORRY I OVERSLEPT BIG TIMe.

But I had a flying dream so it was all good.
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Post Post #24 (ISO) » Thu Aug 25, 2011 9:05 am

Post by Llamarble »

Filling campfire is actually very dangerous because it will let scum easily fire tipping point first thing in the morning.
So lets not do that.
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