Mini 2091: The Purge - Game Over!
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Yeah I don’t know what I was thinkingIn post 99, Delta Klim wrote:I see no way to publicly clear anyone based on night actions. Due to the nature of the setup, any other random person may have taken the shot.- Carl Tuckerson
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VOTE: emps
I saw this guy mechanically solve a game before, he doesn't need night actions cuz he can just tell us what to do with ours. Ez"my way is honoring the 4th is do a rebel run light as many fireworks as i can get drunk and stone and say think god im a american at least i know im free" - cyrus62
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Do we even get punished for no-"lynching" in this format? Aside from the fact that it means we didn't lock down a mafia's night actions."my way is honoring the 4th is do a rebel run light as many fireworks as i can get drunk and stone and say think god im a american at least i know im free" - cyrus62
"omg you killed carl you basterds" - cyrus62
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Hmm, good point.In post 103, Carl Tuckerson wrote:Do we even get punished for no-"lynching" in this format? Aside from the fact that it means we didn't lock down a mafia's night actions.
The mafia have 3 potential shots each night. 1 is forced + breaks barricades but the other two are optional.
On the one hand, a no-lynch doesn't punish us very much. In all but 2 cases (hitting one of the goons), it's either not helpful (strongman) or hurting the town (any town).
On the other hand, every day we don't strand someone means another night that both the goons can coordinate 2-shot kill.- EspressoPatronum
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We can treat our shots like pseudo-trackers. Hear me out:In post 101, Oversoul wrote:
Yeah I don’t know what I was thinkingIn post 99, Delta Klim wrote:I see no way to publicly clear anyone based on night actions. Due to the nature of the setup, any other random person may have taken the shot.
- let's pretend everyone not mentioned in this scenario barricades.
- town A dies (barricades)
- Scum B shot town A.
- town C shot person D (who barricades)
If we trust C when they tell us they shot D but D didn't die, we know that D isn't the strongman.- Gandalf
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Surely we do, yes? Any sort of random action works against town. So a missed lynch favours mafia? Random shooting is even worse?In post 103, Carl Tuckerson wrote:Do we even get punished for no-"lynching" in this format? Aside from the fact that it means we didn't lock down a mafia's night actions.- EspressoPatronum
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This method gets way muddier when we factor in people lying about their targets and such. I'm not sure if it'll be super helpful right away, but we should truthfully report our night actions on the subsequent day.In post 107, EspressoPatronum wrote:
We can treat our shots like pseudo-trackers. Hear me out:In post 101, Oversoul wrote:
Yeah I don’t know what I was thinkingIn post 99, Delta Klim wrote:I see no way to publicly clear anyone based on night actions. Due to the nature of the setup, any other random person may have taken the shot.
- let's pretend everyone not mentioned in this scenario barricades.
- town A dies (barricades)
- Scum B shot town A.
- town C shot person D (who barricades)
If we trust C when they tell us they shot D but D didn't die, we know that D isn't the strongman.
When/if people flip town, the survivors can look back at the night reports and piece together hints. It'd be like pieceing together a bunch of "not-rules" in a logic game.- Carl Tuckerson
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I don't get what you're saying here, walk me through it.In post 108, Gandalf wrote:
Surely we do, yes? Any sort of random action works against town. So a missed lynch favours mafia? Random shooting is even worse?In post 103, Carl Tuckerson wrote:Do we even get punished for no-"lynching" in this format? Aside from the fact that it means we didn't lock down a mafia's night actions.
No "lynching" here means that we aren't depriving anybody of night actions. The main logic to lynching on d1 is not that town is likely to hit mafia on day 1 (they aren't) but that the flip is worth the likelihood of hitting town. That doesn't hold in this game because a "lynch" doesn't give us a flip. If we think we're unlikely to strand the mafia then isn't it better to strand no one than to take a ~70% chance of stranding town?"my way is honoring the 4th is do a rebel run light as many fireworks as i can get drunk and stone and say think god im a american at least i know im free" - cyrus62
"omg you killed carl you basterds" - cyrus62
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I am skeptical of the ability to rig scenarios to get information, but I agree that if we're truthfully reporting our night actions, we should be able to logick out a high-% solution.In post 109, EspressoPatronum wrote:
This method gets way muddier when we factor in people lying about their targets and such. I'm not sure if it'll be super helpful right away, but we should truthfully report our night actions on the subsequent day.In post 107, EspressoPatronum wrote:
We can treat our shots like pseudo-trackers. Hear me out:In post 101, Oversoul wrote:
Yeah I don’t know what I was thinkingIn post 99, Delta Klim wrote:I see no way to publicly clear anyone based on night actions. Due to the nature of the setup, any other random person may have taken the shot.
- let's pretend everyone not mentioned in this scenario barricades.
- town A dies (barricades)
- Scum B shot town A.
- town C shot person D (who barricades)
If we trust C when they tell us they shot D but D didn't die, we know that D isn't the strongman.
When/if people flip town, the survivors can look back at the night reports and piece together hints. It'd be like pieceing together a bunch of "not-rules" in a logic game."my way is honoring the 4th is do a rebel run light as many fireworks as i can get drunk and stone and say think god im a american at least i know im free" - cyrus62
"omg you killed carl you basterds" - cyrus62
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The main issue I see is that rigging barricades and shooters tells scum who they can shoot, letting them get three kills instead of two. They have plausible deniability by claiming barricaded. That does narrow things down to some extent (you shoot among the previous night's barricades) but it also means we're down an extra guy unnecessarily.In post 113, Gandalf wrote:EP is making sense to me? Is there any reason why this isnt a good idea?
To be fair, Espresso did only set up a partial frame of reference (for 3 towns and one mafia) so maybe I'm just not seeing the whole picture where all 13 people are involved.
Of course I'm interested in a solve like this if we can figure it out."my way is honoring the 4th is do a rebel run light as many fireworks as i can get drunk and stone and say think god im a american at least i know im free" - cyrus62
"omg you killed carl you basterds" - cyrus62
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I think you've convinced me. Someone who has played more will give an opinion. I'm confused about the maths in relation to the flip. Is this right?In post 110, Carl Tuckerson wrote:
I don't get what you're saying here, walk me through it.In post 108, Gandalf wrote:
Surely we do, yes? Any sort of random action works against town. So a missed lynch favours mafia? Random shooting is even worse?In post 103, Carl Tuckerson wrote:Do we even get punished for no-"lynching" in this format? Aside from the fact that it means we didn't lock down a mafia's night actions.
No "lynching" here means that we aren't depriving anybody of night actions. The main logic to lynching on d1 is not that town is likely to hit mafia on day 1 (they aren't) but that the flip is worth the likelihood of hitting town. That doesn't hold in this game because a "lynch" doesn't give us a flip. If we think we're unlikely to strand the mafia then isn't it better to strand no one than to take a ~70% chance of stranding town?- Oversoul
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I just eyeballed 10/13, it's actually closer to ~76% (9/12 = 75%, 12/15 = 80%). That's assuming a completely random vote, which it won't be, but getting above 50/50 on day 1 is pretty hard (both in my experience and based on what I've seen more experienced players here tell me about this site in particular).In post 116, Gandalf wrote:
I think you've convinced me. Someone who has played more will give an opinion. I'm confused about the maths in relation to the flip. Is this right?In post 110, Carl Tuckerson wrote:
I don't get what you're saying here, walk me through it.In post 108, Gandalf wrote:
Surely we do, yes? Any sort of random action works against town. So a missed lynch favours mafia? Random shooting is even worse?In post 103, Carl Tuckerson wrote:Do we even get punished for no-"lynching" in this format? Aside from the fact that it means we didn't lock down a mafia's night actions.
No "lynching" here means that we aren't depriving anybody of night actions. The main logic to lynching on d1 is not that town is likely to hit mafia on day 1 (they aren't) but that the flip is worth the likelihood of hitting town. That doesn't hold in this game because a "lynch" doesn't give us a flip. If we think we're unlikely to strand the mafia then isn't it better to strand no one than to take a ~70% chance of stranding town?
Plus, in a counterintuitive way, it might actually begoodto let suspicious people have their night actions. They have to dosomethingand they have to have reasons for doing that something."my way is honoring the 4th is do a rebel run light as many fireworks as i can get drunk and stone and say think god im a american at least i know im free" - cyrus62
"omg you killed carl you basterds" - cyrus62
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Lol I forgot there were masons.In post 117, Oversoul wrote:I don’t think the math checks out because it isn’t accounting for masons from first glance.
I think my point stands but the odds of hitting mafia do get better. Now a random strand hits mafia 3/11 times instead of 3/13, so roughly.......... 70%.
Man I'm good."my way is honoring the 4th is do a rebel run light as many fireworks as i can get drunk and stone and say think god im a american at least i know im free" - cyrus62
"omg you killed carl you basterds" - cyrus62
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It doesn’t matter if it hits the Strongman, so it’s 2/11 which I think is higher than 70%.In post 119, Carl Tuckerson wrote:
Lol I forgot there were masons.In post 117, Oversoul wrote:I don’t think the math checks out because it isn’t accounting for masons from first glance.
I think my point stands but the odds of hitting mafia do get better. Now a random strand hits mafia 3/11 times instead of 3/13, so roughly.......... 70%.
Man I'm good.- Gandalf
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You're right, that's back to ~77% to hit town.
Point being, we have a lot of work to do before we're stranding someone who has a reliable shot of being mafia, and in any case I suspect that much like in normal games where lynching town because it yields information is an acceptable price, allowing more night actions than fewer helps us too.
UNVOTE: emps[/vote]
VOTE: PURGE"my way is honoring the 4th is do a rebel run light as many fireworks as i can get drunk and stone and say think god im a american at least i know im free" - cyrus62
"omg you killed carl you basterds" - cyrus62
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