Mini 318 - Simon Mafia! Over!
Forum rules
- petroleumjelly
- petroleumjelly
-
petroleumjelly
- Thirteenthly, ...
- Thirteenthly, ...
- Posts: 6219
- Joined: November 27, 2005
- Location: Tacoma, WA
- Contact:
- mikeburnfire
- mikeburnfire
-
mikeburnfire
- Flashy
- Flashy
- Posts: 4568
- Joined: September 11, 2005
- Location: confirmed. Sending supplies.
I agree, and I surely don't want to try to forfeit another day for a brief extention.
Is that ultimate or
Vote: Drummer
Is that ultimate or
pen
ultimate vote for lynch?"It is forbidden to kill; therefore all murderers are punished unless they kill with rope and a slim majority."
Flash Guide to Mafia and Flash Mafia Roles
- petroleumjelly
- petroleumjelly
-
petroleumjelly
- Thirteenthly, ...
- Thirteenthly, ...
- Posts: 6219
- Joined: November 27, 2005
- Location: Tacoma, WA
- Contact:
Okay, pretty sure that's one scum down, and that leaves only three people who are even able to move around at night or even be killed:
MikeBurnFire [Blue]
Ibaesha [Yellow]
Machiavellian-Mafia [Yellow]
This is really very simple. Ibaesha has already said that she will protect Machiavellian-Mafia, so the only possible outcomes for tonight are:
1.) MikeBurnFire dies. This implies that either Ibaesha is scum or Machiavellian-Mafia is scum. In such a case, I would probably vote for Ibaesha over M-M.
2.) Ibaesha dies. This implies that either MikeBurnFire is scum or M-M is scum. I honestly haven't really thought of what I'll do in such a case, because these are two people I'm thinking are town. If this occurs, I will have to rethink much of the game.
3.) Machiavellian-Mafia dies. This
4.) Nobody dies. This is pretty much just as good a scenario as the others. We will have 7 players, which means the town will have
M-M should randomly track one of Ibby and MBF. With any luck, there won't be any kills tonight, which will push the town to distinct advantage by having four nights of information with three lynches to go.
MikeBurnFire [Blue]
Ibaesha [Yellow]
Machiavellian-Mafia [Yellow]
This is really very simple. Ibaesha has already said that she will protect Machiavellian-Mafia, so the only possible outcomes for tonight are:
1.) MikeBurnFire dies. This implies that either Ibaesha is scum or Machiavellian-Mafia is scum. In such a case, I would probably vote for Ibaesha over M-M.
2.) Ibaesha dies. This implies that either MikeBurnFire is scum or M-M is scum. I honestly haven't really thought of what I'll do in such a case, because these are two people I'm thinking are town. If this occurs, I will have to rethink much of the game.
3.) Machiavellian-Mafia dies. This
strongly
implies that Ibaesha is scum, or else she will have to claim that she is either an ineffective Doctor or was role-blocked (which I frankly won't believe, since the only possible person who could have role-blocked her would be MikeBurnFire).4.) Nobody dies. This is pretty much just as good a scenario as the others. We will have 7 players, which means the town will have
three lynches
: we will have gained a lynch
, and we will no longer by in LyLo. If this happens, there may even be a way to guarantee a town win.M-M should randomly track one of Ibby and MBF. With any luck, there won't be any kills tonight, which will push the town to distinct advantage by having four nights of information with three lynches to go.
"Logic? I call that flapdoodle."
- Vaughn
- Vaughn
-
Vaughn
- Mafia Scum
- Mafia Scum
- Posts: 1168
- Joined: January 2, 2006
- Location: The place where all the Millers are born
With Deadline drawing to a close, it seems you've all decided to lynch someone. Let's hope
Good Night Simon Players; Don't let the Bed Bugs Bite.
Drummer
can provide us with more information tomorrow.Good Night Simon Players; Don't let the Bed Bugs Bite.
Drummer
was in room Blue #4
. His room has revealed nothing interesting except for a pair of binoculars.
Deadline: August 29 11:59PM PST
Vote Count
Drummer
- 5 - (Cogito Ergo Sum, petroleumjelly, MrBuddyLee, Ibaesha, mikeburnfire) Not Voting: Ameliaslay, Machiavellian-Mafia, Drummer
8 alive, 5 to lynch
Tonight's Lockout Floor will be
RED
and
GREEN
"All claims so far are truthful."
(Letter found taped to the front entrance on Day 1)On a Mafia-diet :wink:
- Vaughn
- Vaughn
-
Vaughn
- Mafia Scum
- Mafia Scum
- Posts: 1168
- Joined: January 2, 2006
- Location: The place where all the Millers are born
Machiavellian-Mafia
leaves his room at night to follow mikeburnfire. Too bad for M-M, PJ was following him, with his trusty Smith and Wesson revolver in hand, PJ let his pistol do the talking. Machiavellian-Mafia, [Speedshot Night 4]
Drummer
was indeed the Colour Investigator.Day breaks only to reveal the town is in a no-lynch position. With
Red
locked again thanks to
It dawns on all those competing in the tournament that the Simon Games have been thwarted, for the Anti-Simon Operatives:
MBL
. CES
has no chance at winning.It dawns on all those competing in the tournament that the Simon Games have been thwarted, for the Anti-Simon Operatives:
Ibaesha, mikeburnfire, and PJ
have successfully seized control of the tournament.Ameliaslay, Roleblocker, [Killed Endgame]
MrBuddyLee, Colour Lockout Selector, [Killed Endgame]
Cogito Ergo Sum, Unnightkillable SK, [Lynched Endgame]
The Anti-Simon Operatives win without a scathe on them:
Ibaesha, Mafia-Doctor
mikeburnfire, Mafia-GF
petroleumjelly, Mafia-RB
On a Mafia-diet :wink:
- Vaughn
- Vaughn
-
Vaughn
- Mafia Scum
- Mafia Scum
- Posts: 1168
- Joined: January 2, 2006
- Location: The place where all the Millers are born
Role PMS:
(Colour Investigator)
You are in room Blue #4:
You love the colour blue, but you are deeply suspicious of those around you. Every night you may follow another player to find out which room they are in.
You win when the infiltrators are eliminated.
(Mafia GF)
You are are Alpha-Blue, you are in room Blue #2:
You and your team of infiltrators: _____, and _____, have inflitrated the Simon game. You are the leader, Alpha-Blue (Godfather), Your deft use of guile makes you immune to investigation. Every night, you and your team will lay waste to the players of the game, destroying the Simon games from the inside out. However, You decide that it's safer to take the targets down one at a time to avoid detection. Luckily you and your operatives have communicators and do not need to leave your rooms to discuss who will be taken out. You are responsible for selecting the operative, as well as the the target for the hit. If you are doing the kill, you lose your immunity to investigations.
You win when the Simon game is destroyed once and for all.
(Daytime Investigator)
You are in room Blue #1:
You are praised as being a prodigy, and you want nothing more than the recognition of being the world's greatest simon player. You are also adept at spotting lies. Every day you may ask one player their role. Ex. In the thread, type a post that contains: "
You win when the infiltrators are eliminated.
(Unnightkillable-Townie)
You are in room Red #6:
You desperately need to win this tournament to feed your family. You cannot risk losing, so you've decided to hide every night in the courtyard, away from the Simon games, and away from your room to avoid any misconduct that occurs at night.
You win when the infiltrators are eliminated.
~~A Miller, Guilty Result.
(Lockout Selector)
You are in room Red #1:
I have selected you as lockout selector of the group. You have the power to lock the doors of an entire floor the next night. Your choices are: 1) Floor Green, 2) Floor Red, 3) Floor Yellow, or 4) Floor Blue. However, I should warn you that if you decide to role-claim, you will not live the night for the infiltrators want you dead first. If you should fall, I, the coordinator will take over your duties.
You win when the infiltrators are eliminated.
(Unnightkillable-SK)
You are in room Red #4:
You are not a Simon player at all. You've heard of the one million dollar prize money and you plan on stealing it. However, recent developments have forced you into eliminating all the players and claiming the prize money for yourself. Every night, you may choose to follow and murder one other player. Given that you came into the tournament to cause mischief, you are well equipped to deal with those who try to kill you, making you immune to nightkill.
You also have the ability to send an anomynous letter to the town each day. The letters cannot contain the name of players and cannot exceed 100 words.
You win when you're the last player standing.
(Doctor) "Placebo"
You are in room Yellow #1:
Advocating for world peace, you do not wish to see bloodshed in the Simon tournament. Being a social bumbleebee, you may leave your quarters every night to converse with another player. The infiltrators will not dare strike the person you're conversing with, risk of detection is too high. However, you will have to go back to your quarters to sleep at night eventually, so by no means are you any safer by conversing with someone else.
You win when the infiltrators are eliminated.
~Miller if Mafia-Doc is still alive.
(Night Watchman)
You are in room Yellow #3:
With eyes of a hawk and ears of a wolf, you don't let anything get by you. You've been waiting for a situation like this one to put your uncommon skills to good use. Every night, you may choose to tail another player. You will get to see which room they came from, and which room they went into. You cannot follow any closer or else risk detection.
You win when the infiltrators are eliminated.
(Mafia-Doc)
You are Delta-Yellow, you are in room Yellow #2:
You and your team of infiltrators: _____, and _____, have inflitrated the Simon game. You are Second Lt. Delta-Yellow. You are a first-class medic. You can choose to go to the quarters of any player at night. If they should happen to be targetted, you will be able to heal any wound, preventing their death. However, your healing actions will break your cover. Afterall, bandaging someone up will get you noticed. If you are successful of treating someone, all of the players will know who you bandaged and the fact that you bandaged said person. Sadly, you cannot bandage yourself. You possess a communicator which allows you to talk to your team of infiltrators at night. You are also capable of incompacitating someone.
You win when the Simon game is destroyed once and for all.
(Role-Blocker)
You are in room Green #5:
Upon entering the tournament, you were promised an advertising deal from Nike. They lied, you got screwed. Interesting enough, you find on your bed a keylock which allows you to lock any door in the hotel. Every night, you may go and lock the room of a player. The catch is, the keylock only works one way: It prevents them from going out, but does not prevent others from coming in.
You win when the infiltrators are eliminated.
(Inventor)
You are in room Green #8:
Your tactile mind has already figured out who the infiltrators are, but when you rushed to tell the coordinator, you were pushed down a flight of stairs. Now you can't remember who they were! Luckily, you wrote down the identities of the infiltrators in code so they wouldn't be destroyed, but you don't remember how to decipher the code! Every night, you may select two players and send one of four memos. They will both recieve the memo and whatever is written on it
Your choices are 1) Red Memo, 2) Yellow Memo, 3) Blue Memo, 4) Green Memo.
You win when the infiltrators are eliminated.
~~~Red Memo = The Inventor is innocent
~~~Yellow Memo = Grocery List
~~~Blue Memo = Targets know each other' roles
~~~Green Memo = The Inventor is guilty
(Mafia-RB)
You are Beta-Green, you are in room Green #6:
You and your team of infiltrators: _____, and _____, have inflitrated the Simon game. You are First Lt. Beta-Green. You are a locks expert. Every night, You may lock or unlock the door of any room. Naturally, your have full control over your own door, so you may leave your room at any time in the night. However, if you choose to do so, any player may be able to enter your room. You will have to specify who's door you want to tamper with and how. You possess a communicator which allows you to talk to your team of infiltrators at night. You are also capable of incompacitating someone.
You win when the Simon game is destroyed once and for all.
(Colour Investigator)
You are in room Blue #4:
You love the colour blue, but you are deeply suspicious of those around you. Every night you may follow another player to find out which room they are in.
You win when the infiltrators are eliminated.
(Mafia GF)
You are are Alpha-Blue, you are in room Blue #2:
You and your team of infiltrators: _____, and _____, have inflitrated the Simon game. You are the leader, Alpha-Blue (Godfather), Your deft use of guile makes you immune to investigation. Every night, you and your team will lay waste to the players of the game, destroying the Simon games from the inside out. However, You decide that it's safer to take the targets down one at a time to avoid detection. Luckily you and your operatives have communicators and do not need to leave your rooms to discuss who will be taken out. You are responsible for selecting the operative, as well as the the target for the hit. If you are doing the kill, you lose your immunity to investigations.
You win when the Simon game is destroyed once and for all.
(Daytime Investigator)
You are in room Blue #1:
You are praised as being a prodigy, and you want nothing more than the recognition of being the world's greatest simon player. You are also adept at spotting lies. Every day you may ask one player their role. Ex. In the thread, type a post that contains: "
name
are you role
?" Interchange the bolded areas as you wish. Notify me once you have done so and I will PM you if it's true or false.You win when the infiltrators are eliminated.
(Unnightkillable-Townie)
You are in room Red #6:
You desperately need to win this tournament to feed your family. You cannot risk losing, so you've decided to hide every night in the courtyard, away from the Simon games, and away from your room to avoid any misconduct that occurs at night.
You win when the infiltrators are eliminated.
~~A Miller, Guilty Result.
(Lockout Selector)
You are in room Red #1:
I have selected you as lockout selector of the group. You have the power to lock the doors of an entire floor the next night. Your choices are: 1) Floor Green, 2) Floor Red, 3) Floor Yellow, or 4) Floor Blue. However, I should warn you that if you decide to role-claim, you will not live the night for the infiltrators want you dead first. If you should fall, I, the coordinator will take over your duties.
You win when the infiltrators are eliminated.
(Unnightkillable-SK)
You are in room Red #4:
You are not a Simon player at all. You've heard of the one million dollar prize money and you plan on stealing it. However, recent developments have forced you into eliminating all the players and claiming the prize money for yourself. Every night, you may choose to follow and murder one other player. Given that you came into the tournament to cause mischief, you are well equipped to deal with those who try to kill you, making you immune to nightkill.
You also have the ability to send an anomynous letter to the town each day. The letters cannot contain the name of players and cannot exceed 100 words.
You win when you're the last player standing.
(Doctor) "Placebo"
You are in room Yellow #1:
Advocating for world peace, you do not wish to see bloodshed in the Simon tournament. Being a social bumbleebee, you may leave your quarters every night to converse with another player. The infiltrators will not dare strike the person you're conversing with, risk of detection is too high. However, you will have to go back to your quarters to sleep at night eventually, so by no means are you any safer by conversing with someone else.
You win when the infiltrators are eliminated.
~Miller if Mafia-Doc is still alive.
(Night Watchman)
You are in room Yellow #3:
With eyes of a hawk and ears of a wolf, you don't let anything get by you. You've been waiting for a situation like this one to put your uncommon skills to good use. Every night, you may choose to tail another player. You will get to see which room they came from, and which room they went into. You cannot follow any closer or else risk detection.
You win when the infiltrators are eliminated.
(Mafia-Doc)
You are Delta-Yellow, you are in room Yellow #2:
You and your team of infiltrators: _____, and _____, have inflitrated the Simon game. You are Second Lt. Delta-Yellow. You are a first-class medic. You can choose to go to the quarters of any player at night. If they should happen to be targetted, you will be able to heal any wound, preventing their death. However, your healing actions will break your cover. Afterall, bandaging someone up will get you noticed. If you are successful of treating someone, all of the players will know who you bandaged and the fact that you bandaged said person. Sadly, you cannot bandage yourself. You possess a communicator which allows you to talk to your team of infiltrators at night. You are also capable of incompacitating someone.
You win when the Simon game is destroyed once and for all.
(Role-Blocker)
You are in room Green #5:
Upon entering the tournament, you were promised an advertising deal from Nike. They lied, you got screwed. Interesting enough, you find on your bed a keylock which allows you to lock any door in the hotel. Every night, you may go and lock the room of a player. The catch is, the keylock only works one way: It prevents them from going out, but does not prevent others from coming in.
You win when the infiltrators are eliminated.
(Inventor)
You are in room Green #8:
Your tactile mind has already figured out who the infiltrators are, but when you rushed to tell the coordinator, you were pushed down a flight of stairs. Now you can't remember who they were! Luckily, you wrote down the identities of the infiltrators in code so they wouldn't be destroyed, but you don't remember how to decipher the code! Every night, you may select two players and send one of four memos. They will both recieve the memo and whatever is written on it
Your choices are 1) Red Memo, 2) Yellow Memo, 3) Blue Memo, 4) Green Memo.
You win when the infiltrators are eliminated.
~~~Red Memo = The Inventor is innocent
~~~Yellow Memo = Grocery List
~~~Blue Memo = Targets know each other' roles
~~~Green Memo = The Inventor is guilty
(Mafia-RB)
You are Beta-Green, you are in room Green #6:
You and your team of infiltrators: _____, and _____, have inflitrated the Simon game. You are First Lt. Beta-Green. You are a locks expert. Every night, You may lock or unlock the door of any room. Naturally, your have full control over your own door, so you may leave your room at any time in the night. However, if you choose to do so, any player may be able to enter your room. You will have to specify who's door you want to tamper with and how. You possess a communicator which allows you to talk to your team of infiltrators at night. You are also capable of incompacitating someone.
You win when the Simon game is destroyed once and for all.
On a Mafia-diet :wink:
- Vaughn
- Vaughn
-
Vaughn
- Mafia Scum
- Mafia Scum
- Posts: 1168
- Joined: January 2, 2006
- Location: The place where all the Millers are born
Night Actions:
MBL Locks Red for Day 1, 2, 3, 4, 5
Day 1
MBL locks Red
Shamrock investigates Mike. [Innocent]
Night 1
Machiavellian watches Pie_is_good [Pie doesn't leave his room][Blocked]
Fritzler protects Ibby [Success]
Ibby protects Fritzler [Success]
THT sends yellow memo to Machiavellian and Mike [Both get Grocery Lists]
Fatty blocks greenliquid [Success]
Greenliquid investigates the_holy_thom [Blocked]
Ibby kills The_holy_thom [Success]
PJ locks in M-M [Success]
Day 2
MBL locks Red
Thok asks if M-M is a watcher [True]
Night 2
Machiavellian watches Thok [Blocked]
Drummer investigates MBL's color [Success]
Amelia blocks PJ [Failure]
FRitzler protects MBL [Success]
Ibby protects Mike [Success]
PJ locks in M-M [Success]
PJ kills MBL with speed shooting 5 .38 bullets from Smith and Wesson revolver [Saved]
Day 3
MBL Locks Red
Thok asks if Fritzler is scum [True]
Night 3
Amelia locks in Ibby [Success]
Machiavellian watches MBL [Success]
Drummer investigates M-M's color [Success]
Ibby protects M-M [Blocked]
PJ unlocks Thok's door [Success]
PJ kills Thok with speed shooting 5 .38 bullets from Smith and Wesson revolver [Success]
Day 4
MBL locks Red and Green
Night 4
Machiavellian watches mikeburnfire [Success]
Ibby protects mikeburnfire [Success]
PJ locks MBL in and kills M-M [Success]
Day 5
MBL Locks Red
Some Clarifications and stuff:
~Drummer's ability was doorproof. It would only fail if he were locked in.
~Both sides had abilities, with Fritzler being the only real vanilla. I decided against a Doctor because it just felt too overpowering for town.
~Ibby made the first kill, PJ made the rest.
~Notes were left by Vitr/CES, but VitR only used it Day 1.
~Every 4 days, MBL would get to lock 2 doors, except for the remaining 2 days, where no doors will be locked. Fortunately we finished in 5 days.
Hope you all had fun, this was my first attempt at modding, and perhaps Simon Mafia v2 will be out in the fall/winter =)
MBL Locks Red for Day 1, 2, 3, 4, 5
Day 1
MBL locks Red
Shamrock investigates Mike. [Innocent]
Night 1
Machiavellian watches Pie_is_good [Pie doesn't leave his room][Blocked]
Fritzler protects Ibby [Success]
Ibby protects Fritzler [Success]
THT sends yellow memo to Machiavellian and Mike [Both get Grocery Lists]
Fatty blocks greenliquid [Success]
Greenliquid investigates the_holy_thom [Blocked]
Ibby kills The_holy_thom [Success]
PJ locks in M-M [Success]
Day 2
MBL locks Red
Thok asks if M-M is a watcher [True]
Night 2
Machiavellian watches Thok [Blocked]
Drummer investigates MBL's color [Success]
Amelia blocks PJ [Failure]
FRitzler protects MBL [Success]
Ibby protects Mike [Success]
PJ locks in M-M [Success]
PJ kills MBL with speed shooting 5 .38 bullets from Smith and Wesson revolver [Saved]
Day 3
MBL Locks Red
Thok asks if Fritzler is scum [True]
Night 3
Amelia locks in Ibby [Success]
Machiavellian watches MBL [Success]
Drummer investigates M-M's color [Success]
Ibby protects M-M [Blocked]
PJ unlocks Thok's door [Success]
PJ kills Thok with speed shooting 5 .38 bullets from Smith and Wesson revolver [Success]
Day 4
MBL locks Red and Green
Night 4
Machiavellian watches mikeburnfire [Success]
Ibby protects mikeburnfire [Success]
PJ locks MBL in and kills M-M [Success]
Day 5
MBL Locks Red
"All claims so far are truthful."
(Letter found taped to the front entrance on Day 1)Some Clarifications and stuff:
~Drummer's ability was doorproof. It would only fail if he were locked in.
~Both sides had abilities, with Fritzler being the only real vanilla. I decided against a Doctor because it just felt too overpowering for town.
~Ibby made the first kill, PJ made the rest.
~Notes were left by Vitr/CES, but VitR only used it Day 1.
~Every 4 days, MBL would get to lock 2 doors, except for the remaining 2 days, where no doors will be locked. Fortunately we finished in 5 days.
Hope you all had fun, this was my first attempt at modding, and perhaps Simon Mafia v2 will be out in the fall/winter =)
On a Mafia-diet :wink:
- mikeburnfire
- mikeburnfire
-
mikeburnfire
- Flashy
- Flashy
- Posts: 4568
- Joined: September 11, 2005
- Location: confirmed. Sending supplies.
That was neat. I forgot that PJ couldn't be roleblocked. Fritz was useful after all! How about that?
Ibby killed with the arrow and note to discredit the actual notes.
PJ killed with the revolver to try to imitate a vigilante kill to add some confusion.
I would have killed with gas if I had to.
Ibby killed with the arrow and note to discredit the actual notes.
PJ killed with the revolver to try to imitate a vigilante kill to add some confusion.
I would have killed with gas if I had to.
"It is forbidden to kill; therefore all murderers are punished unless they kill with rope and a slim majority."
Flash Guide to Mafia and Flash Mafia Roles
- Kelly Chen
- Kelly Chen
-
Kelly Chen
- Open-Minded
- Open-Minded
- Posts: 2150
- Joined: November 25, 2005
- Location: in the party
- MrBuddyLee
- MrBuddyLee
-
MrBuddyLee
- Slightly better than 50-50
- Slightly better than 50-50
- Posts: 5219
- Joined: March 2, 2006
- Location: Phoenix, AZ
- Contact:
- Thok
- Thok
-
Thok
- Disgrace to SKs everywhere
- Disgrace to SKs everywhere
- Posts: 7013
- Joined: March 28, 2005
I believe that the mafia was overpowered in this game. I mean PJ did a great job with his claim and scum played well, but they had two extremely useful power roles (heck, I'd almost call PJ's actual role two power roles by itself) and an investigation immune godfather.
Given all of the already confusing issues, giving my role multiple millers is a bit too much. I think you also overvalued the use of the color cop.
I also feel sorry for CES/VitR, who never had an oppurtunity to kill anybody. He should have had PJ's role.
Given all of the already confusing issues, giving my role multiple millers is a bit too much. I think you also overvalued the use of the color cop.
I also feel sorry for CES/VitR, who never had an oppurtunity to kill anybody. He should have had PJ's role.
I replaced into Chess Mafia for 6 months, and all I got was a win and this lousy sig.
- mikeburnfire
- mikeburnfire
-
mikeburnfire
- Flashy
- Flashy
- Posts: 4568
- Joined: September 11, 2005
- Location: confirmed. Sending supplies.
If MBL didn't keep locking the same floor over and over then it wouldn't have really been an issue.
"It is forbidden to kill; therefore all murderers are punished unless they kill with rope and a slim majority."
Flash Guide to Mafia and Flash Mafia Roles
- petroleumjelly
- petroleumjelly
-
petroleumjelly
- Thirteenthly, ...
- Thirteenthly, ...
- Posts: 6219
- Joined: November 27, 2005
- Location: Tacoma, WA
- Contact:
Psssh, rough set-up for town my tush. We almost lost this game multiple times.
1.) Daytime Cop = Very Powerful. It's unfortunate for the town that Thok's investigations went the way they did, but the play from scum helped veer Shamrock/Thok into doing that (such as Mike successfully getting himself to be investigated by being
2.) Unnightkillable Townie = Powerful (But hindrance
3.) Opposing Unnightkillable SK = Very Powerful
4.) Floor Locker = Very Powerful
5.) Tracker = Powerful
6.) Role-Blocker = Powerful
The other three roles could be for better or for worse:
1.) Placebo Doc = Hindrance to town
2.) Colour Cop = Provable [if used correctly]
3.) Amnesiac-Inventor = Provable [if used correctly]
In other words, a lot of provable roles, and a lot of ways for scum to miss kills (RB, Floor Locking, UNNK townie, UNNK SK). We scum were panicking
Nice to know we scum had the set-up down in general, though. We knew that MBL was the floor-locker (due to Post 23), so on Day Four, I slid on
We also determined that VitaminR/CES was the note-leaver (VitaminR never really gave his opinion on the notes one way or the other).
Funnily enough, we thought that MBL (not CES) was the SK! He was basically asking for Doctor protection on Day One, but after we decided he was in the Red Floor, we figured:
-MrBuddyLee is a very powerful role (he said as much)
-MrBuddyLee was very concerned about Doctors (meaning he wants protection)
-MrBuddyLee is on the Red Floor, and therefore
-MrBuddyLee
So we decided that MBL was trying to draw Doctor-protection towards
As a note, when I first replaced into the game, I had read the game once previously and already decided that MBF and MBL were probably scum. Once I realized MBF was my scum-partner, I had to play that part down and play up the MBL-scum agenda. >.> So basically, my suspicions of MBL were entirely genuine, although I may have attacked him somewhat less forcefully if I was town, I don't know for sure.
Kinda feel sorry for CES in that he never got to kill, but I'm not going to complain. Hard to say how the game would have gone if MBL had locked floors other than Red.
Thanks for the great game, all! Extra *huggles* to MikeBurnFire and Ibaesha, who were absolutely wonderful scum-buddies who listened to all my worrying and complaining and theorizing with patience.
PPE:
Oh, and it really should be noted that the scum were only "powerful" so long as
Okay, I'll stop rambling.
1.) Daytime Cop = Very Powerful. It's unfortunate for the town that Thok's investigations went the way they did, but the play from scum helped veer Shamrock/Thok into doing that (such as Mike successfully getting himself to be investigated by being
just scummy enough
, and then deflecting further investigations onto other people)2.) Unnightkillable Townie = Powerful (But hindrance
if
investigated)3.) Opposing Unnightkillable SK = Very Powerful
4.) Floor Locker = Very Powerful
5.) Tracker = Powerful
6.) Role-Blocker = Powerful
The other three roles could be for better or for worse:
1.) Placebo Doc = Hindrance to town
2.) Colour Cop = Provable [if used correctly]
3.) Amnesiac-Inventor = Provable [if used correctly]
In other words, a lot of provable roles, and a lot of ways for scum to miss kills (RB, Floor Locking, UNNK townie, UNNK SK). We scum were panicking
every night
, because it is hard
trying to "prove" claims like Mike's and getting people to stay in that mindset by making things believable. And due to the mechanics of the game, I actually thought somebody could
have had a role exactly like I had claimed, but I decided that was my best bet after we had our first glimpse of how lynches were going to work in this game.Nice to know we scum had the set-up down in general, though. We knew that MBL was the floor-locker (due to Post 23), so on Day Four, I slid on
all sorts
of insinuations that the floor-locker was scum (which would help discredit MBL should he have ever claimed, which I'm pretty sure he caught onto). I was planning on hammering
(not as in "cast the final vote" hammer) him for locking the Red Floor a fourth time after clearly saying he would lock the Blue Floor (I had an angry post ready and everything >.>).We also determined that VitaminR/CES was the note-leaver (VitaminR never really gave his opinion on the notes one way or the other).
Funnily enough, we thought that MBL (not CES) was the SK! He was basically asking for Doctor protection on Day One, but after we decided he was in the Red Floor, we figured:
-MrBuddyLee is a very powerful role (he said as much)
-MrBuddyLee was very concerned about Doctors (meaning he wants protection)
-MrBuddyLee is on the Red Floor, and therefore
-MrBuddyLee
does not need protection
So we decided that MBL was trying to draw Doctor-protection towards
him
, and since that would be unneccessary, he must be anti-town, and thus SK. So basically, I really did
think MBL was scum when I was attacking him! Also, when we figured out his ability (floor locking), we decided that his breadcrumb for which floors he was going to lock made perfect sense: three nights of being "unnightkillable" by locking his own Red Floor, which was just enough
time to lynch scum before him! Everything was just too tiday. All he had to do was get to the town's good graces, make his role seem obviously pro-town, and then kill at will!As a note, when I first replaced into the game, I had read the game once previously and already decided that MBF and MBL were probably scum. Once I realized MBF was my scum-partner, I had to play that part down and play up the MBL-scum agenda. >.> So basically, my suspicions of MBL were entirely genuine, although I may have attacked him somewhat less forcefully if I was town, I don't know for sure.
Kinda feel sorry for CES in that he never got to kill, but I'm not going to complain. Hard to say how the game would have gone if MBL had locked floors other than Red.
Thanks for the great game, all! Extra *huggles* to MikeBurnFire and Ibaesha, who were absolutely wonderful scum-buddies who listened to all my worrying and complaining and theorizing with patience.
PPE:
Oh, and it really should be noted that the scum were only "powerful" so long as
all three were alive
. If any
of us had been lynched or otherwise killed, we would lose significant force, and our chances of missing kills drastically increase, and our chances of having other partners lynched drastically increase immediately afterwards as well. As such, we had to play a pretty tight game where we decided that busing was not
going to be an optimal strategy, since the three of us were fairly connectible as the game came closer to finishing. If this game had another day, I really don't think we would have been able to spin a story where nobody would have wanted to lynch either Ibby or Mike (due to them being the only unlocked players last night).Okay, I'll stop rambling.
"Logic? I call that flapdoodle."
- Thok
- Thok
-
Thok
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You do realize the Shamrock investigated MBF on like page 2, before he even started really being scummy. You also do realize that both Fritz and Pie were millers. (Also, the inventor role had milleresque parts to it). That's over a quarter of the roles where I get a wrong investigation. And there are other worthless investigations for me also (asking ibae is a doc, for example, is harmful to town. So is asking if CES is the noteleaver.) It can be used correctly, but only if played exactly right.petroleumjelly wrote:Psssh, rough set-up for town my tush. We almost lost this game multiple times.
1.) Daytime Cop = Very Powerful. It's unfortunate for the town that Thok's investigations went the way they did, but the play from scum helped veer Shamrock/Thok into doing that (such as Mike successfully getting himself to be investigated by beingjust scummy enough, and then deflecting further investigations onto other people)
The floor locker was essentially a doc-, given that he had to choose to lock floors before he knew the events of the next day. Moreover, given PJ's lock/unlock powers, the floor blocking was essentially irrelevant.
As for busing, scum could have afforded to bus ibae (or even PJ, although that would have been clearly worse) if necessary.
Also, having clearly provable town roles isn't useful if scum also have provable roles. Several of our "provable roles" got lynched anyways.
I replaced into Chess Mafia for 6 months, and all I got was a win and this lousy sig.
- Cogito Ergo Sum
- Cogito Ergo Sum
-
Cogito Ergo Sum
- YARR!
- YARR!
- Posts: 11085
- Joined: October 29, 2005
- Location: Nottingham
I totally would've killed PJ if he could have. I was pretty sure he was scum, but didn't feel like arguing for his lynch.
And PJ, there were 2 millers, a GF, an unroleblockable goon with roleblocking/unroleblocking ability and the unnkable townie is very easy to lynch.
I think it was balanced, although it would've been a lot more fun if I had gotten to kill.
And I totally hinted at being SK earlier, in case I was in danger of being lynched.
And PJ, there were 2 millers, a GF, an unroleblockable goon with roleblocking/unroleblocking ability and the unnkable townie is very easy to lynch.
I think it was balanced, although it would've been a lot more fun if I had gotten to kill.
And I totally hinted at being SK earlier, in case I was in danger of being lynched.
Scumchat is awesome. Yarr!
~"Multiple exclamation marks are a sure sign of a diseased mind."~
~"Multiple exclamation marks are a sure sign of a diseased mind."~
- petroleumjelly
- petroleumjelly
-
petroleumjelly
- Thirteenthly, ...
- Thirteenthly, ...
- Posts: 6219
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- Location: Tacoma, WA
- Contact:
Eh, you're right on MBF. But Fritz was only a Miller so long as Ibaesha was alive, although Pie being a Miller is a little rough (although Pie being an UNNK townie wasThok wrote:You do realize the Shamrock investigated MBF on like page 2, before he even started really being scummy. You also do realize that both Fritz and Pie were millers. (Also, the inventor role had milleresque parts to it). That's over a quarter of the roles where I get a wrong investigation. And there are other worthless investigations for me also (asking ibae is a doc, for example, is harmful to town. So is asking if CES is the noteleaver.) It can be used correctly, but only if played exactly right.
also
rough for scum). Your role was a good example of one that had to be played correctly: if you had asked if Pie was an UNNK townie, you would also
be told "True", and same for asking if Fritz was a Doctor. It goes both ways, but either way, we scum were scared to death
after you claimed.If you had investigated
me
on Day Three (which could easily have happened), I would have been lynched. And then after Mike's role was never proved except on me
, Mike very likely would have been lynched. The scum connected ourselves to such a degree that if any of us got lynched (save for Ibaesha), another scum was going to go down pretty much directly afterwards. Heck, I could have been lynched on Day Three without ever having been investigated at all, if my claim hadn't been believable.Busing explained above. I could not afford to be bused because I was the only scum who was almost guaranteed a killing ability. Further, I pretty much had my leg tied to MBF: if I turn up scum, he looks a lot more sketchy. Especially after multiple nights in a row of never being able to prove his claim on an actual townsperson. Ibaesha
could
have been bused, but since we were very afraid of a SK, we wanted very much to keep her alive to either out herself to the town by a successful protection, or by protecting our own scum team (by protecting MBF).So far as "provable roles" not going very far, they are still
difficult to lynch
. We had to fight for each and every lynch: we could never rely on the argument "well, he's a townie, Best Worst Case Scenario". It takes a lot out of you to lynch a power role every day and not look suspicious for it afterwards. The fact that we were able to lynch provable roles speaks more of the players in the game, rather than the set-up itself."Logic? I call that flapdoodle."
- Vaughn
- Vaughn
-
Vaughn
- Mafia Scum
- Mafia Scum
- Posts: 1168
- Joined: January 2, 2006
- Location: The place where all the Millers are born
Like PJ said, Scum were strong as a unit, 3 vs 9 is conventional for scum. Also, the Unnightkillable SK mixes things up as well. The key to victory for town Lay in keeping cops and tracker alive, or at the very least keep them hidden long enough to find something.Thok wrote:I believe that the mafia was overpowered in this game. I mean PJ did a great job with his claim and scum played well, but they had two extremely useful power roles (heck, I'd almost call PJ's actual role two power roles by itself) and an investigation immune godfather.
Given all of the already confusing issues, giving my role multiple millers is a bit too much. I think you also overvalued the use of the color cop.
I also feel sorry for CES/VitR, who never had an oppurtunity to kill anybody. He should have had PJ's role.
For Drummer's role.. given the first 10 pages.. about floors and colors.. I think his role would've been the answer to everything haha. Given the colour to floor ratio (3/3/3/3), scum would need to be careful about who to kill off, because killing off your floor mates puts you under immediate suspicion. Drummer's role was to make it hard for scum to fake colour claim.
Although we started the game with many replacements, I'm glad we put together a good band of players. It was very interesting to mod this game, watching the players while knowing all the roles. My favourite is PJ's claim, it blew my mind.
A role in the game i felt underused was CES's noteleaving ability. He had lots of power with it, and he could easily use it to steer those in town who were doubting themselves.
On a Mafia-diet :wink:
- mikeburnfire
- mikeburnfire
-
mikeburnfire
- Flashy
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Also, CES being SK took me by surprise. I could tell that he was hinting at being a vigilante. He just kept repeating "What if we have a vigilante/second-doctor being locked in?" with insistance.
"It is forbidden to kill; therefore all murderers are punished unless they kill with rope and a slim majority."
Flash Guide to Mafia and Flash Mafia Roles
- Machiavellian-Mafia
- Machiavellian-Mafia
-
Machiavellian-Mafia
- Mafia Scum
- Mafia Scum
- Posts: 2076
- Joined: April 11, 2006
- Location: Florence, Italy
Nice job scum, you all had me completely fooled. I think this is the first game I have completed that all scum were very powerful and had abilities. I also think my newbieness earlier in the game that caused the premature claim reduced our chances of winning by a lot.
Heh, I should have realized that there can't be 2 inventors when THT was revealed to be an inventor, but PJ's claim was really good and convinced me of his protownness.
I also looked back and saw all the scum on the lynch of pie, so now I know for a fact that lynches of bulletproof townies will ALWAYS have LOTS of scum on it.
Overall this is the best I've played yet and great modding Vaughn !
Heh, I should have realized that there can't be 2 inventors when THT was revealed to be an inventor, but PJ's claim was really good and convinced me of his protownness.
I also looked back and saw all the scum on the lynch of pie, so now I know for a fact that lynches of bulletproof townies will ALWAYS have LOTS of scum on it.
Overall this is the best I've played yet and great modding Vaughn !
The end justifies the means.
- ibaesha
- ibaesha
-
ibaesha
- Too Townie
- Too Townie
- Posts: 1952
- Joined: June 13, 2005
- Location: In the rain
Awww! <3Fritzler protects Ibby [Success]
Ibby protects Fritzler [Success]
I definately think things would've been much different had MBL not kept locking the red floor over and over. Adding an SK into the mix would've made things even harder than they were. Even though PJs role was very powerful, we still had to play well, especially towards the end when it appeared (to me) that the town was pretty much confirming itself. I obviously played this game from the mindset that I was a doc (since I was). I really did doubt there being a town doc because with floors locked, another roleblocker, and an unnk townie, a town doc would've been overkill. So when Fritz claimed doc, I thought he was the SK that somehow was failing to kill.
- MrBuddyLee
- MrBuddyLee
-
MrBuddyLee
- Slightly better than 50-50
- Slightly better than 50-50
- Posts: 5219
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- Location: Phoenix, AZ
- Contact:
First, re: floor locking
Right off the bat I assumed 3-3-3-3 for convenience. I knew I had no power and that there was a 3/4 chance there was a scum on my floor. So by locking my floor first night I'd be locking one power role townie in only.
Once Pie died as town on red, it became even clearer. There was useless me and one other person on red, and that person was 75% likely scum. Locking any other floor risked locking in two useful townies. Easy choice.
When I had to lock two floors, I chose to lock PJ's floor cause I didn't like his claim or that post restriction. I knew M-M was on yellow so that was a bad floor to lock and MBF was on Blue and I think he'd been "confirmed" by Thok by then.
I hoped to be around later in the game to pick the right floors to lock in order to block/catch scum.
No way to know this ahead of time, but is locking an SK in good for town in general?
Right off the bat I assumed 3-3-3-3 for convenience. I knew I had no power and that there was a 3/4 chance there was a scum on my floor. So by locking my floor first night I'd be locking one power role townie in only.
Once Pie died as town on red, it became even clearer. There was useless me and one other person on red, and that person was 75% likely scum. Locking any other floor risked locking in two useful townies. Easy choice.
When I had to lock two floors, I chose to lock PJ's floor cause I didn't like his claim or that post restriction. I knew M-M was on yellow so that was a bad floor to lock and MBF was on Blue and I think he'd been "confirmed" by Thok by then.
I hoped to be around later in the game to pick the right floors to lock in order to block/catch scum.
No way to know this ahead of time, but is locking an SK in good for town in general?
dialing in mildly protown reads since 2006
- MrBuddyLee
- MrBuddyLee
-
MrBuddyLee
- Slightly better than 50-50
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Town power roles in decreasing order of power:
Day rolecop who can practically only identify one of the three scum as scum
UNNK townie
Roleblocker that can be roleblocked
Tracker (that claimed day one )
Floor locker whose lockings can be undone by scum
Inventor with 3/4 useless messages (blue might prove useful)
Placebo doctor who investigates as scum
Color cop in a game where we determined early that it was pointless for scum to lie about their floor color, it looked like a scum role for figuring out who to target.
Scum power roles
Investigation-immune godfather
Roleblock-immune roleblocker and floor unlocker
Doctor in a game with a miller doctor
SK
Town got several bad breaks. First cop investigation MBF not scum is heartbreaking. Third cop investigation Fritz scum.
Town made a few plays that lost us power. Tracker claimed, making himself a RB target. UnNKable townie got aggro and got lynched.
The only ways we could have unambiguously nailed scum with a power role was for Thok to ask if Ibby or PJ was scum. Or if M-M tracked scum to someone they killed. The presence of two roleblockers and locked floors made blocks hold less significance.
Day rolecop who can practically only identify one of the three scum as scum
UNNK townie
Roleblocker that can be roleblocked
Tracker (that claimed day one )
Floor locker whose lockings can be undone by scum
Inventor with 3/4 useless messages (blue might prove useful)
Placebo doctor who investigates as scum
Color cop in a game where we determined early that it was pointless for scum to lie about their floor color, it looked like a scum role for figuring out who to target.
Scum power roles
Investigation-immune godfather
Roleblock-immune roleblocker and floor unlocker
Doctor in a game with a miller doctor
SK
Town got several bad breaks. First cop investigation MBF not scum is heartbreaking. Third cop investigation Fritz scum.
Town made a few plays that lost us power. Tracker claimed, making himself a RB target. UnNKable townie got aggro and got lynched.
The only ways we could have unambiguously nailed scum with a power role was for Thok to ask if Ibby or PJ was scum. Or if M-M tracked scum to someone they killed. The presence of two roleblockers and locked floors made blocks hold less significance.
dialing in mildly protown reads since 2006
- mikeburnfire
- mikeburnfire
-
mikeburnfire
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Haha. I told you so, PJ.I chose to lock PJ's floor cause I didn't like his claimor that post restriction.
"It is forbidden to kill; therefore all murderers are punished unless they kill with rope and a slim majority."
Flash Guide to Mafia and Flash Mafia Roles
- petroleumjelly
- petroleumjelly
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petroleumjelly
- Thirteenthly, ...
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>.>mikeburnfire wrote:Haha. I told you so, PJ.I chose to lock PJ's floor cause I didn't like his claimor that post restriction.
Yeah, well, it's a good thing I decided not to restrict myself to votes and unvotes. I would have had a Hell of a time trying to role-claim with
that
after Amelia claimed to have blocked me the same day. 'Sides, all your suggestions were silly.<.<
"Logic? I call that flapdoodle."