Execution Mafia: Days of the Cold War GAMEOVER


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Post Post #1379 (isolation #0) » Tue Sep 13, 2011 5:46 am

Post by Amrun »

SCUM REIGNS SUPREME ONCE MORE. THE LEGACY OF EXECUTION LIVES ON.

HEHAHAHAHAHA
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Post Post #1385 (isolation #1) » Tue Sep 13, 2011 10:16 am

Post by Amrun »

The night one actions made me laugh so hard.

What a perfect clusterfuck!
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Post Post #1409 (isolation #2) » Wed Sep 14, 2011 6:46 am

Post by Amrun »

MagnaofIllusion wrote:
Tragedy wrote:Actually, to be honest, based on seeing that if implosion won, then it'd leave the point of Scum having more chances to win than Town would.
In all cases, it's more Scum sided, unless you get rid of implosion first.


Disagree completely.

Scum only started with 2 players and thus only could get the Nightkill N1 (before the Recruit happened) by absolute Townie play.

Scum effectively had one PR and could only acquire one additional Night-ability via recruit.

Scum had no direct way to confound the certified Sane Cop (only a VT would be Investigation Immune when recruited) before the Cop was outed.

If Town had actually stuck together Night 2 there was no way for scum to get the Nightkill without getting the Double-Voter lynched before Night 2 or again fooling Town with incredibly Town perceived play.

9-3-1 is considered a balanced set-up when scum have a reliable Nightkill. In this setup they did not.


As a reviewer, these were closer to my thoughts. Being stuck with only two and the POSSIBILITY of a recruit in an execution set up, this set up was balanced.

Try being scum in execution, Tragedy. It's pretty difficult.
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Tigerpocalypse 2011


Fusion Mafia, ongoing now.
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