Right now it's been a long and harrowing adventure for everybody. bodies have piled up, votes have flown left and right, until only three of you remain. it takes a while, before alpha is put up to the noose.
"Fools!" A voice cries out. "I do all this planning, all the legwork, I even kill the store owner to start this game, and to let you screw it up like this?!? Have you no sense of TIMING? I swear I will smite each and every last one of y-" the voice cuts out, bfore you realize why.
Alpha was talking, and it appears the noose has finally claimed another victim.
Alpha_Werewolf has been lynched. He was Dark Ruler Ha Des - Neutral Serial Killer
Congratulations to the town for winning! Except for Blue_Ghost, he still loses.
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Yes, two wins in a row! Big thanks to you Charm, the game was very fun and very well modded.
I have one question. @ZDS, what the hell? Seriously, I had no idea what you were trying to get out of me D1, but I was right about you being town. Still, what were you thinking?
EDIT: I'm not mad about it at all. I just want to know why.
Time for Role PM's I omitted the images to save space.
Quote from Udnam7am/Cantripmancer »
You are Magician's Valkyria - Townie
A protector is never a bad person to have at your side, and your skills are no exception. You've always been there to shield your companions from harm, even if it puts you in the line of fire. Against something like this though...you gotta think about yourself first.
You have no Abilities.
Your Win condition is: eliminate all threats to the town.
Quote from Anaklusmos761 »
You Are Chaos Sorcerer - Townie Scrambler
Chaos is your game, and you do it very well. you're always a card that's in demand when you're off the ban list, and out in the cold when you're back on. It's about time people found out how it feels to be someone they're not.
Abilities:
Soul Exchange -- Each other night, you may PM me the name of a player. That player will switch roles with another player with the same alignment. Sometimes it can be great, other times it can screw you over. Just know that you cannot be affected by your own chaos.
Your win condition is: Eliminate all threats to the town.
Quote from TACKY »
You are Strike Ninja - Townie Vig
Like a ninja, waiting in the shadows...well, that's because you are. You're damn good at what you do, and players run a copy or two of your card because of it. Hey, you never turn down a job.
Your abilites:
Fuhma Shuriken - you have two shuriken that you, being ninja, wield with deadly accuracy and precision. twice during the game, during the night, you may PM me the name of a player in the game. Barring some form of intervention you will assassinate that player. Be careful though...it's not wise to kill your allies.
Your win condition is: eliminate all threats to the town.
Quote from Masons »
You are King's Knight - Townie Mason
As a swordsman, let's face it, you're not exactly the best. But your strength comes in when you have the rest of the court along with you. Luckily enough, they're around.
You're masons with Jack's Knight (jerubbaal) and Queen's Knight (AsianInvasion). The three of you may chat amongst yourselves at any time. Start now if you like. As long as two of you are alive, the Respect Play trap card will be face-up on the field.
Also, each night, your mason group will recieve points. You can collectively trade these points in for abilities. You gain 1 point plus one additional point for each fallen mason.
The abilities you can buy are:
The Inexperienced Spy - PM me the name of a player, I will tell you what monster card that player is. (3 points)
Skill Drain - If used, all abilites that would be activated this night are blocked. communication abilities are not affected. (7 points)
Monster Reborn - Pm me the name of a dead player. That player will be revived and rejoin the game, and cannot be killed until after the following night. (12 points)
Your win condition is: Eliminate all threats to the town.
Quote from DYH »
You are Judge Man - Townie Cop
As a judge, you uphold and enforce the law. two giant clubs and a decent ATK score don't hurt matters. Of course, 2200 attack isn't what it used to be, so you're falling back on other qualities.
Your Abilities:
Eye of Truth - Each night you can target a player and learn their alignment. Also, the Eye of Truth trap card will remain in play as long as you are alive.
Your win condition is: Eliminate all threats to the town.
Quote from Archmage_Eternal »
You are Dark Magician - Townie
Being "The ultimate wizard in terms of attack and defense" just doesn't cut it anymore, it seems. Sure, it's a trrible crisis but you really don't need to put up with this, there's way too much drama in your life thanks to the TV shows and other stuff. Whether it's due to your apathy, or your yellow card frame, your brand of magic doesn't work here.
You Have no abilities.
Your Win Condition is: Eliminate all threats to the town.
Quote from iPot »
You are Injection Fairy Lily - Townie Doctor
The best thing a dying person can see is an angel. And while you're not technically an angel, those wings of yours and healing magic make for a pretty good stand-in. You know you're gonna be called on, it's just a matter of when and where.
Abilities:
Solemn Wishes -- Each night you can target a player, excluding yourself. If that player would die that night, or the next day, your trusty syringe of magic medicine will make them good as new. Also, as long as you're alive, the Solemn Wishes trap card will be in play.
Remember, you can't target yourself with the healing, the needle's much to unwieldy to try to stick yourself!
Your Win condition is: eliminate all threats to the town.
Quote from Apokalypse_Kid/bilbroxian »
You are Reflect Bounder - Townie Mirror
You're a mirror man. People look at you, and they see themselves. Sometimes it's handy, other times it's just a pain. But in a situation like this, bouncing a few things might be good.
Abilities:
Magic Arm Shield -- Whenever any player's ability would target you, I will alert you that you are being targetted. You may choose to redirect that effect to any other living player, or let the effect target yourself.
Be forewarned, you won't know what's tagetting you unless you let it resolve without shooting it elsewhere.
Your Win Condition is: Eliminate all threats to the town
Quote from Red_0mega »
You are Old Vindicitve Magician - Townie
Despite your weak appearance (and stats), you're a force to be reckoned with. More often than not if you get taken out in the game, you're taking someone down with you.
Unfortunately you're only a one-trick pony in that regard, and that pony wandered off.
You have no abilities.
Your win condition is: eliminate all threats to the town.
Quote from tchoob »
You are Dark Magician Girl - Townie
Normally this would be beneath you. Ever since you appeared, there have been plenty of fanboys willing to find a way to work you into various decks. Sure most of the time it was just for the art, but hey, being played is better than collecting dust, right?
Sadly, your brand of magic doesn't seem to work here, but everyone has a little spark waiting inside them...
You have no abilities.
Your win condition is: Eliminate all threats to the town.
Quote from ZeDorkSlipeur »
You are Familiar-Possessed - Wynn - Townie
For an imaginary teenage girl whose mind is currently being dominated, you have a disproportional amount of fanboys. (and the occasional fangirl) But right now the only thing that matters is getting out of here. You're the analytical mind, so your familiar has released its grasp just enough that you can help. Magic, sadly, is still off-limits.
You have no Abilities.
Your Win Condition is: Eliminate all threats to the town.
Quote from teknolink/joboman »
You are Celtic Guardian - Townie
Let's see...you've got a sword and it cuts things. It's pretty straightforward, but in a game like this, straightforward isn't gonna get you anythign special.
You have no abilities.
your win condition is: eliminate all threats to the town.
Quote from Ace/Blue_Ghost4 »
You are Dunames Dark Witch - Townie
Bravery is one of your best assets, and in a situation like this, you're gonna need 'em. It's tough, trying to find a home in this world, but your rarity has to help. In the meantime, you can put that bravery to good use.
You have no abilities.
Your Win Condition is: Eliminate all threats to the town.
Quote from The Mafia »
The five of you stand around, looking at each other, knowing what you're getting into. It's time to take this place down, along with anyone who wants to say otherwise. After all...if they're gonna ruin your game, you're gonna ruin theirs. fair's fair.
You are the Mafia, and are comprised as such:
gleng - Reign-Beaux, Overlord of Dark World -- You're the Godfather of this gang, and as such you have tons of connections. If you're investigated, you'll turn up squeaky clean. It's also your responsibility to PM me who the mafia is going to whack each night, and which one of you is doing the deed. (The Mafia Nightkill will be preformed using "Dark World Lightning")
claytonthegreat - Terrorking Archfiend -- You got your name for a reason, just one lok at you will freeze almost anyone's face. in fact, each night, if you're not performing the mafia NK, PM me the name of a player and you'll scare them half to death. (This uses the card "Archfiend's Roar")
Id Ego - Scarr, Scout of Dark World -- being a scout means pilfiring stuff, and based on what you can find, you'll have a pretty good idea of who does what. PM me the name of a player each nightthat you don't make the mafia NK, and I'll tell you what cards they control that are in play. In essence you'll get a sense of their role. (This uses the card "Dark World Dealings")
Buranri - Caius the Shadow Monarch -- you're good at taking things out of play, but then again the mafia does that already. so you don't have any special abilities.
Zindabad - Summoned Skull -- 2500 attack points used to be a benchmark. Now it's middle of the pack at best. There's no abilities I can give you.
The 5 of you can talk whenever you like. Hell, start now if you want to. And use whatever you want to communicate. PM, IM, facebook, carrier pigeon, etc.
Your Win condition is: Make it so the mafia controls the lynch, or nothing can prevent the same.
One last hint: The following monsters are not in the game:
D.D. Warrior lady
Homonculus the Alchemic Being
Magician of Faith
Catapult Turtle
Inaba White Rabbit
Good Luck!
Quote from Alpha_Werewolf »
You are Dark Ruler Ha Des - Serial Killer
Death and destruction. That's what you're here for, and by the looks of things, you're in for the ride of your life. It was a good start, whacking the shop owner, but there are still 20 possible witnesses...time to knock them out too.
Your Abilites:
Bark of Dark Ruler - Each night, you can PM the name of one player. barring intervention, that player will die by your hand.
Offerings to the Doomed -- Once during the game, you may PM me during the night, informing me you are activating this ability. That night, you do not kill anyone, but instead can PM me to kill a player during the following day. It's only good once, so make sure your shot counts!
Your win condition is: Be the last man alive, or enter a situation where nothing can prevent the same.
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Frankly, I'm confused as to how the town had any shot of winning. Day one joboman shoves home a lynch on arguably one of the greatest analysts they had (ZDS' play was brutal townie, see Cats Mafia for an example of this in practice) followed by tacky's reckless vig shot. Day 2 you have Blue_Ghost getting modkilled, and at that point I thought the scum had this in the bag. And then things turned.
gleng makes some stupid mistakes and gets lynched, and despite another missed vig, burnari gets lynched the following day, and the mafia COMPLETELY FORGETS to submit any actions on Night 3. that turns the game on its head.
Then, Alpha_Werewolf uses his Day-kill replacement (which, ironically enough, would NOT have bypassed the doc protect from iPot) to kill zindabad, arguably the scum's only shot at winning. Now they have two linked scum that get found out by the masons. Clayton also finds out that alpha is the SK but sits on it, hoping to salvage a draw.
Then there's night 5. Dear god, night 5. Niv PM'd me about the timeline, and given that he wasn't playing, here's what happened.
here's what happened:
-masons namecop'd clayton, revealing him as lying scum. Id ego was tied to clayton via anak's role swap so he's a dead man walking
-clayton, as mafia scout, investigates alpha werewolf, revealing him as SK. id_ego sits on this info as clayton hangs, knowing (and admitting) that he can give AW the win the next day.
-AW, knowing that id_ego can out him despite not doing so, shoots IE, NOT realizing the town would likely lynch id ego as a kneejerk reaction and handing AW the win.
-IE, who suspects he can salvage a draw with AW if the town is smart enough (unlikely), shoots AKID, THE ☺☺☺☺ING REDIRECTOR who could send that shot to ANYONE, including AW.
So Akid could win the game for the town tonight by rigging a cross-kill, OR turn IE's nightkill into a suicide leaving AW with 4 left alive (in which case he can win but needs to survive 2 more lynches. a near impossibility), OR send it to a townie leaving AW with 3 left and the town in LYLO.
As you can probably guess, A_Kid returned the NK to sender, and that pretty much sealed alpha's fate.
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The only regret I have in this game is not being around for this final day. I was going to make a nice case on AE and everything, but I was incapable of getting to a computer for this entire day - I wouldn't have minded going down fighting, but this is just disappointing.
it sucks, but at the same time those are the breaks you have. sometimes you get lucky, other times you dont.
Also, Time for MVP/LVP's
Town MVP: Infinis.
The masons were the first to figure out how the cards worked, and were able to gain a HUGE advantage from that. add to namecopping 2 anti-town roles and he could have ended it, assuming AW doesn't shoot him.
Town LVP: Too many to assign.
TACKY's reckless vigging, jobo's incessant attacking townies, ZDS' refusal to claim (it realistically should have saved him, his character is in my sig and avatar) Of them all, jobo is the worst offender, time and again he led the town up a wrong tree, it was actually not a terrible play to vig him.
Mafia MVP: Zindabad.
No contest here. When the Serial Killer is counting on you to flip town, you've done your job well.
Mafia LVP: gleng.
He could have helped with a Buranri lynch D2 and saved himself, maybe even get rolecopped later (would have appeared as Archlord Zerato in this case) But he continues trying to save his scumbuddy and gets lynched because of it. that was the beginning of the end.
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Really enjoyed this game until I saw that the masons had a namecop ability in a game where the scum were given false claims.
Are you kidding me? It's bad enough that none of our false claims matched the abilities that we were using, meaning we had to come up with creative explanations for why our cards didn't end up in the graveyard/weren't related to our fake names, but that was a wrinkle in the setup that we were just going to have to deal with.
But giving the three-man mason team a repeatable namecop ability (which amounted to a repeatable cop ability considering we were either fake-claiming or claiming our extremely evil true rolenames)? Difficult to deal with right from the start of the game, as leaving even one alive would've enabled them to use their abilities (actually, killing the others would've only powered the last one up) and practically insurmountable as the jaws of PoE tightened around us. We didn't really stand a chance, but we made a decent effort, apart from the massive error of not submitting any actions N3.
Alpha played out of his skin in this game, and almost had it at the last there. He had me fooled - I spent much of this game believing AE was the SK, although in retrospect he would've probably killed me a lot earlier than D4.
The rolecop ability was not something they could do every night and they didn't know how useful it would be; frankly until one or two of them are dead the abilities are mostly aspirations. To them the mass RB was the ability they wanted to use.
Also, there's a small hitch among the masons: They weren't confirmed to each other. I'm a fan of creating suspiscion among 3-man mason groups. didn't really happen here but they may have thought about it.
Another potential (but wasted) opportunity was with tchoob/Dark Magician Girl. It was subtly hinted to, but if DM dies before she does, she gets either 1-shot lynch immunity or NK immunity, in which case a scum would be killed in her place (the card "Mystic Box" would be put into the GY from that.)
However, the player wasn't told of the ability other than the small breadcrumb. Arim thought it was cute. sadly dark magician made it to the endgame; so that was kinda moot.
Ninja Edit: Yeah, Infinis namecopped you.
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The masons were the first to figure out how the cards worked, and were able to gain a HUGE advantage from that. add to namecopping 2 anti-town roles and he could have ended it, assuming AW doesn't shoot him.
He could have helped with a Buranri lynch D2 and saved himself, maybe even get rolecopped later (would have appeared as Archlord Zerato in this case) But he continues trying to save his scumbuddy and gets lynched because of it. that was the beginning of the end.
I think he was sacrificing himself so the real RB could live after the cop's death made him a vanilla goon. Still, he could have tried to save himself.
The rolecop ability was not something they could do every night and they didn't know how useful it would be; frankly until one or two of them are dead the abilities are mostly aspirations. To them the mass RB was the ability they wanted to use.
Skill Drain was definitely a powerful ability, but The Inexperienced Spy was as good as a cop investigation after the name claim, which is one of the reasons I suggested it. Still, a cop that can investigate every Night only when two out of three specific townies are dead is not that strong, even when paired with a regular cop. Monster Reborn was prohibitively expensive, unfortunately.
Also, there's a small hitch among the masons: They weren't confirmed to each other. I'm a fan of creating suspiscion among 3-man mason groups. didn't really happen here but they may have thought about it.
I mentioned the possibility in-thread on D1 but realized that the Masons had to all be town due to the flavor of the cards, unless you had also lied about a role name and one of the other guys wasn't actually a Royal Knight. In the end it seemed to be too much of a bastardy move for a Normal so I discounted it.
Another potential (but wasted) opportunity was with tchoob/Dark Magician Girl. It was subtly hinted to, but if DM dies before she does, she gets either 1-shot lynch immunity or NK immunity, in which case a scum would be killed in her place (the card "Mystic Box" would be put into the GY from that.)
However, the player wasn't told of the ability other than the small breadcrumb. Arim thought it was cute. sadly dark magician made it to the endgame; so that was kinda moot.
That is pretty clever, but how would you have chosen which scum to kill instead?
Damn. This game was hella fun, but losing 3 of our guys so fast killed us. TBH though I'm incredibly surprised my "I got roleblocked!!" thing worked even once, let alone multiple times.
GG town.
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I really enjoyed reading all of this. I didn't get here until a few "days" ago but I was following along when I think you were at 7 or so. The first few "days" it was a little daunting reading all the cards -_-.
It was also really confusing from an outside perspective when a card was "in play" but didn't seem to have any effect. But it all makes sense now with solemn wishes and respect play etc.
I was rooting for AW/SK when I started reading. Offerings to the doom confused me but I should have put it together that there was no SK kill that night.
I was also tripped up by the whole Mirror Arm shield thing haha. It should have made sense as a town ability to me but there were some compelling arguments that it was a means through which the SK could survive. And for a while there I thought maybe TACKY was just a VERY clever SK but once I understood the cards it was like "Ohhh fuhma shuriken strike ninja on two days where bark of dark ruler was used and then bark continues to be used." it'd have been VERY hard for TACKY To fake that claim with all the supporting evidence.
I'm interested to know what happened N3 for the scum?
That is pretty clever, but how would you have chosen which scum to kill instead?
If DM was lynched, DMG would have 1-shot lynch immunity and one of the scum voting for her would be killed in her place. (in the unlikely event of an all-town lynch, her effect fizzles)
If DM was killed at night, DMG would have 1-shot NK immunity and reflect the kill back to the player shooting her.
Like I said, it's flavorful and clever, but didn't fire off.
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Nicely done in the end, all. TBH I was pretty convinced AE was the SK, so I was pleasantly surprised when it came out in the end. Nicely played AW. You were always kind of hovering at the bottom of my scum list, but never anywhere near the top.
On the setup, the triple masons w/ role cop (esp when role cop is basically real cop) were actually absurdly strong. In retrospect, we should have been using our namecop much earlier than we were (had to build up charges, but we should have been using whenever we had a chance, instead of just at the end). I did toy with the idea of a scum among us, but considering the mechanics of our roles, I wasn't convinced it was really possible/workable. AI was obvtown the whole way through, and after I got switched with Infinis, it was pretty much set in stone.
Anyway, I do actually think we played pretty lousy as town in a setup which strongly favored us, but some decent decision making in a few instances and huge mistakes by scum at the end got us out of the mess.
MTGS stats (won/played)
As scum - 3/5
As town - 5/7
As neutral - none
(I really have been scum a lot)
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I'm amused that [Shalako], of all people, are talking about terrible reasoning. "Hey, PF's RVS daykill must be serious, therefore I should shoot him to prove that I have a daykill!"
My blog.
"Fools!" A voice cries out. "I do all this planning, all the legwork, I even kill the store owner to start this game, and to let you screw it up like this?!? Have you no sense of TIMING? I swear I will smite each and every last one of y-" the voice cuts out, bfore you realize why.
Alpha was talking, and it appears the noose has finally claimed another victim.
Alpha_Werewolf has been lynched. He was Dark Ruler Ha Des - Neutral Serial Killer
Congratulations to the town for winning! Except for Blue_Ghost, he still loses.
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I liked the setup; thanks for modding, Charm.
The Mason chat for those curious.
Joboman, Paranoid Noob Town RRRU
Mafia Record:
5-1-2 (Alignment)
1-6-3 (wins/incomplete/lose)
I have one question. @ZDS, what the hell? Seriously, I had no idea what you were trying to get out of me D1, but I was right about you being town. Still, what were you thinking?
EDIT: I'm not mad about it at all. I just want to know why.
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Frankly, I'm confused as to how the town had any shot of winning. Day one joboman shoves home a lynch on arguably one of the greatest analysts they had (ZDS' play was brutal townie, see Cats Mafia for an example of this in practice) followed by tacky's reckless vig shot. Day 2 you have Blue_Ghost getting modkilled, and at that point I thought the scum had this in the bag. And then things turned.
gleng makes some stupid mistakes and gets lynched, and despite another missed vig, burnari gets lynched the following day, and the mafia COMPLETELY FORGETS to submit any actions on Night 3. that turns the game on its head.
Then, Alpha_Werewolf uses his Day-kill replacement (which, ironically enough, would NOT have bypassed the doc protect from iPot) to kill zindabad, arguably the scum's only shot at winning. Now they have two linked scum that get found out by the masons. Clayton also finds out that alpha is the SK but sits on it, hoping to salvage a draw.
Then there's night 5. Dear god, night 5. Niv PM'd me about the timeline, and given that he wasn't playing, here's what happened.
As you can probably guess, A_Kid returned the NK to sender, and that pretty much sealed alpha's fate.
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AW you didn't need to make a case you just needed to Quick Lynch aE when Tacky voted him.
Yeah, that's pretty tough when both of them are pretty much only around when I'm not.
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Also, Time for MVP/LVP's
Town MVP: Infinis.
The masons were the first to figure out how the cards worked, and were able to gain a HUGE advantage from that. add to namecopping 2 anti-town roles and he could have ended it, assuming AW doesn't shoot him.
Town LVP: Too many to assign.
TACKY's reckless vigging, jobo's incessant attacking townies, ZDS' refusal to claim (it realistically should have saved him, his character is in my sig and avatar) Of them all, jobo is the worst offender, time and again he led the town up a wrong tree, it was actually not a terrible play to vig him.
Mafia MVP: Zindabad.
No contest here. When the Serial Killer is counting on you to flip town, you've done your job well.
Mafia LVP: gleng.
He could have helped with a Buranri lynch D2 and saved himself, maybe even get rolecopped later (would have appeared as Archlord Zerato in this case) But he continues trying to save his scumbuddy and gets lynched because of it. that was the beginning of the end.
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Are you kidding me? It's bad enough that none of our false claims matched the abilities that we were using, meaning we had to come up with creative explanations for why our cards didn't end up in the graveyard/weren't related to our fake names, but that was a wrinkle in the setup that we were just going to have to deal with.
But giving the three-man mason team a repeatable namecop ability (which amounted to a repeatable cop ability considering we were either fake-claiming or claiming our extremely evil true rolenames)? Difficult to deal with right from the start of the game, as leaving even one alive would've enabled them to use their abilities (actually, killing the others would've only powered the last one up) and practically insurmountable as the jaws of PoE tightened around us. We didn't really stand a chance, but we made a decent effort, apart from the massive error of not submitting any actions N3.
Alpha played out of his skin in this game, and almost had it at the last there. He had me fooled - I spent much of this game believing AE was the SK, although in retrospect he would've probably killed me a lot earlier than D4.
"...a talisman against all evil, so long as you obey me."
My blog.
Also, there's a small hitch among the masons: They weren't confirmed to each other. I'm a fan of creating suspiscion among 3-man mason groups. didn't really happen here but they may have thought about it.
Another potential (but wasted) opportunity was with tchoob/Dark Magician Girl. It was subtly hinted to, but if DM dies before she does, she gets either 1-shot lynch immunity or NK immunity, in which case a scum would be killed in her place (the card "Mystic Box" would be put into the GY from that.)
However, the player wasn't told of the ability other than the small breadcrumb. Arim thought it was cute. sadly dark magician made it to the endgame; so that was kinda moot.
Ninja Edit: Yeah, Infinis namecopped you.
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Major props, I was fooled as well. I think he was sacrificing himself so the real RB could live after the cop's death made him a vanilla goon. Still, he could have tried to save himself.
Skill Drain was definitely a powerful ability, but The Inexperienced Spy was as good as a cop investigation after the name claim, which is one of the reasons I suggested it. Still, a cop that can investigate every Night only when two out of three specific townies are dead is not that strong, even when paired with a regular cop. Monster Reborn was prohibitively expensive, unfortunately.
I mentioned the possibility in-thread on D1 but realized that the Masons had to all be town due to the flavor of the cards, unless you had also lied about a role name and one of the other guys wasn't actually a Royal Knight. In the end it seemed to be too much of a bastardy move for a Normal so I discounted it.
That is pretty clever, but how would you have chosen which scum to kill instead?
GG town.
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MAFIA STATS
Scum
Basic 17 (Afterlife) - lose
Basic 15 (Coffeehouse) - win
Duel Monsters - lose
Manipulator - lose
Town
Anita Blake - lose
Basic 17 (Demonata) - lose
Canada - ongoing
Ongoing
Basic 24
It was also really confusing from an outside perspective when a card was "in play" but didn't seem to have any effect. But it all makes sense now with solemn wishes and respect play etc.
I was rooting for AW/SK when I started reading. Offerings to the doom confused me but I should have put it together that there was no SK kill that night.
I was also tripped up by the whole Mirror Arm shield thing haha. It should have made sense as a town ability to me but there were some compelling arguments that it was a means through which the SK could survive. And for a while there I thought maybe TACKY was just a VERY clever SK but once I understood the cards it was like "Ohhh fuhma shuriken strike ninja on two days where bark of dark ruler was used and then bark continues to be used." it'd have been VERY hard for TACKY To fake that claim with all the supporting evidence.
I'm interested to know what happened N3 for the scum?
If DM was lynched, DMG would have 1-shot lynch immunity and one of the scum voting for her would be killed in her place. (in the unlikely event of an all-town lynch, her effect fizzles)
If DM was killed at night, DMG would have 1-shot NK immunity and reflect the kill back to the player shooting her.
Like I said, it's flavorful and clever, but didn't fire off.
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Clan Contest 3 Mafia - Mafia Co-MVP
On the setup, the triple masons w/ role cop (esp when role cop is basically real cop) were actually absurdly strong. In retrospect, we should have been using our namecop much earlier than we were (had to build up charges, but we should have been using whenever we had a chance, instead of just at the end). I did toy with the idea of a scum among us, but considering the mechanics of our roles, I wasn't convinced it was really possible/workable. AI was obvtown the whole way through, and after I got switched with Infinis, it was pretty much set in stone.
Anyway, I do actually think we played pretty lousy as town in a setup which strongly favored us, but some decent decision making in a few instances and huge mistakes by scum at the end got us out of the mess.
MTGS stats (won/played)
As scum - 3/5
As town - 5/7
As neutral - none
(I really have been scum a lot)
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No worries
I certainly didn't think the town would be able to pull a victory out of this, but I'm definitely not complaining.
12-11? I'm losing track
Not gonna lie, I had no idea what was going on for about half the game. Zindabad confused the hell out of me. And AE wasn't playing like town.
Oh well. Great game Charm! Thanks!
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They hate us cause they ain't us.
Given Maine is like 90% dumbass stoners or hicks, HEY!
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Sig and avatar made by Sgt_Chubbz
Lol, yeah I go through Auburn when I head to Farmington. Inlaws and all that.
They hate us cause they ain't us.