do these deaths mean anything- especially that of magneticgoop; i know there was some people planning to lynch him today, and it seems that the liberty has been taken. who was accusing him yesterday?
Weird kill choices... Oh well. At least we know the natives are SK now, I'd tend to think we should focus on getting rid of them.
Seems priest was an important enough role if it's in fact a reviver as the scene seem to indicate. The thought of Mandy trying to revive NES after deeming him worst mafia player ever is pretty funny though
I'll reread later to see if there's any real leads.
tough to get any leads from this, and the Union and Confederacy seem to be randomly shooting each other right now. Interesting that Anark lived on after claiming though.
ga7 wrote:Weird kill choices... Oh well. At least we know the natives are SK now, I'd tend to think we should focus on getting rid of them.
How?
How can you selectively focus on getting rid of a single group? It's not as though the names of everyone not in your faction are given to you and you merely have to prioritize the order in which they meet their doom.
We own all your helmets, we own all your shoes, we own all your generals. Touch us and you loooose...
Serbia wrote:tough to get any leads from this, and the Union and Confederacy seem to be randomly shooting each other right now. Interesting that Anark lived on after claiming though.
I assume there was a doctor involved somewhere. A role-claim that obvious would have attracted a lot of nightactions.
We own all your helmets, we own all your shoes, we own all your generals. Touch us and you loooose...
nagerous wrote:oooh Unions are taking a beating. Although george meade screwed up at frederiksburg and being only a priest isn't that big a role for the unions. This townie thing confuses me, maybe they are screwed over and are stuck as neutral roles.
Oh dear... I seem to have messed up here. It wasn't George Meade that screwed up at Frederiksburg it was Ambrose Burnside who was a weak general. Meade in comparison did a good job at Gettysburg (although that was partly due to Lee's blunder during Picketts charge). However, he ended up getting replaced by General Grant.
I think with this we can paint a bigger picture of possible roles. Im thinking that all generals on both union and confederacy have "power roles", and then some of the regular townies on both sides also have different, misselanious roles i.e. assasin.
I think that we may be over looking something that could really screw up the odds later on in this game. If you are doing a civil war mafia game, what role does a townie play....none! In a game where both sides are even, I think the townie roles help balance the game later on. Basically, I think the townies will pick a side sometime in the game to join. I mean, if I were modding a game like this that's what I'd do to confuse everyone later on. Also it will make for an interesting twist. I bet the townies get to choose which side to fight for later in the game. Because after reading the rules, I don't see anything metioning them as a group. Just a thought though.
1. I didn't expect the natives to be able to kill, but it seems they are.
2. Maybe it's because I still have the Re Inquisition fresh in my head, but I still think townies are either recruitable or able to join a faction of their choice, possibly with certain conditions. I didn't play in Sherwood, but I believe there was a group there that could join one of the factions if they all voted unanimously for it.
3. Not sure how much I should read into the day scene, but it would appear priests have some kind of healing/resurrecting ability.
4. I didn't expect Anark to live through the night, but maybe the Confed killer assumed he'd be protected by the Union doc (assuming there is one).
5. Assuming people can indeed be recruited/join factions, which I believe, the Confed 3 - Union 0 count may be off, since we have no information about who was recruited/joined one of the factions.
ga7 wrote:Weird kill choices... Oh well. At least we know the natives are SK now, I'd tend to think we should focus on getting rid of them.
How?
How can you selectively focus on getting rid of a single group? It's not as though the names of everyone not in your faction are given to you and you merely have to prioritize the order in which they meet their doom.
Duh, if my memory isn't failing me Mgoop wasn't the only one that claimed third party.
Neutrino wrote:
Serbia wrote:tough to get any leads from this, and the Union and Confederacy seem to be randomly shooting each other right now. Interesting that Anark lived on after claiming though.
I assume there was a doctor involved somewhere. A role-claim that obvious would have attracted a lot of nightactions.
Why? Did you target him?
Don't you think 3 kills is already a fair bit and seems right for 3 factions? Except if there's a PGO involved, I don't really see a doc involvement there.
Talapus wrote:I think that we may be over looking something that could really screw up the odds later on in this game. If you are doing a civil war mafia game, what role does a townie play....none! In a game where both sides are even, I think the townie roles help balance the game later on. Basically, I think the townies will pick a side sometime in the game to join. I mean, if I were modding a game like this that's what I'd do to confuse everyone later on. Also it will make for an interesting twist. I bet the townies get to choose which side to fight for later in the game. Because after reading the rules, I don't see anything metioning them as a group. Just a thought though.
I agree about the townie roles. I doubt it'll work the same way as Sherwood, but probably alike. I suppose right now, they don't have much importance though. Which means we can hunt indians by killing townies.
I think at this point there are a few different and odd schools of thought about the randoms so to speak in the game.
I dont really like anarks mentality about killing off anyone who isnt clearly aligned, or rather is clearly non-aligned to union/confed....in all likelyhood these people have a fairly wide range of abilities and probably dont have any leanings. As we have learned from goop, many of the "townie" charcters probably are going to have little to no initial leaning, but may develop one later in the game. I suppose in order to reduce that threat/benefit to nil the armies could try to swipe out the non-combatants, but i think that should only be done on a risk analysis, not under the premise that everyone is an sk....because after all, who do they have to kill? It seems far more likely that individuals will have oppertunities to change sides later on in game, than to be the only person left to survive.
Also, i have to think that claiming in this game really should be pretty standard for a small number of people, as long as docs dont claim. In this game it is most likely that docs are more important...since both sides are going to be of relatively equal strength, keeping power roles alive seem to be much more important. Anark will probably be safe for a pretty sustainable amount of time, simply because he is quite likely to be protected.
The thought that all independent players are SKs is absurd. They would have decimated us in the night. Unless whatshisname was the only plain townie, which I don't believe either.
LSU Tiger Josh wrote:Magneticgoop plain townie was killed off.
Well, right now we don't know how many third party people there might be. There might be only one SK/Native, but it'd make more sense if there were several in that group. Not sure...