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N0: scum kill not-townie1 (townie2) - certain
D1: town mislynch not-townie1/3 (townie4) - 6/11 (raw odds only - haven't got the time right now for anything more complex looking at town strategies to deal with voting and the like, adjust depending on how highly you rat day1 scum hunting)
F1 = s1s2, F2 = s3t1, F3 = t3, F4 = t5, F5 = t6t7, F6 = t8t9
N1: scum kill not-townie1/3/5 (townie6) - certain
F1 = s1s2, F2 = s3t1, F3 = t3, F4 = t5, F5 = t7, F6 = t8t9
D2: town max voting power = 8, scum max/min voting power = 8/5
UpsideDownChuck wrote:I guess it depends on how the GM does the randomization.
Micro98 wrote:What has occurred to me though is that even in the best case scenario the town are a maximum of 2 mis lynches from lynch right or lose at all times
Rolan A Doobie wrote:Micro98 wrote:What has occurred to me though is that even in the best case scenario the town are a maximum of 2 mis lynches from lynch right or lose at all times
You say that as though it's a bad thing.
If the town lynches incorrectly on 3 straight days in a game of 12 players....then yeah, they should lose. Are you suggesting otherwise?
Rolan A Doobie wrote:I wonder if you've missed the part of the game in which players are put into different 2-member families that can speak privately with each other at any time....because a 6:3 game means 9 players, and as an odd number, that would kinda destroy that entire element.
Micro98 wrote:Taking 9:3 as an example with night kills the town are 3 mis lynches from losing at all times and have 3 scum to catch, I don't think it's reasonable to ask a town to catch a three strong scum team just off of the information from two lynches albeit that these lynches will contain more information than usual.
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