That was a lucky guess - Kicksave's I believe, that we went with.thehockeyguru wrote:That and getting Kraftster on night 1. I didnt expect that.
**Welcome Back Wars GAME THREAD**
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Re: **Welcome Back Wars GAME THREAD**
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Re: **Welcome Back Wars GAME THREAD**
KS and i both sent pm's for the first day saying kill canaan and view kraftsterrelantel wrote:That was a lucky guess - Kicksave's I believe, that we went with.thehockeyguru wrote:That and getting Kraftster on night 1. I didnt expect that.
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Re: **Welcome Back Wars GAME THREAD**
i think in a small game like this red is favored a bit. Good guys dont have enough voting trends to make good picks. I think small games (less then 15), 4 bad guys is fine, but no seer/angel
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Re: **Welcome Back Wars GAME THREAD**
It could have went either way had Krafster landed green. we just got lucky that we saw him on the first night.crayz wrote:i think in a small game like this red is favored a bit. Good guys dont have enough voting trends to make good picks. I think small games (less then 15), 4 bad guys is fine, but no seer/angel
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Re: **Welcome Back Wars GAME THREAD**
how did i die?
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Re: **Welcome Back Wars GAME THREAD**
I agree. If there are like 12 players, and 4 are red, you only need to get 4 players out to end the game.crayz wrote:i think in a small game like this red is favored a bit. Good guys dont have enough voting trends to make good picks. I think small games (less then 15), 4 bad guys is fine, but no seer/angel
If they can view others (only have to view 8 compared to the goods 11) and can protect, it makes it very difficult to win.
The reason why good guys usually get powers is because they are working by themselves, while the red guys get the advantage of knowing who is bad and working together.
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Re: **Welcome Back Wars GAME THREAD**
we killed youcount2infinity wrote:how did i die?
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Re: **Welcome Back Wars GAME THREAD**
you didn't even know i was the seer did you? it doesn't say in the review post who killed me.
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Re: **Welcome Back Wars GAME THREAD**
Kraftster Night 2.count2infinity wrote:how did i die?
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Re: **Welcome Back Wars GAME THREAD**
No idea. Basically I took the list in the beginning of the thread, moved all 4 of the baddies down and we just went right down the list.count2infinity wrote:you didn't even know i was the seer did you? it doesn't say in the review post who killed me.
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Re: **Welcome Back Wars GAME THREAD**
I was a free loader co mod I didn't do anything
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Re: **Welcome Back Wars GAME THREAD**
The way that I envisioned the communication part of the JOAT role was that if a Good RP was outted during on of the 1st days, the JOAT would be able to communicate with them knowing that they are good. This would have given the Green's a big advantage but it didnt play out that way.newarenanow wrote:I agree. If there are like 12 players, and 4 are red, you only need to get 4 players out to end the game.crayz wrote:i think in a small game like this red is favored a bit. Good guys dont have enough voting trends to make good picks. I think small games (less then 15), 4 bad guys is fine, but no seer/angel
If they can view others (only have to view 8 compared to the goods 11) and can protect, it makes it very difficult to win.
The reason why good guys usually get powers is because they are working by themselves, while the red guys get the advantage of knowing who is bad and working together.
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Re: **Welcome Back Wars GAME THREAD**
That was my fault. We will have to do another game. I just wanted to keep things moving. Slappy wanted to have his game going by mid week.Letang Is The Truth wrote:I was a free loader co mod I didn't do anything
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Re: **Welcome Back Wars GAME THREAD**
Dunno how me (angel) and MWB (joat) would have been able to do much more together? He could see one and could kill one....i could only protect.thehockeyguru wrote:The way that I envisioned the communication part of the JOAT role was that if a Good RP was outted during on of the 1st days, the JOAT would be able to communicate with them knowing that they are good. This would have given the Green's a big advantage but it didnt play out that way.newarenanow wrote:
I agree. If there are like 12 players, and 4 are red, you only need to get 4 players out to end the game.
If they can view others (only have to view 8 compared to the goods 11) and can protect, it makes it very difficult to win.
The reason why good guys usually get powers is because they are working by themselves, while the red guys get the advantage of knowing who is bad and working together.
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Re: **Welcome Back Wars GAME THREAD**
newarenanow wrote:I agree. If there are like 12 players, and 4 are red, you only need to get 4 players out to end the game.crayz wrote:i think in a small game like this red is favored a bit. Good guys dont have enough voting trends to make good picks. I think small games (less then 15), 4 bad guys is fine, but no seer/angel
If they can view others (only have to view 8 compared to the goods 11) and can protect, it makes it very difficult to win.
The reason why good guys usually get powers is because they are working by themselves, while the red guys get the advantage of knowing who is bad and working together.
It's really hard for the bad guys to win in the standard format (1 vig, 1 seer, 1 angel), because the angel is invincible and the bad guys have to get the seer before he gets one or they're doomed. this format flipped the tide and made it a race for the vig, which we won right away and put the village at a huge disadvantage, and then you couple that with mwb picking me to communicate with....so yeah, we got lucky and had a huge advantage because of the format
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Re: **Welcome Back Wars GAME THREAD**
It's fun trying new things. I had fun during this game.thehockeyguru wrote:The way that I envisioned the communication part of the JOAT role was that if a Good RP was outted during on of the 1st days, the JOAT would be able to communicate with them knowing that they are good. This would have given the Green's a big advantage but it didnt play out that way.
It's a game of luck and chance at the beginning since no one know's anything.
In a very small game like this when the baddies have the same powers as the good, or close to it though, the luck shifts to much higher percentages for the baddies.
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Re: **Welcome Back Wars GAME THREAD**
i wouldn't mind a small game with no powers except bads get one kill per nightnewarenanow wrote:It's fun trying new things. I had fun during this game.thehockeyguru wrote:The way that I envisioned the communication part of the JOAT role was that if a Good RP was outted during on of the 1st days, the JOAT would be able to communicate with them knowing that they are good. This would have given the Green's a big advantage but it didnt play out that way.
It's a game of luck and chance at the beginning since no one know's anything.
In a very small game like this when the baddies have the same powers as the good, or close to it though, the luck shifts to much higher percentages for the baddies.
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Re: **Welcome Back Wars GAME THREAD**
Yeah, the angel role in a standard format, if they can protect themselves every night, is very difficult for the baddies, because that is one guaranteed individual at the end.Troy Loney wrote:
It's really hard for the bad guys to win in the standard format (1 vig, 1 seer, 1 angel), because the angel is invincible and the bad guys have to get the seer before he gets one or they're doomed. this format flipped the tide and made it a race for the vig, which we won right away and put the village at a huge disadvantage, and then you couple that with mwb picking me to communicate with....so yeah, we got lucky and had a huge advantage because of the format
And I like when the baddies have some advantages in a regular game. But when there is only 12 players, and you know 3 of them to start the game, and can look at one and kill one the first night before anything happens, it shifts the advantage significantly to your advantage.
And then when a baddie is outed and can't be voted out, it makes it even harder.
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Re: **Welcome Back Wars GAME THREAD**
crayz wrote:
i wouldn't mind a small game with no powers except bads get one kill per night

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Re: **Welcome Back Wars GAME THREAD**
It's really a fine line in creating a balance. If Troy comes back red when I see him then we've got two bads early in the game and it's a big advantage to the village. How things play out in the first couple days can pretty much decide the game.Troy Loney wrote:
It's really hard for the bad guys to win in the standard format (1 vig, 1 seer, 1 angel), because the angel is invincible and the bad guys have to get the seer before he gets one or they're doomed. this format flipped the tide and made it a race for the vig, which we won right away and put the village at a huge disadvantage, and then you couple that with mwb picking me to communicate with....so yeah, we got lucky and had a huge advantage because of the format
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Re: **Welcome Back Wars GAME THREAD**
if they didn't just happen to kill me night 2, i'd have had relantel pegged and that may have changed some things too.
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Re: **Welcome Back Wars GAME THREAD**
Quite a bit, I would think. After nabbing Kraftster, we used our run of blue sees to inform kills for numbers sake (knowing blue would not be protected). Always works out that way though - seer always seems to be nabbed early no matter what the game, and some games where the seer was let live can become epic, if for the wrong reasons... (I was bad one time when we let the self-outed green seer live, as we had a roleblocker, and leaving him alive left some doubt as to the seer claim...)count2infinity wrote:if they didn't just happen to kill me night 2, i'd have had relantel pegged and that may have changed some things too.
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Re: **Welcome Back Wars GAME THREAD**
Red dominated this game. I was the only blue left and then there were a couple of greens.
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Re: **Welcome Back Wars GAME THREAD**
damn right, son. don't you forget it.pittsports87 wrote:Red dominated this game. I was the only blue left and then there were a couple of greens.