Considering that I was just as surprised at the cult’s decision to kill Hockey Monkey as she was, up until that point, I was actually fairly certain she would pull it off. I would have thought it to be a fitting end, that the whole balance between the town and the cult would have left them susceptible to a well played gambit.
Either way, it’s looking like it’s going to come right down to the wire, so… it should be good.
In another sense, it is a very clever move. Yes, Cookies would have been a good kill for the night but killing MHaye prevents him narrowing down the lynch pool as to who the Prophet is. It also implies that the the recruit has already happened, after all we are down to the last cultist, surely they would have recruited last night.
I still think that the Cult have not recruited, because a mis-lynch today and a recruit tonight and it is game over for the town. A recruit last night would just have increased the number of people who could be dunked.
I’ll tell you this much: watching this game, and having watched M3, it is pretty clear to me that in any game where one set of players has a tertiary win condition in addition to a town win condition, the town should be treating them like enemies to be lynched from the start. It seems like the lure of an extra win condition is too great to resist.
I mean, in this game, hockey monkey probably could have absolutely clinched a town win, had she been so inclined. Instead, she played for herself and deliberately screwed with the town, thus improving the odds for the scum such that the game continues right now. The Masons in M3 sort of did the same thing.
My guess is that in future games, no one is going to trust players with an extra win condition, and they will be lynched as if they were scum. Why take the risk?
I wasn’t surprised by the Cult taking out Hockey Monkey. The town has been in dunk or lose mode for a few game days and as she was the remaining player who could give the town an extra day by blocking the cultists kill, it makes perfect sense to get rid of her.
From that point on unles the town maintains a perfect record, the cult will win.
Being honest, the town did have chances to gain an extra day but did not take them, but this game has been the Cult’s to lose, rather than the town’s to win.
And yes, in the next game with multiple win conditions, I think that anyone with a more exclusive win condition than just the town is likely to get lynched to prevent a repeat.
I was thinking similar things last night, but I also think people fall into two categories. I don’t think MtgMan would have gone for a non-believer only win. I think doing so would be irrational to him (maybe I’m wrong, but he seems the overly logical sort. It takes one to know one ).
To me, I’d just be wary of Hal Briston and Hockey Monkey in future games with extra win conditions. I think it is more a reflection of personal style than the role itself.
But the problem is, the risk of trusting a player who has a separate win condition is just too great. This is especially the case if that player, like hockey monkey, has a power that he or she can use against the town while remaining completely unaccountable for it. It’s not so much of a problem if, like Hal Briston, the player can do nothing to the town other than offer intentionally flawed advice, but in the case where a player has both a power and an extra win condition, I think I’d vote to lynch that player out of hand if revealed.
I seem to remember reading that **Mtgman ** was angling to get himself targeted for a night kill in hopes that he was the psychopath. I think we play for whatever we feel will be the most fun. I had a blast in this one and learned a lot. This was my third game. (I played in Idle’s Psycho game, but got killed on night one, so didn’t get the chance to learn much about how to play that role.) It’s all about the fun, and I hope that people in future games won’t get so worked up about it.
Heh. No, I actually think it’s a function of the game itself. I’d have done the same thing in your position, most likely. It’s just more of a challenge to try to achieve a longshot win than a somewhat easier win. I just think towns in general are going to be much more suspicious of any power role with a separated win condition (and scum are going to have a much harder time figuring out how to deal with such a power role, since they might, as you were, be working on behalf of the scum!).
Mtgman - The SK in M2 was actually less of a problem. He was never on the scum side and never on the town side, so while he had the power to hurt both of us at least he couldn’t just role claim to save his own skin and get protection and whatnot.
The only other point I have noticed from M3 and M5 is that the threat of the recruit actually seems to be more harmful to the working of the town than the actual recruiting itself. The kill free nights seem to be treated more as the recruit being done than a protect actually working regardless of when they occur.
Well, either you or Idle Thoughts, if only to get rid of the 24pt type protestations of innocence over and done with on day 1
Not entirely true. Yes, Hal played for a monkish win, but both me and Cookies were playing for a town win. (Which is why I practically screamed my lungs off to get Idle to back off from SnakesCatLady). At the end, because of my style of play, I was the last monk to be discovered (I even managed to confuse tirial) and that gave us our win. Funnily enough, we still got within a NightKill of taking the game.
In Crazyville the geniuses had their separate win condition and, based on it, could have seriously have screwed up the end game. They didn’t. And won with the town.
So, my take is: the third party should be watched closely. If they show any signs of trying to take over the game, then the town should act accordingly. The problem with that approach is that usually they’ll start to play for a win when it gets to the endgame… and they have been unusually lucky.
Yeah, I think I’ve backed off the “lynch anyone with a separate win condition,” because ultimately Hal had no more power to affect M3 than any other townie, and even if he was intentionally trying to get townies lynched, it was not substantively different from a well-intentioned townie with a misguided suspicion.
Things change, though, when it’s a power role. If a power role is screwing with you, you will never ever know it. The players in the active game still don’t know it. The risk is too great; power roles with extra win conditions should be lynched or otherwise killed.
The Geniuses had to literally outlive the entire rest of the town, AND eliminate all of the scum, in order to win. By the endgame, this had become impossible.
Well… I think they could have tried it if they’d known it was 7 to 2 (or, to be specific, 2 geniuses, 3 townies, 2 scum) on the Day where pygmy claimed Doctorship.
After capybara’s Death it became impossible, I give you that.