Mafia: Conspiracy 2: The Cabal Strikes Back! [Game Over]

It is purely up to Pleo imho. They are his rules.

shakes fist at the sneaky Mod

Thank you thank you thank you thank you! I swear I won’t do it again!

I almost wish we’d never been given the editing power - it’s become so second nature I almost edited the post where I bowed down in gratitude that I wasn’t modkilled for editing a post. :frowning:

That would’ve been pretty funny, actually :stuck_out_tongue:

Confirming.

Now that I’ve fixed that switch, I’ll have a splash of port.

Game hasn’t even started yet, and peekercpa is already asking for a role claim?
FOS: peekercpa

sips vodka

And since this is bullshit.

I only suggested a role-claim if there was going to be a mod kill for a breaking of the rules and there was a potential Mod kill.

Jeez Loweez that is not even close to what I suggested.

Goodness, this is going to be long two weeks.

Totally desierable, but I think bad form. Also, if she isn’t town it is way open to manipulation and WIFOMing.

Probably best to let her go softly into this good night.

ok, so I guess this is the last time I reply without finishing reading the thread.

Why is Night moving so quickly. :smack:

I figure we could spend Night Zero getting the obligatory setup discussion out of the way.

I’m of the mind that there are no guaranteed roles, but heres ones I think are darned likely, given the number of players:

  • At least one information role
  • At least one protection role (and if Witches exist, than Cabal almost certainly does, and vice versa)
  • Freemasons (both for the Omega Wolf to hide in and to be discovered)
  • Necromancer (to help the Undead win condition along); we’ll know for sure as soon as the first Zombie pops up, and reason that there must then be a Vicar to counter the Necromancer
  • Vampire, to help cull the numbers a little faster (because a 30-player game at one Lynch and one Night Kill would take so long to finish that even the stoutest player might lose interest in the game); if a Vampire exists, then that can be taken as a very strong indicator that a Vigilante does as well.

And, of course, the even more obligatory: “Should we No Lynch on Day One?” question. (Probably not a good idea, not even in a no Vanilla game.)

I made this point earlier but I think it’s important enough to make again.

There’s probably more than one vampire.

Point being, we’ll probably have three night kills a night, or more. Also, vig claims should be regarded with extreme suspicion. It also means that our numbers will go down unusally quickly each night–so it’s imperative that we staunch the flow. OTOH, it also means that once one vampire’s gone down we can focus on the wolves again–because we’ve dealt with two (three, if the vig’s alive still (if he ever existed (and my assumption that there wouldn’t be three vamps is correct))) nightkills before and 6 or 7 wolves are going to take a while to find (you figure at least one more due to the size, and possibly one more because Pleonast will probably scramble the numbers just to mess with us) and lynch, even assuming wolf/vamp crossfire.

Note–the unusal amount of parentheical thoughts and em-dashes are typical. There are normally ellipses too, but it’s too late at night for ellipses right now.

EBWoP–that’s unusual, not unusal :smack:

checking in and confirming.

And I’ll be on Vacation till the 22nd. So I’ll miss Night 0 and I’ll pretty much be getting in at the Tail end of Day 1.

I know someone’s already said We should lynch the lurker- but come on, I swear I’ll do better after i get back! I’m good for it! You know that!

All the more reason to lynch you, for fear that you will make up for lost time, to the doom of 1000 hamsters. :wink:

I kid, I kid.

This game was designed to have as few as 15 players. However, we’ve more than doubled that minimum amount. At 30 players, I think it’s quite likely we have every role in the game. Last game, I think we had 22, and were only missing the Vigilante, The Magician, the Seer, and the Warlock. There were three Witches, three Cabalists, Five Wolves, one Vampire and one Necromancer.

The rules specifically state that we only have three witches (if we have any), but last game showed that the Cabal was pretty weak. I wouldn’t be surprised if this game was balanced to have 4 Cabalists as around the same number of players, which might suggest 5(!) at 30 players. The Wolves were pretty well balanced last game, but with 8 additional players, I could still see an additional wolf added on. Two necromancers would probably not help the Undead out very much (limited number of corpses), but could prove very unbalancing. An extra Vampire would help speed the game up tremendously, and would fall in line with Pleo’s promise of a quicker game at higher numbers.
The only roles that will increase the blood count would be Vigs and Vampires. Extra wolves don’t provide extra kills, Necros and Cabalists don’t kill anyone, and the pro-town roles with the exception of the Warlock and the Vig don’t kill anyone. The Warlock is pretty much crapshooting until the end of the game, so wouldn’t help speed things up.
With 9 more players, I think it’s likely we’re facing 4 extra scum (two cabalists, one wolf, one vampire) from last time, with 5 extra pro-town players. Two vampires almost require adding a Vig. I think we’re likely to see extra Freemasons, as well as ‘meh’ roles like the Magician and the Warlock. I’d like to see a Seer in this, but Pleo promised at the end of last game to weaken the town: I can’t see how adding in a role this powerful would do anything but strengthen the town. If there is a Seer, I think it’s unlikely we have Witches. (and therefore the Cabal becomes much stronger… perhaps meaning there still would be only 4 of them).
Oh, and we don’t no-lynch day one. Scum make up damn near half of us. A 50/50 shot to knock any one of them off is more than worth the dangers of losing a pro-town role.

One more thing: if you’re the coroner, and you didn’t play in the last game, it might behoove you to read it over: sache took a role that may have, at first blush, seemed mediocre, and turned it into the single most powerful pro-town role.

confirmed

Confirmed.

And I was getting ready to suggest the same thing. I did not get it when hovering that game but it sure worked out.

And just to keep the discussions going.

Since everyone is someone there is most likely going to be a role claim every day by our lynch target. Is there any value in weighing what roles are more valuable, in our opinions? For instance a Mason early on would not seem to be as valuable as an investigative type role.

And does this open up a whole can of counter claim whoop ass where based on the size and of Pleonast’s “game” there are potentially a lot of duplicates.

Durn, now I am glad we have two weeks.

Another two cents.

Fuck.

You would have been toast just a couple hours later.

Mod of the prophets please don’t request infanticide at this point.

[Oog]GO SPURS GO. We really do hate you guys just 'cause you have kicked our ass for so long.[/oog]