My goodness. I just don’t understand everyone else. In my opinion, everything that HookerChemical has been saying has been spot on. The players really were way too quick to approve a team. And now that that decision is biting them in the butt, they are still turning on HookerChemical.
Though I guess I shouldn’t be surprised. 40% of the players are spies. And if I’m right and HookerChemical is [town] then 44% of the non-HookerChemical players are spies!
My read is that HookerChemical knows the game better than anyone else and has played it before. If she is a spy, then she is playing the role of ‘helpful townie’ to game credibility (and achieving the exact opposite!). Anyway, HookerChemical is clearly trying to guide a sensible approach to the game, regardless of her alignment.
Gah.
And all this nonsense about 100% accept being just as useless as 100% reject needs to be debunked ASAP. Yes, those specific votes don’t yield information, but with a reject, you GET ANOTHER VOTE!
With an accept, there are no more votes. To me this is a major difference.
Which is why I think storyteller is the spy in that group of three.
(1) The team was clearly 1 spy, 2 [town]. If it were a different make up, I’m certain the mission would have succeeded.
(2) a townie storyteller would have seen the benefits of rejecting the first team. Instead storyteller put the burden of proof on a clear benefit for reject while offering no clear benefit for accept. This doesn’t sound like the storyteller I know.
Why is it that most everyone is playing with the point of view that one needs a reason to reject? In my opinion, the game is clearly set up so that the default should be reject and one should have a reason to accept. Even if that reason is ‘this is the third team and I don’t like the people slated for 4 and 5,’ that’s at least a reason.
Ironically, the probability of storyteller being a spy actually goes down with the failed mission. At the beginning of the game everyone has a 4/10 chance of being a spy (40%). With 1 in the 3 being a spy, all of their probabilities go down to 33.3% while everyone else goes UP to 42.9%.
[If I were a townie, then everyone else would start the game looking like 44% spy, then storyteller, Mahaloth and TexCat would look 33% spy, and everyone else would look 50% spy!!!] Holy Crap!
The person I most suspect of being a spy (besides storyteller) is JohnnyBravo. First, I get the impression that he knows what he is doing but is being coy about it. His team proposal was calculated. He gave a reason that shows a high level of calculation. Furthermore, he attacked HookerChemical, which I feel a newbie would be less likely to do. HookerChemical at least is being upfront about being knowledgable about the game and having experience with it.
Mathematically, the probability of a townie JohnnyBravo choosing exactly one spy in a group of three is about 55% so one could argue that JohnnyBravo’s probability of being a spy is 45%. [that was a quick calculation, I’m sure I made a mistake somewhere].
I’m not sure if people will see this or not, but one of TexCat, storyteller and Mahaloth should be on the next team. They actually are the LEAST likely to be spies at this point.
This is a strange game. I’m beginning to think that the game hinges quite heavily on face-to-face gameplay. Furthermore, I think the game benefits more from rapid play. Voting down a team in a realtime game would mean the game gets extended by a minute or two. Here on this board, voting down a team adds two days to the game length. That’s going to hurt down the road.
Finally, I think the game design favors spies. Online even more so. Spies need to sabotage 3 missions, but there are FOUR spies! In the video version on TableTop, there were 2 spies and still 5 missions. That means at least one spy needed to sabotage two missions. In the current game, there is no such requirement. At this point, I strongly question HookerChemical’s statement about the first team nearly always succeeding. A team with 1 spy on it should always sabotage, it would seem.
But clearly, they put themselves into a bad position by not looking at more teams and getting more votes. There is no other way to suss out the spies. Relying the mission failures won’t work. They will need multiple fails to figure out who is a spy based on mission successes alone, which of course would lose the game.
I guess there is a very strong luck component to this game.