Breadknife
1500+
One confusion tends to be its direct inspiration.
Posts: 1,888
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Post by Breadknife on Jul 17, 2014 23:07:04 GMT
With four official votes (and one other in unofficial agreement, but never mind) all going towards SCIENCE, it is at least not a tie-breaking situation, today. Alas poor She-ep, laying down to die, for the town 1 to attack. Attack the innocent sailor (from June's Piratical mafia), as evidenced by the ragged sailor uniform you later find hung up in their cottage. Which also explains the anchor tattoos and the one of Popeye the sailor gorging on a freshly squeezed tin of green spinach. 1 Somewhat wasting an opportunity to kill someone else, I'm afraid. If it weren't for the bandwagon I would have offered She-ep a chance at a mod-death demise and the above scene, whilst the town had the opportunity to get an additional clue. But you jumped in there before I got the chance to make sure of Blaat's actual choice... It is now night, and I'm going to make this as short as 12 hours long due to no guaranteed connection this coming midnight. So check in at midday, UK time, and you may get an early result, if everyone has done as they will. (Whatever happens, tonight, I'll accept Vote endgame for Day 5, but let's see this hopefully short night out. And the day that is to come will be necessarily longer, as I'm not bound to be back in touch until the usual 24-hour night then 48-hour day cycle concludes. But I'll confirm this properly when I know for sure.)
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Breadknife
1500+
One confusion tends to be its direct inspiration.
Posts: 1,888
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Post by Breadknife on Jul 18, 2014 11:40:52 GMT
Slightly delayed from what I intended, sorry, but it's 'good' news in another way, although in a qualified way... It is daytime, and you find desperatemarlas dead on the ground, an elven cloak held by a blue clasp marking them out to apparently be an innocent town resident late of Alhathyr. And now just 'late'. edit: Midnight Sunday/Monday, BTW, is the earliest I can conclude the game or move onwards...
I might as reveal that today 1 might be make-or-break, depending on what happens next, but it's not entirely certain. It's a funny bit of the decision-tree where I'd doubted that you would stray. Remind me never to plan on lynches galore (that Bond Girl's sister), in the early days. 1 Which may be the last day anyway, if you wish to vote endgame, but I'd ask for 2/3rds majority of those living.
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Breadknife
1500+
One confusion tends to be its direct inspiration.
Posts: 1,888
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Post by Breadknife on Jul 21, 2014 2:00:45 GMT
Ok, 'scuse me while I interject. I've been asleep on the sofa for the last four or five hours (tiring weekend), so missed jumping in and intervening on the stated deadline. It's now 2:40am and if I were to accept all the votes until now we'd have a three-way nolynch tie, with the late spurt of accusations and counter-accusations that I see, but I did set the deadline and that actually makes it 'easier'. Consider the rest as casual intrigue and grist to your collective mills, should the game enter morning once more without a conclusion, now with added interaction, it seems.
With my powers of narrative being somewhat lacklustre, in this only-just-awoken state, I'm not entirely sure how you accomplish the feat, but Gamerdog has already been slain by the proportion of the populace that hasn't actually been bickering well beyond their stated bedtimes (or however this has to work). Unfortunately, it is discovered that you given the longest sleep of all to Sleeping Beauty, the innocent townie from the just ended Fairytale game of Mafia, who now lies there in her green dress, having suffered from a far greater trauma than a mere spinning-wheel injury, I fear.
But now, it is night, and surely things will resolve itself by dawn?
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Breadknife
1500+
One confusion tends to be its direct inspiration.
Posts: 1,888
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Post by Breadknife on Jul 21, 2014 22:12:41 GMT
Well, dawn dawns early, and I am pleased to announce (to everyone's relief, no doubt) that the troubles in the village are over. Well, the original troubles.
With no ordinary Townies left (see below, and any respective private messages), it is now the case that the Cult of Bats and the Cult of Caves are now, between themselves in full control of the village. With the Bats having the upper hand, unfortunately for the Caves. Now everyone who is still alive is busy trying to indoctrinate each other with their opposing viewpoints, just like any regular day on NSG I suppose.
To those who are dead and never knew anything about this, I shall give you a look at what you were facing, but the next post from me is a 'summary' of what has gone on.
And I bet you're all glad it's over, now.
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Breadknife
1500+
One confusion tends to be its direct inspiration.
Posts: 1,888
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Post by Breadknife on Jul 21, 2014 22:13:04 GMT
The RevealThe premise was simple. This was to be a quick, quirky game that would perhaps take a week to work out. It wasn't quick, it didn't work, it took more than a week and you never really got the quirk. (Assonance and consonance intended.) I'd designed it to remove personal decisions from the process (I immediately regretted the actual one big in-game decision I made), setting everything down beforehand and leaving the rest to you, the players to transform the game. First of all everybody received a "Townie" role. Something I had always intended to do even in a normal game, because then everyone has an alibi to intentionally devalue any possible role-quoting. Although in this game it was more true than even that. {Click here for a list of the Townie roles assigned:} Confirmation Order 1 Oviraptor You are Drizzle, refugee from September's Superhero Mafia, who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive. 2 Sniffles You are the Mad Scientist from October's Mafia game, who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive. 3 desperatemarlas You are a regular town-member of Alhathyr, from May's game of Mafia, who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive. 4 Serrland You are God from the Easter game of Mafia, who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive. B5 @blassy You are a Lover from the Epic Infiltrators game of mafia (but no longer in your relationship!), who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive. 6 Gamerdog You are Sleeping Beauty from the just ended Fairytale game of Mafia, who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive. 7 TSM You are Steel Magnolia from the September Superhero Mafia, who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive. 8 Дьяково You are Persephone from the Easter game of Mafia, who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive. 9 The Beautiful Darkness You are a plain old townie from the Epic Infiltrators game of mafia, who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive. C10 jello You are a Sailor from the Pirate game of Mafia, who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive. 11 SCIENCE You are a Sailor from the Pirate game of Mafia, who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive. 12 whereyouthinkyoupoliying You are Snow White, from the just ended Fairytale game of Mafia, who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive. 13 chandelier You are Priest of Alhathyr, from May's game of Mafia, who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive.
...and Sir Not-Appearing-In-This-Game: 14 You are Disco Astronaut, from last August's Mafia game, who has somehow arrived in this place as an innocent villager with no special abilities. You win when only village-aligned individuals remain alive. panicberry
Note that I'd gone back and researched every Mafia role I could discover, looking for an "Innocent Townie" role from their own pas that everyone could be assigned. I then rejigged it slightly (necessarily giving de-powered 'Power Role' titles to some people) to try to get it split so that two people would share a 'Mafia game origin'. e.g. Snow White and Sleeping Beauty from the Fairytale game. Although not linked (and no longer linked, in the case of these two, in particular), I had thought that somewhere along the way someone would assume the pairings meant something. (They did not. But then it appears nobody even thought they did anyway, so...) |
Note the positions labelled "B5" and "C10". Most of you know by now, that there was a Cult Leader role. The Cult Leader was the (temporary) focus of the town takeover business, and was chosen by the order of confirmation. With 14 prospective players, the fifth and tenth people to claim would be given the Cult Leader role. Yes, two of them. The Cult Of Bats leader turned out to be @blassy and the Cult Of Caves leader turned out to be jello. (It was nearly Serrland and SCIENCE at 4th and 11th, mid-way through the lower and upper seven, but then I changed my mind before starting and made it the two positions that exactly trisected the originally planned 14 players.) Everyone else would be Townies. Until they weren't. The first duty of the Cult Leader (before the first day, thus was to select a first recruit. Before Day One started, I asked them to give me two choices for first recruit, so that I could try to ensure compatible success. Unbeknownst to them, their counterpart would also be recruiting, so I had to account for this. The pre-arranged preference would have been to have given both Leaders their second-named choice, to perhaps hint that the first was unavailable... whether or not they actually were. But ultimately I had to give fulfil each Leader's choices according to what worked best. {So, what happened on Night Zero?} The reasoning behind this Night Zero action was to prevent one (or both) Cults dying out on the first day. Lynch-happy as you all normally are(!), I needed to make sure that the whole tenuous point of the game was not disassembled even before the first night came around. With one recruit (not picked by me, but by the assigned Leader) in hand, a single person being Lynched would not have been the death-knell. Also, to prevent Complete Cult Loss, I had already planned my Tiebreak Strategy. As stated, Ties had to be significant. Going for "All tiebreakers are killed" would have removed too many players, by previous game standards, while "Tiebreak means nolynch" would have removed too few players (for reasons explained below, when we get to our first death). So I'd decided upon the compromise that each tie (two-way or more-way) would only work if the total number of 'factions' could not be matched by an individual not otherwise involved. {So, what happened on Day One?} As you recall, there were four votes for SCIENCE (townie) and four votes for Serrland (at that point, also a townie). Both cults acted as I'd have hoped they would )consciously or otherwise), and did not ally themselves to each other. The Bats split between not voting and pursuing whereyouthinkyoupoliying, while the Caves pursued the daytime death of Oviraptor and SCIENCE, keeping under the radar.
But either my phrasing at the start of Day 1 or the fact that (almost) everyone felt themselves powerless with a Town role (those that weren't still getting used to their Cultist ranking) had put a dampener on everyone. I must note that for future games, as a player... People with roles can be bolder than those who perceive themselves as being in the 'general minority'. |
Note, had something like "everyone votes for the next person in the player list" happened, or otherwise such that enough multi-lynch votes accumulated to wipe out either (or both) of the cults, I would have fudged it, Day 1. But only Day 1. Although given how the later game went, I now wish I had opted for the "kill them all" approach. The basic philosophy behind the game was that everybody could (with chance on their side) win. In the early days of the game (except in Day 1, of course), it was entirely possible that the Town could come out on top by the Cults destroying themselves and/or each other, and leaving just the unaligned Townies. But beyond that, the battle would be between the two Cults. (With a small chance that the very final act of the game would have killed everyone, leaving absolutely everyone dead.) After the day phase, of course, there's the night phase. Again, anyone who became a Cultist will know what I already revealed to the entire Cult membership(s), but here are the facts: 1) The Cult's 'Night Action' is to Recruit. I had toyed with the idea of giving them a choice of Recruit or Kill attempts, but the Cults worked best in simulations with just Recruit option, and worked better with with the "Cult, not a Mafia" description as well. I say 'attempts' for good reasons, as explained shortly. 2) The Recruit action required both a target to recruit and an existing Cultist to be responsible. 3) Recruitment would only commence if the chosen target was not an existing Cult member. 4) If recruitment failed, the Cultist assigned would not return (with one exception, see below). I deliberately left my description of point 2 vague, in the Cultists' informative spiel. Truly, failure could equally well have been (had the requisite roles actually existed) because of a Protector role (e.g. a Doctor), interference by a Cop-type (including Watcher, Tracker, etc) and possibly because of some Mafia action (e.g. a Night Kill against either the cult's target or their nominated Recruiter). From my position on the sidelines, I discovered that at least one future failure was assumed to be because the target was (vanilla?) Mafia, although I'd actually left it hanging in the air as to whether ( if Mafia actually existed) the Cult could equally well recruit an 'ex-Mafia' as they could an 'ex-Townie'. Also, attempts for both Cults to recruit the same Townie would be as fatal for both as if they'd both targeted an opposing Cultist. Secondly (and I think this was a mistake on my part), I had given the Cult Leader a chance at immunity from harm. I stated that they were Bulletproof from hostile night-actions (true, but mostly because there were no hostile night-actions), and also that they had a 50% chance of survival if they designated themselves as Recruiter for the night and failed. Again, I was scrupulously impartial in this aspect of the game. I had pre-rolled the first four 'results' for everyone. The very first Leader Recruitment that failed would be survived, the second attempt would result in death, the third would be fatal, the fourth survivable, and if I needed more I would repeat the die/survive cycle from attempts 3 and 4 as long as necessary (having happily come out at 50/50). I did not actually state what would happen to the Cult if the Leader died (and, when inevitably asked, declined to answer), but in truth the death of the Leader (by Lynch or Recruitment Failure) would have meant nothing. The next 'oldest' surviving Cultist would have been given the (limited) privileges and title of the Leader and the die/survive cycle would have continued where it left off. But the intended outcome of not revealing this (as well as the 'hard-coded' survival cycle, which could not be circumvented) was to dissuade the Cults from making their Leader the nominated Recruiter by default, each night, but make it a special (or late-game) chance that they'd take, to reduce early-game "failure to die" situations. But you know how well that worked! {Here is a basic example of what would happen in table form} Imagine there are two Bat Cult members, three Cave Cult members and four Townies...
| Bats try to recruit | Bat Cultist | Bat Cultist | Cave Cultist | Cave Cultist | Cave Cultist | Townie | Townie | Townie | Townie | Caves try to recruit | Bat Cultist | Would not try | Bat Dies Cave Dies | Bat Dies Cave Dies | Bat Dies Cave Dies | Bat Recruits Cave Dies | Bat Recruits Cave Dies | Bat Recruits Cave Dies | Bat Recruits Cave Dies | Bat Cultist | Bat Dies Cave Dies | Bat Dies Cave Dies | Bat Dies Cave Dies | Bat Recruits Cave Dies | Bat Recruits Cave Dies | Bat Recruits Cave Dies | Bat Recruits Cave Dies | Cave Cultist | Would not try | Would not try | Would not try | Cave Cultist | Cave Cultist | Townie | Would not try | Bat Dies Cave Recruits | Bat Dies Cave Recruits | Bat Dies Cave Recruits | Both Die
| Both Recruit
| Both Recruit
| Both Recruit
| Townie | Bat Dies Cave Recruits | Bat Dies Cave Recruits | Bat Dies Cave Recruits | Both Recruit
| Both Die | Both Recruit
| Both Recruit
| Townie | Bat Dies Cave Recruits | Bat Dies Cave Recruits | Bat Dies Cave Recruits | Both Recruit | Both Recruit | Both Die | Both Recruit | Townie | Bat Dies Cave Recruits | Bat Dies Cave Recruits | Bat Dies Cave Recruits | Both Recruit | Both Recruit | Both Recruit | Both Die |
See how few "no deaths at all" possibilities there are. To be precise "Square(#Townies)-#Townies", out of "(#Townies+#Bats)*(#Townies+#Caves)", if it's random. Obviously any "die" square is subject to that Partial Leader Immunity, at the rate of "1/#Cultists" (for respective Cult) or "1/(#Bats*#Caves)" (when both are vulnerable).
That's for equal likelihood of any given choice of target and recruiter, however. This doesn't apply to Real LifeTM. I must say that I rather expected that certain (Townie) individuals would be attractive individuals to both Cults at the same time, upping the odds of a Townie Clash double-death. |
{So, what happened on Night One?} Blassy of the Bats failed to recruit whereyouthinkyoupoliying (leader of the Caves, as it happens), whilst Jello of the Caves successfully recruited chandelier.
Blassy survives (due to experiencing "first risk survival"), to keep the Bats at two individuals. Chandalier is recruited into the Caves, giving them three members. |
So, no player deaths. Despite decent odds of there being so. Not helpful. And why (apart from bloodlust) should I wish there to be deaths? Because in each death there should be a clue. For a very low number of players, I would have announced "This person who died was a Cultist". Because there would not be many potential phases to the game, and then it would quickly be a fight-to-the-end, each Cult trying to out-guess each other's membership by the publicly stated alliances, whilst trying to be disingenuous in their own in-open utterances. For a medium number of players (I think I'd decided up to ten, but I forget), I would have perhaps said "This person who died was a bad person", allowing a vague hint towards Mafia membership by those expecting Mafia. But the Cult that first lost a member would understand, and be the first to understand the meaning when it next chanced to apply to the opposition. For the fourteen (or thirteen) players I actually had in hand, I'd moderated this revelation still further. I had pre-written "Corpse scene" messages for each player in which (as promised to the Cultists, of course a Secret Society Of Supposedly Sociable Settlers") corpses of Cultists would appear to be a Townie, but a colour (green, red or blue) would be sneaked into the description according to their on-death 'faction' membership. If Townies had not already won in the early game, this would mean little to them, but each Cult seeing members of their own and opposing faction so coloured might glean the actual existence of the opposing faction. And perhaps mistake Green deaths for a third... although if there had been even more players I was going to initialise three Cults, red, green and yellow, each to unknowingly fight amongst themselves for the souls of whichever townies remained. But that turned out well(!). No, not really. Maybe I was too obscure, although I think someone hinted that they may have picked up on this later on. But I think the big mistake was the number of non-deaths that occurred (the nolynch Day 1, the Leader Survives instance from Night 1). Of course, at this stage I was still expecting that "The Doctor saved someone" would suffice as an explanation. (It has to happen.) {So, now on Day Two?} Alas poor whereyouthinkyoupoliying, I knew her, Horatio. A gal of infinite jest. With Wytygs death (undoubtedly at least partially spurred on by private messaging arising from the unsuccessful Bat Recruitment, on Night 1), the two Bats were once again equalled by two remaining Caves. The chances of Bats or Caves dominating were back to being equal, but the Town still had a decent chance of (by accident or design, or by the ill-aimed hands of the opposing Cultists themselves, destroying each other) winning out. |
But the natives were restless. (It didn't help my mood that I'd attended a funeral, on one of the following days, but I'd hoped for more deaths, and I was desperately trying not to interfere with the natural progression of the game, against my general (often TL;DR;) nature and in the face of questions both public and private that I really didn't want to answer, to keep the 'game mysteries' as mysterious as I'd intended. Forgive my evasion, but as stated at the game start I would not have wanted to lie.) {And so fell upon the masses Night Two...} Night Two, Chandalier is sent out from the Cave camp to recruit desperatemarlas, successfully, whilst the Angry Russian is tasked towards the Bat-like recruitment of Serrland.
Both Cults rise to three members. Town reduces to six persons. At this point the chances of a "Pure Town" victory becomes very much less than likely, and (although no-one except myself knows it), it looks like it'll be a run-off between the Cults.
(By the way, both Cults were very responsive, and I could have brought the game forward by many hours, each night, by reacting promptly instead of waiting out a full 24 hour period. But I wished to both keep up the illusion of many more Night Actions and maintain an easy to work out update schedule. I still wish I'd kept Day-Phases to 24 hours, though, rather than let myself be persuaded otherwise.) |
Day 3... Another of my regrets. Technically (and noting the tactics of the Cultists of this time towards not quite being unanimous... nicely camouflaged, if making the working out inconvenient), we of course initially had a Nolynch Tie between Gamerdog and Sniffles (both townies), but I departed from my original promise, with punitive reassessment of the voters. Remind me never to do this, again. {What then resulted on Day Three...} Sniffles shuffled off the mortal coil.
I had disregarded the vote of She-ep (Townie) for Gamerdog (Townie), NVO (then a Townie) against the doomed Sniffles (Townie), Gamerdog (Townie) upon Dya (Bat member #2) and the reciprocal vote of Dya the Bat on Gd the Townie. Of substantially little consequence, some might say, but still not my finest hour. Lesson learnt. But at the same time when I ask for Votes In Bold give me Votes In Bold, then I don't have any excuse. Regardless of how Mafia-Normative the game might or might not be. (Hint: it probably will be Normal, or at least not so very quirky, if it ever happens.) |
Current tally: Five townies; six assorted others, equally divided. {And thence unto Night Three...} Serrland of the Bats was sent (succesfully) to recruit The Beautiful Darkness Jello, as leader of the Caves failed to recuit opposing leader @blassy, but survived by this being Jello's first failure.
No deaths, one conversion. |
{An unfortunate day, was Day Four...} SCIENCE the Townie's death was unfortunate. And in at least two ways my own fault. With seven Cultists (of both flavours) and four town (including She-ep) the "Clue Juggernaut" should have been duly accelerated at this point. Plus (as designed in) the larger Cult is more susceptible in daytime to either a successful chance-bandwaggoning upon one of its members or (by counter-acting this) revealing some or all of its web of alliance.
Even if She-ep had still wished to be mod-retired (honourably killed), I was hoping that I could have shoe-horned a (likely Mafia) death, and thus increas the Colour Clues from one Blue Death to maybe add a Red Death to the mix. Perhaps I should have pressed the issue, and tried to reset voting, but I was still wary of my Day 3 improvised reaction, having gone wrong. |
{And then came the entirely promising Night Four...} The Caves sent desperatemarlas to recuit The Beautiful Darkness, but unfortuantely she had been poached the night before. Poor DM. Noting that this was the first actual night-time death! Well behind schedule. And under other versions of the game set-up might this might have either killed TBD as well (hitting each other with glossy booklets, or maybe ceremonial daggers originally intended for forging Blood Bonds between members), or added something to TBD's Cult's private message thread indicating that she'd seen TBD, who "had been babbling incoherently about something heretical, and so as a good Cultist had had to kill them". In leiu of this, I instead rationalised that recruitment-deaths are down to the Recruiter realising that the target is lost to them, and their own fanaticism leads them to self-destruction.
Meanwhile, the Bats had sent Serrland to recruit TSM, successfully. (Instead of chandelier, who I had been expecting to be the target of the night which would have meant a second Recruitment Death to wet the appetites of those who were still looking for clues.) |
Day 5 opened with one Cult now having five members, against four others. In a normal Mafia game, the Kill-a-lot Mafia would, at this point, have lept upon their opponents and claimed victory. But in this game I'd established that "Cults Aren't Killers!", and I had promised victory for "numerical supremacy", by which I meant that while there are still unaligned civilians to be recruited (who might bolster the opposition) and an opposing Cult (giving the risk of Recruitment Death), the game continues. {So what happened on Day Five?} I wondered what might happen, as was on my travels out in the real world. Camping, in case you were wondering. It was Ok, apart from the 'bit of rain' on Saturday night. But it was a long and tiring weekend with a completely different schedule than my usual off-kilter day/night cycle, and you really can't blame me for falling asleep in my chair, I maintain...
Anyway, backtracking to the votes prior to the established cut-off, we found Gamerdog (Townie) dead. Gd was a previous favourite target of the Bats, who were the sole instigators of this particular death, today. Interestingly, two (post-cutoff) votes also existed for Chandy, by Bat-folk, as well as a second vote for TBD (to add to one prior one, both of these from Cave-folk, upon the Batty TBD). It would have been Nolynch, counting them all. Assuming I hadn't gone with one idea (when I'd been working out the Tiebreaker parameters) of the remaining Bats standing back and not helping with, or maybe actively interfering against, the two non-voters who might have tried to stop the two Gd/Chand/TBD three-way squabbles.
And if either Townie had plumped to vote for TBD's death, the Bats would have been depleted and the Caves in not so dire a (relative) position. |
Day 5 thus ends with a just one Townie remaining. There is still hope for the Caves. It is faint, but mathematically possible. {But what finally happened on Night Five?} The Bats sent TBD against chandelier. TBD dies, leaving four Bats alive. The Caves sent Jello himself against Oviraptor, leading to Ovi being recruited (the fifth Cave-member, but one of only three still alive).
With no more Townies, this valiant last-ditch recruitment drive (and even with the accompanying recruitment failure from the opposition) unfortunately led to irredemable loss for the Caves. |
And so the game ends... {But this is what could have happened on Night Five through to Night Seven, for the record...} If Caves leader Jello had taken the 'risk' as they did but had aimed at a Cave-member instead, it would have been inevitable death (had they but known it, it being the 'second recruitment failure test' and thus a fail) but then Chandelier would have ascended to leadership tonight, with the following Day-cycle perhaps having dealt a further blow to the Bat's membership. The Bats aiming just as wrong as they did but (again, as they did) not risking the Leader would have meant entering Day 6 with 3 Caves to 2 Batsand one remaining Townie. If Day 6's melee resulted in a Bat being Lynched, that now leaves Cult equality for Night 6. (Any other result would have been a Bat victory, so it would depend on concerted effort by the remaining Caves ganging up on the Bats and, at the last minute perhaps, gaining Ovi's unknowing Townie-vote.) Night 6 could have led several ways. Whoever (singly) bagged Ovi would have won, whilst Cult-on-Cult targeting or both Cults taking an interest in Ovi would have depleted both Cults to a single remaining member. (Leadership Immunity would have been ineffective for any of the possible scenarios, at this point, being either second or third 'test', but predetermined to be failures.) If Day 7 arrived, the Lynching of Ovi would have given a Cultist Armistice. A technical draw. Whilst the loss of either of the remaining Cultists would have given the win to the unaffected Cult member (and de-facto Leader), who would not have passed up the opportunity to recruit Ovi in the hypothetical Night Seven. |
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