Hm, 3.5 hours to go.
I am currently backlogged half-way through the thread. I don't want to jump to any conclusions based off of incomplete speculation, so I am hesitant to push anything too quickly while still reading. That said, I don't want us to enter the last stage of this phase without more coherent reads from each player, so.
I've been reading the first two phases to see if anything sticks out to me considering what mafia likely had at their disposal and may have done as a strategy. For full disclosure, here are the thoughts I've been entertaining regarding role distributon:
First off, I started to dig into this in my most recent post. Very obviously, I believe we all see there's a lot of vigilante shots,
probably around 12, but maybe less depending on if the recruitment effect is at all like ezzelin theorizes. Thus, a lot of protects have appeared, presumably as a balancing duality: Everyone or mostly everyone might have innate protection and innate kill. Okay, cool, this makes sense.
Shooting mafia and being able to kill them instantly would be a little imbalanced all things considered, even if town can shoot more of town than mafia statistically. I'm willing to believe mafia has some form of ability to protect themselves. I concluded this previously, but I am saying more clearly: I think mafia has their own protection from kills, and I'm assuming it's not just the jail.
Now, the reason I keep asking about the jail digs into why I was proposing my weird alphabetical lists. So I'll be blunt about it. My theory was whether or not the players had some combination of roles... let's say there's Stun, Jail, Doctor, and Cop in the game, with everyone having bulletproof as the extreme amount of failed kills suggests.
Town 1 might have Stun and Cop + Bulletproof
Town 2 might have Jail and Doctor + Bulletproof
Town 3 might have Stun and Doctor + Bulletproof
Town 4 might have Jail and Cop + Bulletproof
Town 5 might have Stun and Jail + Bulletproof
Town 6 might have Doctor and Cop + Bulletproof
I proposed this because from my perspective, I have no way of knowing what anyone else might have, as opposed to the alternative of a black and white town has stun, while mafia has jail. Thus, I said this:
- Luxaria Quote:
Luxaria wrote:Five, talk dirty to me. No, not that. I mean, give me the details. Can you elaborate a little on how it might be more complicated, or at least point me in a direction? For the record, my idea is... well I have about 5-7 of them, but some of them I think are as complex as you describe. For a hasty, inaccurate example:
A/B + C
A/B + C
A/D + (C?)
A/E + (C?)
B/D + (C?)
E/F + (C?)
F/A + C
Edit: With a simpler one being like
A/B + C
A/B + C
A/B + C
A/B + C
D/E + C
D/E + C
D/E + C
D/E + C
If you can elaborate a little in the next 5-10 minutes, I will probably go with you and vote no lynch to wait on another rollover to see what happens. Because I actually really do want to see what happens, now.
Five's response was this:
Five wrote:Anyway, Luxxxie-cutie, I'm not sure if I follow with your A/B + C or... whatever that is... but more like the former setup than the latter?
So Five and I were both thinking there was a chance everyone had some random combination of role powers, with perhaps a favoring for Stun given their presence in rollover.
So, with this said, I see the logic of the lesser presence of jails being indicative of probably belonging to mafia. It would also make sense for several other reasons given what people are saying (alignment pending), which I'm not sure if I can be more blunt about given the rules. So that said, I have been asking for definitive proof on people suspecting the jailers were all mafia. It's one of my several theoretical possible role distributions at this stage, however I haven't seen anything that clearly rules it out beyond just, "There aren't many jails, meaning it has to be from mafia." Paraphrased.
So now this proposes another interesting thought.
If mafia has the jails, do we believe there's only one split between the three of them? Or do they also follow the proposed pattern of multiple roles, but they might also have a stun or some other effects? It's possible mafia might not have roles like town does, which lends credence to Five's suggestion to claim targets if they have an effect (an important one, at that). I feel like Hayley would not make a game so blatantly obvious if mafia were lacking roles, so I'm left wondering what they have. They apparently
did have a recruit, which proposes that very obviously mafia does not follow the presumed cookie cutter mold of town.
For the record, I am inclined to believe in my first outlined distribution of roles simply because with twelve total players there
have not been enough controlling effects to make enable it such that everyone has a stun or jail. Thus, if the distribution isn't identical or there aren't wildly varying conditions between all of them, I don't see an absolute guarantee that mafia have the only jails. This is just my analysis of the situation based on a claimless game and what little we know from rollover. And given that I am pretty sure Five and I have been roughly on the same wavelength all game, I am sooner inclined to trust Five with her assessment and overall agreement.
The reason I am harping so much on this jailing business is because it's very much tied together with how we process the likely role distribution, which returns me to the statement that it seems clear everyone has kill protection. I actually need to check on something with the host before I propose a further strategy regarding one particular aspect, however I will comment on the following:
It is my opinion that it is probable one of the kill targets in the game is probably mafia, and I would sooner lean towards Aeiou or katagi than ezzelin, but I need to re-read ezzelin some more because my opinion on her has gone back and forth. That said, I do 100% agree with her that there's no sense in immediately dumping all reads or overreacting just because of a recruit, and I say this every time it happens: There's still 3 mafia and 7 town that have not changed their alignment from the start of the game. Thus why I am intrigued in following this theory on the possible soft/fake clear via a mafia NK onto another mafia. But I want to back-read a bit more to see if any comments stick out, in addition to people trying to be tricky or twist something favorably.
So to that end, another thing is to consider the attitudes around lynching. People that wanted to lynch without much reasoning just jumped on my list. Why? Because if mafia are aware (based on their probable bulletproof + vigilante combo) that town is going to be really difficult to chew through, inarguably forcing lynches is going to help them kill town quickly. But it's tricky because people lynching is arguably pro-town in nature and gives more information, thus why I want to look at people who just did a vote for the sake of doing it or said they wanted a lynch without much convinction or thoughts on who that ought to be. Further, if we want to pull recruitment role into consideration, it's also worth assessing what a mafia strategy might be in a game like this. It's very easy to clear people as town (submit a NK on them) and later recruit them, but it's also easy to go for someone relatively low on the radar (like Tiny, Tiki, etc.) and pull them onto mafia. There's always the possibility of mafia just recruiting a threatening or vocal player, which is naturally why I am going to be looked at suspiciously, and so to that all I am going to do is continue as always: Push leads, hunt mafia, convince you otherwise.
Bear in mind, the recruitment avenues rely on it being a straight-forward recruit. If it operates at all like how ezzelin suggests, or if someone is a traitorous town role, then things get a lot more complicated--though possibly narrows down suspects if it has to be a failed NK. It could also be an invisible one, so.
I'll post more thoughts after I finish back-reading the thread. Will try to do so in the next 60 - 90 minutes.