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Author Topic: M137: Hatchling Mafia (Game Over)  (Read 36237 times)

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EFHW

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Re: M137: Hatchling Mafia (Day 4)
« Reply #1300 on: March 19, 2022, 09:32:00 pm »

ok, showdown time. vote: math
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WestCoastDidds

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Re: M137: Hatchling Mafia (Day 4)
« Reply #1301 on: March 19, 2022, 09:33:13 pm »

Emotion, yes.  No appeal.  It's sad and frustrating.

I guess is that what happens when you have been scum for the last few months, but its still a bitter pill no have smart people be so thoroughly wrong and so convinced of their own righteousness. 

PPE: x-1

Then EFHW, so

vote: Math
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classic Diddsian meddling
I never got to read what Didds said, but whatever she's saying, she's right.

WestCoastDidds

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Re: M137: Hatchling Mafia (Day 4)
« Reply #1302 on: March 19, 2022, 09:34:05 pm »

But gkrieg was the first scum to join!
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classic Diddsian meddling
I never got to read what Didds said, but whatever she's saying, she's right.

EFHW

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Re: M137: Hatchling Mafia (Day 4)
« Reply #1303 on: March 19, 2022, 09:34:57 pm »

Sorry Didds

vote: Didds
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gkrieg13

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Re: M137: Hatchling Mafia (Day 4)
« Reply #1304 on: March 19, 2022, 09:36:34 pm »

Oh interesting!  I still havenít gotten around to reading math, but Iíve been reading EFHW as town. I could easily be convinced to join on math, I just havenít seen a good case yet, other than vote count stuff that also incriminates Didds.

PPE: oh no, thatís probably not good
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EFHW

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Re: M137: Hatchling Mafia (Day 4)
« Reply #1305 on: March 19, 2022, 09:37:10 pm »

Oh interesting!  I still havenít gotten around to reading math, but Iíve been reading EFHW as town. I could easily be convinced to join on math, I just havenít seen a good case yet, other than vote count stuff that also incriminates Didds.

PPE: oh no, thatís probably not good

Being the hammer and all
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WestCoastDidds

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Re: M137: Hatchling Mafia (Day 4)
« Reply #1306 on: March 19, 2022, 09:39:51 pm »

Le sigh
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classic Diddsian meddling
I never got to read what Didds said, but whatever she's saying, she's right.

WestCoastDidds

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Re: M137: Hatchling Mafia (Day 4)
« Reply #1307 on: March 19, 2022, 09:40:17 pm »

Well done, y'all
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classic Diddsian meddling
I never got to read what Didds said, but whatever she's saying, she's right.

J Reggie

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1308 on: March 19, 2022, 09:44:57 pm »

Vote Count 4.Final
It was a day of rejoicing for the red eggs. Soon, they would leave the nest and go off on their own, to cause who knows what mischief. But for now, they were safe and sound in the cozy nest.
WestCoastDidds (4) : infangthief, gkrieg13, EFHW
mathdude (1) : WestCoastDidds
 
Not voting (3) : Jack Rudd, mathdude, Swowl
 
WestCoastDidds, an unhatched green egg has been exiled!  With 7 alive, it took 4 to exile. Game over.
 
Votes:

infangthief→WestCoastDidds
gkrieg13→WestCoastDidds
WestCoastDidds→mathdude
EFHW→WestCoastDidds

The red eggs EFHW the role cop, gkrieg13 the hatched cop, and Swowl the roleblocker have won.

EFHW

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1309 on: March 19, 2022, 09:50:43 pm »

Gg!
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Swowl

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1310 on: March 19, 2022, 09:53:44 pm »

GG everyone!

We for sure were extremely fortunate with...
1) faust cop death
2) Joth Hatcher death
3) Last minute wagon to MiX (doctor death).

Concept of the set up was crazy cool and would def play it/alterations of it in the future.
Thanks for the game Reggie!
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Jesus how did i fuck that up
real good. Thatís how
Town:  14 wins, 14 losses (1 MVP)
Skum: 7 wins, 7 losses (1 MVP)
3-Party: 4 wins, 1 loss

J Reggie

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1311 on: March 19, 2022, 09:55:05 pm »

So, a few things:

1. Scum played a really good game here. Even with the best hatches, town would have had trouble. Nothing else I say should detract from that. Being amongst everyone's top town reads was entirely their doing.
2. Math hatched N1 as the tree stump. I knew from testing that the tree stump hatching N1 (and then getting endgamed, no less) was bad for town. I thought the setup favored town enough in other ways and this wouldn't be a problem. If I were to do it again, I wouldn't have the tree stump role. It was the last remnant of an earlier version of the setup where different roles had different triggers for hatching, but it's not really interesting and gives town too much of a disadvantage in the hatches.
3. Any game where scum kills the cop N1 is going to be hard for town to win. What makes it worse is that that was town's only useful hatch N1 (as the other was a tree stump). And that's one of the risks of this setup, not giving PRs a chance to play differently so as to avoid the NK. On the flip side, it makes it impossible for scum to PR hunt D1, so I'm not sure if that's really that good for scum.

J Reggie

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1312 on: March 19, 2022, 09:57:58 pm »

Also, being a mod was really fun. If anyone wants to use the Google sheet I used for vote counts, I'll clean it up and post it. It was adapted from this spreadsheet, but I had to change a bunch to get rid of the l-word and make it work with our urls and customs.

gkrieg13

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1313 on: March 19, 2022, 10:12:08 pm »

Yay! Gg everyone. EFHW worried me with her vote on math after I had set up the hammer.
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Swowl

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1314 on: March 19, 2022, 10:15:44 pm »

wow... add to the list. Super fortunate math didn't get exiled then over didds or mix.
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Jesus how did i fuck that up
real good. Thatís how
Town:  14 wins, 14 losses (1 MVP)
Skum: 7 wins, 7 losses (1 MVP)
3-Party: 4 wins, 1 loss

Swowl

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1315 on: March 19, 2022, 10:19:27 pm »

Also, being a mod was really fun. If anyone wants to use the Google sheet I used for vote counts, I'll clean it up and post it. It was adapted from this spreadsheet, but I had to change a bunch to get rid of the l-word and make it work with our urls and customs.

oh yes please share!
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Jesus how did i fuck that up
real good. Thatís how
Town:  14 wins, 14 losses (1 MVP)
Skum: 7 wins, 7 losses (1 MVP)
3-Party: 4 wins, 1 loss

MiX

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1316 on: March 19, 2022, 10:21:28 pm »

Damn. We were never going to win that game. GG!
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EFHW

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1317 on: March 19, 2022, 10:25:23 pm »

Yay! Gg everyone. EFHW worried me with her vote on math after I had set up the hammer.
Yeah, sorry. I'm really slow. I figure things out in the end.
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EFHW

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1318 on: March 19, 2022, 10:32:13 pm »

I liked this setup a lot. There were a lot of balancing factors in it. The stump is probably too swingy - you could give it a power before it dies if you don't want to take it out altogether.
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J Reggie

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1319 on: March 19, 2022, 10:45:23 pm »

Here is the spreadsheet.  The options under config should be pretty self-explanatory; I added some new options that aren't in the original.  You can make a copy of it for yourself if you want to use it, although I might add some more features.  I was trying to add support for making someone a double-voter, but in the end I just did it manually.

Also, could people tell me if they can't see the arrows in that last vote count?  If it looks like boxes to anyone, I'll change it back to the ASCII arrows that were there before.

J Reggie

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1320 on: March 19, 2022, 10:51:28 pm »

I've made the speccy and Mod QT public.  If anyone wants me to not make their channel public, let me know, otherwise I'll make everything public in a few days.

Jack Rudd

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1321 on: March 19, 2022, 11:17:30 pm »

Well played, Mafia team. Sorry I couldn't be a better opponent.
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Centuries later, archaeologists discover the remains of your ancient civilization.

Evidence of thriving towns, Pottery, roads, and a centralized government amaze the startled scientists.

Finally, they come upon a stone tablet, which contains but one mysterious phrase!

'ISOTROPIC WILL RETURN!'

EFHW

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1322 on: March 20, 2022, 12:18:54 am »

I'm fine with mafia qt being made public.
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mathdude

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Re: M137: Hatchling Mafia (Day 4)
« Reply #1323 on: March 20, 2022, 12:22:49 am »

Well, Scum had it won as D4 progressed for sure.  1 IC double-voter.  3 scum who were the next highest town-read by most.  Then 3 town who were bounced back and forth as the fall guys - me, Didds, and Galz/Jack.  There was almost nothing they could have done to lose the game at that point, I'd guess.

So Didds, I was right that I was seeing the same frustration in you as I was having when people targeted me.  But even so, had we all switched to Galz/Jack, we still would have lost.

vote: Didds. I think with fangís vote we probably donít have any choice.

There was a tiny chance here, in the 3-5 minutes after gkrieg's vote, if fang had unvoted, we probably could have killed gkrieg and found our first scum.  But even then, I doubt we would have gotten them all in order anyway.

As a side note, I guess I was right about not explicitly trusting people's town-reads, that none of EFHW, Swowl, or gkrieg should be considered as town.  But I was totally wrong in my scum-team-call ... was it Didds, Galz/Jack, and Swowl I said, I think?  That was earlier in the day, and I was much less confident of that call toward the end.

So now gkrieg, was it intentional that you "town-read" me so hard the whole game?  Was it to keep me on your side?  Or did it just sort of happen?  Regardless, you won't be getting away with that again as scum any time again in the near future.

And Swowl... well played toward the end with all the effort and posts with VCA to look townie.  I saw past it, as I have done very similarly in the past as scum.  But it didn't matter, as you weren't high enough on anyone's radars to matter.

Overall, good job scum. 
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mathdude

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Re: M137: Hatchling Mafia (Game Over)
« Reply #1324 on: March 20, 2022, 12:38:14 am »

2. Math hatched N1 as the tree stump. I knew from testing that the tree stump hatching N1 (and then getting endgamed, no less) was bad for town. I thought the setup favored town enough in other ways and this wouldn't be a problem. If I were to do it again, I wouldn't have the tree stump role. It was the last remnant of an earlier version of the setup where different roles had different triggers for hatching, but it's not really interesting and gives town too much of a disadvantage in the hatches.

Seriously!?!?  So all those close calls of getting exiled, and in hindsight, I would have better to town for me to have died than to have had the other townies die... especially the day MiX was exiled.  After his claim, I got back to the thread too late to do anything (only by a few minutes - I think I was playing with my kids at that time, IIRC).  But I wondered if I should have self-voted at that time (if I had returned before deadline), to try and keep the doctor in the game.  I determined it wouldn't have been worth it for 2 reasons - if MiX was scum it would have been a stupid move, and if MiX was town/doctor then he'd end up getting night-killed (or at least RB'ed if scum had that role) anyway.  Hindsight!  Maybe it would have made a difference... who knows.
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