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Author Topic: BM27: Bad Idea Mafia- Game Over, Everyone Loses!  (Read 172891 times)

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faust

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #500 on: November 19, 2019, 10:43:26 am »

Vote: raerae cause why not?

Also scum being more likely than town off both town wagons.
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A Drowned Kernel

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #501 on: November 19, 2019, 10:47:04 am »

The only people to even mention Archetype D1 are joth and MiX.

So actually... When is the Mason QT open?

Only at night, including night zero
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MiX

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #502 on: November 19, 2019, 10:47:34 am »

What...the...hell...

How many kills were there??? Four? 2 scumteams, SK and vig? Woooow.

I'm giving an IC pass to Bright, and so should everyone.
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Brightgalrs

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #503 on: November 19, 2019, 10:49:34 am »

Actually, let's give EFHW, Eevee and Didds passes for ending up on the same wagon as Glooble. Down to 8.
I strongly disagree. There are multiple factions. Being on Glooble's wagon doesn't mean much.
I really think we should do a systematic approach to this, start from the objectively least chatty player and work our way up, at least for today.
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MiX

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #504 on: November 19, 2019, 10:50:51 am »

Sudgy should've just claimed Conspiracy! Aaaaaaaaah...

Archetype's mason? Probably the WW kill like faust said.

Who kills Glooble? Serious question.

Who would Joseph NK?
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faust

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #505 on: November 19, 2019, 10:54:14 am »

Actually, let's give EFHW, Eevee and Didds passes for ending up on the same wagon as Glooble. Down to 8.
I strongly disagree. There are multiple factions. Being on Glooble's wagon doesn't mean much.
Yes, but it doesn't mean nothing (like activity level).
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faust

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #506 on: November 19, 2019, 10:55:17 am »

Who kills Glooble? Serious question.
I'm gonna leave that for the Werewolves to figure out.
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faust

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #507 on: November 19, 2019, 10:57:56 am »

I'm giving an IC pass to Bright, and so should everyone.
Could totally be an Alien using their power to get rid of a problem. But if that's true, then they don't have another kill, so we shouldn't kill there.
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MiX

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #508 on: November 19, 2019, 11:07:35 am »

Who has reread Glooble? Going on that epic quest now, wish me luck!

We've lost so many town PRs, for all we know we're endgamed and we're kingmaking the SK...
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MiX

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #509 on: November 19, 2019, 11:12:06 am »

Vote: Space, placeholder.
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Joseph2302

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #510 on: November 19, 2019, 11:17:16 am »

Sudgy should've just claimed Conspiracy! Aaaaaaaaah...

Archetype's mason? Probably the WW kill like faust said.

Who kills Glooble? Serious question.

Who would Joseph NK?
Joseph killed no-one, because Joseph is town
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Mafia Stats: (correct as of 2017)
Town: 22 games, 8 wins
Scum: 5 games, 3 wins

Joseph2302

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #511 on: November 19, 2019, 11:17:43 am »

FWIW, I'd probably kill faust if I had been able to kill
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Mafia Stats: (correct as of 2017)
Town: 22 games, 8 wins
Scum: 5 games, 3 wins

MiX

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #512 on: November 19, 2019, 11:18:19 am »

Sudgy should've just claimed Conspiracy! Aaaaaaaaah...

Archetype's mason? Probably the WW kill like faust said.

Who kills Glooble? Serious question.

Who would Joseph NK?
Joseph killed no-one, because Joseph is town

Yes but if you were to choose between SK and SK, who would you NK?

PPE: Thaaank you. Joseph is town.
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Joseph2302

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #513 on: November 19, 2019, 11:18:56 am »

And double doctor death is super shit
Possibly we've lost already

PPE: 1
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Mafia Stats: (correct as of 2017)
Town: 22 games, 8 wins
Scum: 5 games, 3 wins

EFHW

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #514 on: November 19, 2019, 11:19:18 am »

Faust, can you explain the werewolf mason to me and why we think there is one? TY
Masons only know that they aren't Mafia of each other. There is a potential role who is a Werewolf Mason. This role would have had a QT with Archetype, and would be pretty much the only reason for anyone to kill Arch given how much of a non-entity Arch was.

Unfortunately, Arch did not breadcrumb anything.
Interesting theory. They would pretty much have to kill him in that case. But usually you find out your mason partners N0. So wouldn't Arch have outed them in the thread?
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MiX

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #515 on: November 19, 2019, 11:20:52 am »

Whoever the werewolf mason is, they could've reread Archetype, seen no obvious interaction between them, and then killed him. Simple, right?
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MiX

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #516 on: November 19, 2019, 11:21:39 am »

Uncle is null. Can you talk more bud?
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Joseph2302

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #517 on: November 19, 2019, 11:22:32 am »

Faust, can you explain the werewolf mason to me and why we think there is one? TY
Masons only know that they aren't Mafia of each other. There is a potential role who is a Werewolf Mason. This role would have had a QT with Archetype, and would be pretty much the only reason for anyone to kill Arch given how much of a non-entity Arch was.

Unfortunately, Arch did not breadcrumb anything.
Interesting theory. They would pretty much have to kill him in that case. But usually you find out your mason partners N0. So wouldn't Arch have outed them in the thread?
Outing is bad if Arch thought that they were town. Presumably they wouldn't have said that they're WW
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Mafia Stats: (correct as of 2017)
Town: 22 games, 8 wins
Scum: 5 games, 3 wins

EFHW

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #518 on: November 19, 2019, 11:30:21 am »

I'm giving an IC pass to Bright, and so should everyone.
Could totally be an Alien using their power to get rid of a problem. But if that's true, then they don't have another kill, so we shouldn't kill there.
Just how were Aliens expected to be able to win?
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EFHW

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #519 on: November 19, 2019, 11:31:03 am »

Faust, can you explain the werewolf mason to me and why we think there is one? TY
Masons only know that they aren't Mafia of each other. There is a potential role who is a Werewolf Mason. This role would have had a QT with Archetype, and would be pretty much the only reason for anyone to kill Arch given how much of a non-entity Arch was.

Unfortunately, Arch did not breadcrumb anything.
Interesting theory. They would pretty much have to kill him in that case. But usually you find out your mason partners N0. So wouldn't Arch have outed them in the thread?
Outing is bad if Arch thought that they were town. Presumably they wouldn't have said that they're WW
There were 3 town mason roles. Two of them were discarded and Archetype was the third. Any other mason would have to be WW.
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EFHW

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #520 on: November 19, 2019, 11:32:11 am »

I think there is no WW mason. Not that it makes a big difference either way.
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MiX

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #521 on: November 19, 2019, 11:33:35 am »

Faust, can you explain the werewolf mason to me and why we think there is one? TY
Masons only know that they aren't Mafia of each other. There is a potential role who is a Werewolf Mason. This role would have had a QT with Archetype, and would be pretty much the only reason for anyone to kill Arch given how much of a non-entity Arch was.

Unfortunately, Arch did not breadcrumb anything.
Interesting theory. They would pretty much have to kill him in that case. But usually you find out your mason partners N0. So wouldn't Arch have outed them in the thread?
Outing is bad if Arch thought that they were town. Presumably they wouldn't have said that they're WW
There were 3 town mason roles. Two of them were discarded and Archetype was the third. Any other mason would have to be WW.

Did you not read the setup?

I think there is no WW mason. Not that it makes a big difference either way.

Vote: EFHW, I guess you killed him due to some other reason.
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EFHW

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #522 on: November 19, 2019, 11:34:12 am »

Actually, let's give EFHW, Eevee and Didds passes for ending up on the same wagon as Glooble. Down to 8.
Thanks for the pass, but f.ds relies way too much on the theory that partners won't be on the same wagon.
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EFHW

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #523 on: November 19, 2019, 11:34:33 am »

Faust, can you explain the werewolf mason to me and why we think there is one? TY
Masons only know that they aren't Mafia of each other. There is a potential role who is a Werewolf Mason. This role would have had a QT with Archetype, and would be pretty much the only reason for anyone to kill Arch given how much of a non-entity Arch was.

Unfortunately, Arch did not breadcrumb anything.
Interesting theory. They would pretty much have to kill him in that case. But usually you find out your mason partners N0. So wouldn't Arch have outed them in the thread?
Outing is bad if Arch thought that they were town. Presumably they wouldn't have said that they're WW
There were 3 town mason roles. Two of them were discarded and Archetype was the third. Any other mason would have to be WW.

Did you not read the setup?

I think there is no WW mason. Not that it makes a big difference either way.

Vote: EFHW, I guess you killed him due to some other reason.

I've been through the Role PM's a few times. What did I miss?
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MiX

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Re: BM27: Bad Idea Mafia (Day Two)
« Reply #524 on: November 19, 2019, 11:37:19 am »

You missed that there's more than 1 copy of non-VT roles.

Are you a third-party?

Actually, let's give EFHW, Eevee and Didds passes for ending up on the same wagon as Glooble. Down to 8.
Thanks for the pass, but f.ds relies way too much on the theory that partners won't be on the same wagon.

This is accurate.
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