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The madman and his mad friends - GAME OVER - TOWN WIN

soc123_au

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Staff member
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19,835
I didn't try and throw you under the bus. I thought it was you & then backed off it. As soon as JM comes online he will just hammer it & we loose. It has to be JM. Why the hell would mafia have the only investigator?
 

soc123_au

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19,835
I'm sticking with JM. I now know you pair are 100% town & I know my role.

The only thing that can sink us now is if one of us were mafia & we didnt know. I just cant see that as a feasible outcome. And if it is then we are screwed.
 

Drew-Sta

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Staff member
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24,740
Day 9 Result - End Game

Vote Count

1 - Jason Maher (soc123_au)
3 - soc123_au (Rebel, Jason Maher, Bazzi)

The assylum members were going nuts, but finally they agreed on a course of action.

"Frank," they said. "You're the one." They were nervous but they approached with conviction.

"No guys! No no no!" he cried.

But it was too late. Abdul, unsure of himself, finally tied the rope and they hung him.

He bled red.

The three of them sighed in relief. They had finally caught their madman. And he had driven them to the brink.

The doors reopened, and Farnsworth reentered.

"Well done, you three," he said. "I thought he might have convinced you all he was sane. Come with me, the next game awaits..."

Abdul, Brandine and Sam all followed. Drew's Story would continue...

soc123_au is dead. He was Frank Jones, mafia aligned madman with Investigate

Town win

Jason Maher - Sam Brand - Town aligned even night killer
Rebel - Brandine Simpson - Town aligned role block
Bazzi - Abdul Rahim - Town aligned augment

---

Ok, wrap up.

This was an entirely experimental game that I think worked in principle but needed to be tightened.

soc played a brilliant game, and managed to suck a lot of you in by hiding in plain sight. My idea behind the game was to see how people would react to a game where their own prejudices would need to be shelved and instead look at intention.

My other desire was to see whether town would work out that they needed to work together more rather than less. It ended up being the critical point as in the end they did and they got him.

I hope you enjoyed it despite the often frustrating circumstances. I did derp once; it was literally a case of fatigue rather than anything else. I also left off the Fake PM power as it would have made it very obvious. soc's role was only vulnerable at day though.

I wavered a bit in the end with write ups, trying to give more info than I probably indicated I would at the beginning. This was likely at soc's expense, although it was done to try and even up what I thought was a too-hard situation.

Anyway, your feedback on it would be good.

Roles are:

You are Frank Jones, mafia aligned madman.

Power: Investigate: You may investigate the name of one player each night. You will receive it and be allowed to publish it or have it written up in the nightly write up – your choice. This is also not able to be role blocked or redirected.

Power: Fake PM: You are allowed to send one fake PM each night to another player. This can be role blocked or redirected.

Power: Reflect: Each night any kills directed at you will be reflected to a player of your choice. No evidence of a redirect will be given.

Power: All actions against you on Night 1 that aren't kills will be role blocked. However, those targetting you will be alerted of this fact.

Win Condition: You win when only you and two town members are left.

--

You are John Smith, town aligned.

Power: You may kill one player each odd night.

Win Condition: You win when all threats to town are eliminated

--

You are Fred Phelps, town aligned.

Power: You may kill one player each even night

Win Condition: You win when all threats to town are eliminated

--

You are Sam Brand, town aligned.

Power: You may kill one player each even night

Win Condition: You win when all threats to town are eliminated

--

You are Macy Brown, town aligned.

Power: You may kill one player each odd night

Win Condition: You win when all threats to town are eliminated

-

You are Sally Grey, town aligned.

Power: You may protect one player from being killed each night.

Win Condition: You win when all threats to town are eliminated

--

You are Dave ‘Red’ Stephenson, town aligned.

Power: You may protect one player from being killed each night.

Win Condition: You win when all threats to town are eliminated

--

You are Mack Richards, town aligned.

Power: You may track one player each night and discover who they targeted.

Win Condition: You win when all threats to town are eliminated

--

You are Phillip Richards, town aligned.

Power: You may use one auto lynch during the game. This is a once off.

Power: You may redirect one player each night.

Win Condition: You win when all threats to town are eliminated

--

You are Alice Black, town aligned.

Power: You may stop one day phase and send us to night. This is a once off.

Power: You may role block one player each night.

Win Condition: You win when all threats to town are eliminated

--

You are Stuard Redfield, town aligned.

Power: You may redirect one player each night.

Win Condition: You win when all threats to town are eliminated

--

You are Brandine Simpson, town aligned.

Power: You may role block one player each night.

Win Condition: You win when all threats to town are eliminated

--

You are Maggie Williams, town aligned.

Power: You have three powers; choose to use a redirect, role block or protect each night.

Win Condition: You win when all threats to town are eliminated

--

You are Charlie Farquar, town aligned.

Power: You may switch two players abilities each night. PM me who you select, and their powers will be swapped.

Win Condition: You win when all threats to town are eliminated

--

You are Abdul Rahim, town aligned.

Power: You may augment one players powers each night. Your chose player will be able to use their power twice.

Win Condition: You win when all threats to town are eliminated

--

You are Peter Stone, town aligned.

Power: Absorb: You may absorb, as your own, one players power in the game. This will become your power. You cannot do this more than once.

Win Condition: You win when all threats to town are eliminated

--

You are Joab Blanksby, town aligned.

Power: You may steal one players power and use it on another. You cannot steal the same players power two nights in a row.

Win Condition: You win when all threats to town are eliminated

--

You are Matthew Cuthbertson, town aligned.

Power: You have three powers; choose to use a redirect, role block or protect each night.

Win Condition: You win when all threats to town are eliminated

--

You are Harold Matthews, town aligned.

Power: You have three powers; choose to use a redirect, role block or protect each night.

Win Condition: You win when all threats to town are eliminated

--

You are Jason Webb, town aligned.

Power: Rewire: You may change one player each night to use the following power on whoever they target: protect, roleblock, redirect (you get to choose the redirect) (can't use the same twice in a row)

Power: Silence: You may silence one player each night.

Win Condition: You win when all threats to town are eliminated
 

Drew-Sta

Moderator
Staff member
Messages
24,740
soc played the role really well.

I thought Bazzi did well working it out, Rebel worked it out and held fast too (which in the end was what won the game - had he flaked with Bazzi then JM could have been lynched).

JM and Dutchy did well.

Baz seemed to work it out towards the end I thought.
 

soc123_au

Moderator
Staff member
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19,835
My favourite parts were BM getting lynched with the fake census & getting real AFS killed so he wouldnt contradict fake AFS. I think I only used the fake pm 4 times?
 

Jason Maher

Immortal
Messages
35,991
I did nothing other than survive. All of my kills were redirected.

Soc played very well. It was only his obvious attempt to get me turboed that twigged me in the end.
 

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