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The unholy story of Count Giure "Grando" Stregone TOWN WINS!

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Re: The unholy story of Count Giure "Grando" Stregone

Postby Extreme Ways on Tue Nov 12, 2024 2:53 pm

SoN!c wrote:There also was the "Oh my, thats a role" part: Miller N1, 1 shot allignment cop N2, 1 shot Paranoid Gun Owner by night 3, SK on D4 and onwards

was this manually-assigned DDS or fusi
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Re: The unholy story of Count Giure "Grando" Stregone

Postby SoN!c on Tue Nov 12, 2024 3:28 pm

All roles were randomly assigned because the first 6 roles were random decided by dice. Ofcourse some roles needed a experienced player for balance so they had like say 4 to 6 possible candidates. If those were (all but one) already selected by dice for other roles the last remaining candidate got it automatically.. SK candidates were Ragian, Loose, DDS, EW, Strike and Kong
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Re: The unholy story of Count Giure "Grando" Stregone

Postby Loose Canon on Tue Nov 12, 2024 4:02 pm

Agree EW is MVP, Kong was very good too.
Other players got unlucky.
I was completely lost at the end - but hey its all experience.
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Re: The unholy story of Count Giure "Grando" Stregone

Postby strike wolf on Tue Nov 12, 2024 4:06 pm

I didn't forget. It just meant the sword couldn't be used for a bit afterwards and wanted to make sure it was used right. I even suggested using it on Charle before Son!c told us that we couldn't.
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Re: The unholy story of Count Giure "Grando" Stregone

Postby kongming3 on Tue Nov 12, 2024 4:51 pm

Did the SK-to be know they would transform into one later? Also was it intentional that the two townsfolk my original role cleared were both masons?
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Re: The unholy story of Count Giure "Grando" Stregone

Postby Devante on Tue Nov 12, 2024 5:28 pm

Am I the only one lost here? Can we get an explanation on events
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Re: The unholy story of Count Giure "Grando" Stregone

Postby Extreme Ways on Tue Nov 12, 2024 5:39 pm

Devante wrote:Am I the only one lost here? Can we get an explanation on events

no im also still lost on whether we won or lost
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Re: The unholy story of Count Giure "Grando" Stregone

Postby strike wolf on Tue Nov 12, 2024 6:02 pm

So I think it was something like this based on it seeming like town won.

Striga (???) and the White Wolf (???) killed each other. Kong was the back up Mason (which is probably why he knew me and EW were town?) But was then converted and later EW chopped his head off with the sword. So town won.

How close am I?

Also I had an epic offscreen light saber battle with the spirits of Charle and the Striga to prevent them from reincarnating in another bdy.
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Re: The unholy story of Count Giure "Grando" Stregone

Postby SoN!c on Tue Nov 12, 2024 7:34 pm

END SCENE

The Village Priest, who got his orders from the Striga wrong, instead of staying close to the second Masonic's back to kill him he forgot what he needed to do and walked into the room where the third Masonic Lord has set up the trap. Completely lost he then tripped and stumbled right into it !

ZWOING! The ratchet trap device shoots out a blade that takes the Village Priest's head right off!

LOOSE CANON village Priest (1 shot Alignment Cop, 1 shot Priest) CONVERTED VAMPIRE HAS DIED!

GRANDO, waiting at the door to hear the trap in working now thinks his plan is done and walks in.

ZWOING! The Second Masonic Lord, swings of his head with the VERY LARGE COMMUNITY SWORD!


KONG, Count Giure Grando Strigone (VAMPIRE STRIGA SCUMLORD), Godfather, 3 shot deflector, 1 shot bus driver, 1 shot cult leader and Lord of the Death HAS DIED!

Almost right after, the WHITE WOLF arrives at the scene and bites off The Second Masonic Lord's head!

EW, second Masonic Lord, 2 shot tracker, 1 shot deflector, masonic axe holder, has DIED!

The Third Masonic Lord (Pixar) quickly grabs the sword, powered by the Force Ghost, and together with the townsman that holds the vest (Devante) take care of the WHITE WOLF.!!

Ragian, 1-Shot Strongman (on a full moon night), even-night direwolf, HAS DIED!


TOWN WINS!!
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Re: The unholy story of Count Giure "Grando" Stregone

Postby SoN!c on Tue Nov 12, 2024 7:42 pm

kongming3 wrote:Did the SK-to be know they would transform into one later? Also was it intentional that the two townsfolk my original role cleared were both masons?


YES, this was the role DDS got :

town Miller until N3, 1 shot Paranoid Gun Owner by night 3, SK from D4! (but DDS did not know his Miller role would change daily as part of his "transformation" into SK, just like the wolves did not know they were wolves until first Full Moon - Votanic was spare mason on D1 while Ragian was vanilla)

Miller: If investigated by cop, you will return an unfavorable result.
You are a town 1 shot Paranoid Gun Owner on night 3.
If you survive N3 you turn SK on D4.

Background story:
You are getting so scared night after night from the unholy creatures that haunt town that you have stolen a Masonic double barrel shotgun with silver slugs. With it you will kill the first person (town or scum) who targets you on the third night. In Paranoid state of mind you will keep shooting (using all your silver ammo until depleted having shot the head of the visitor clean off/completey splattered).
If nobody else visits to kill you on night 3 (no more ammo to defend you), you will steal more silver slugs from the Masons the next day and become a 3P Serial Killer Psychopath on day 4.

As 3P serial killer Psychopath your goal is to kill em all and be the last player alive!.
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Re: The unholy story of Count Giure "Grando" Stregone TOWN W

Postby SoN!c on Tue Nov 12, 2024 7:48 pm

For example this was the role Votanic got:

Votanic town spare Mason D1

You are town spare Mason, 2 shot Alignment Cop!

Vote: During the day, you may vote for whomever you want lynched.

PR abilities:
2 shot Alignment Cop: Twice a game at night you may target a player. Assuming no interference with your action, you will learn that player's alignment.

Win condition : You win if all threats to the town are eliminated and at least one town-aligned player is alive.

But at first night that changed and he was awakened as werewolf:

Black Werewolf: 2-shot wolf Janitor for 1 day, 2 shot veteran on alert, odd-night direwolf

Twice in the game, if you are performing the factional kill, your target will die with no flip that morning hiding your role in it to all. (Assuming no interference with your action). However, messy as you are, parts of the target's body will be found after the next night.

You may also choose to go on alert and guard the Wolf's Lair killing anybody who targets you in your Wolf's Lair. You may only do this twice, because you are easily distracted chasing rabbits.

You win if at least one werewolf is alive and all other players are dead (or if nothing can prevent the same).

Odd-night Direwolf: On each odd Night, you may target a player. Assuming no interference with your action, that player's active abilities will be blocked that Night and You investigate all odd nights as "Innocent" to Cops.

You may only use one power at a single night (janitor/veteran/ odd-night direwolf blocker)
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Re: The unholy story of Count Giure "Grando" Stregone TOWN W

Postby kongming3 on Tue Nov 12, 2024 10:10 pm

What were town roles at the end/what did they all do?
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Re: The unholy story of Count Giure "Grando" Stregone TOWN W

Postby Charle on Wed Nov 13, 2024 1:17 am

Very well played EW!! Congratz!!

Thanks for hosting Sonic, this was surely something completely different
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Re: The unholy story of Count Giure "Grando" Stregone TOWN W

Postby SoN!c on Wed Nov 13, 2024 2:28 am

kongming3 wrote:What were town roles at the end/what did they all do?


Count Giure Grando Strigone: PMC
Godfather
3 shot deflector,
1 shot bus driver
1 shot cult leader
Lord of the Death
Deflector: Three nights, if you are not performing the faction kill, you may specify two players, excluding your servant, to cause any actions targeting the first player to target the second player instead.
Once in the game at Full Moon Night, you may target two players, including your servant. Assuming no interference with your action, any actions targeting one of those players will be redirected to the other player, and vice versa.
Once in the game after the third Full Moon Night, you may target a player to be converted into your vampire faction. Assuming no interference with your action, you will recruit that player to your side as a vampire goon. If your servant is killed before the third Full Moon Night you may target a player to be converted into your vampire faction at any night after his death.
You may only use one power at a single night (deflector, bus driver, cult leader)
You investigate as "Innocent" to Cops.
Lord of the Death (vampire senses) : you will learn all the info on the dead should you wish for it with Vampire Senses
Abilities:
Vote: During the day, you may vote for whomever you want lynched.
Mafia Kill: Each night, if no other member of your faction is performing this action, you may target a player to be killed.
Night and Day Chat: You will be provided with a chat room link
Win Condition:
You win if at least one vampire faction member is alive and all other players are dead (or if nothing can prevent the same).


Count Giure Grando's Strigone's servant: CHARLE
Mafia 2 shot janitor for 1 day, voyeur, 3 shot roleblocker (Assuming no interference with this action), Count Giure Grando Strigoneā€™s bodyguard.
Roleblocker: Each Night, for three times only, you may target a player. Assuming no interference with your action, that player's active abilities will be blocked that night.
Twice per game, on a full moon only, you may visit the Countsā€™s night kill target and hide the playerā€™s role to all . However, sloppy as you are, the target's body will be found after the next night.
Voyeur: Each other night, you may target a player to learn what actions were performed on that player on the same night. You may not self-target, you may also not target your master.
You may only use one power at a single night (janitor, voyeur, roleblocker).
If your master is supposed to be killed at night action, you (as his Bodyguard) are killed instead.
You win if at least one of your vampire faction is alive and all other players are dead (or if nothing can prevent the same).


The Albino werewolf of Old: RAGIAN (starts as vanilla D1 player is unaware of that)
1-Shot Strongman (on a full moon night), odd-night direwolf
On one Full Moon Night, when you are performing the wolf kill, you may indicate that you want to perform a kill which cannot be blocked by any means.
Each Night, if no other member of your faction is performing the kill action, you may target a player. Assuming no interference with your action, that player will die.
Even-night Direwolf: On each Odd Night, you may target a player. Assuming no interference with your action, that player's active abilities will be blocked that Night and You investigate as "Innocent" to Cops.
You may only use one power at a single night (strongman/even-night direwolf).
You win if at least one werewolf is alive and all other players are dead (or if nothing can prevent the same).


Black Werewolf: 2-shot wolf Janitor for 1 day, 2 shot veteran on alert, odd-night direwolf VOTANIC (starts as town spare Mason, 2 shot Alignment Cop - player is unaware of that)
Twice in the game, if you are performing the factional kill, your target will die with no flip that morning hiding your role in it to all. (Assuming no interference with your action). However, messy as you are, parts of the target's body will be found after the next night.
You may also choose to go on alert and guard the Wolf's Lair killing anybody who targets you in your Wolf's Lair. You may only do this twice, because you are easily distracted chasing rabbits.
You win if at least one werewolf is alive and all other players are dead (or if nothing can prevent the same).
Odd-night Direwolf: On each odd Night, you may target a player. Assuming no interference with your action, that player's active abilities will be blocked that Night and You investigate as "Innocent" to Cops.
You may only use one power at a single night (janitor/veteran/ even-night direwolf)


Mason 1: STRIKE:
full moon strongman / cop (if holding the polished sword)
Vote: During the day, you may vote for whomever you want lynched.
You also hold the large silver community sword. This holy community sword needs to be polished on a full moon night before it can be used. Once polished you may then give the large community sword away at night at any player you desire, if it's been given to scum it will find its way back home to you the next morning. There is no blocking by any means possible on the large community sword. If itā€™s been given to town the townsman may do the same as the instructions on how to use the large community sword are engraved on it. After three such nights the large community sword needs to be polished before it can be used again.
You may also indicate that you want to use the polished sword to perform a nightkill (again on full moon), which again cannot be blocked by any means. After such a kill the sword will have to be cleaned and polished on a full moon before it can be used again.



Mason 2: 2 shot tracker, 1 shot deflector, masonic axe holder EW
Vote: During the day, you may vote for whomever you want lynched.
2 shot tracker, Three Nights, you may target a player. Assuming no interference with your action, you will learn who that player targeted that night. (You will get "no result" if this action is blocked.)
1 shot deflector: once in the game at Night, you may target two players. Assuming no interference with your action, any actions targeting your first target will be redirected to your second target.
You also hold the silver bloodaxe saw. The silver masonic axe can be used to cut the head off a lynched corpse. Because as Mason you know that if the lynched victim is vampire, only the beheading cut from a weapon like the silver axe will kill it.
However, if you choose to use the axe this must be done in public immediate after the lynch, so the identity of the holder (you) is revealed to all. If you should die later in the game the Masonic axe will be given to another Mason or, if none left, to town.



Mason bodyguard : 2 shot bodyguard, 2 shot veteran on alert: PIXAR
Vote: During the day, you may vote for whomever you want lynched.
You may bodyguard one of the masons on 2 separate nights (but their identity is only know to you as ā€œmason 1ā€ and ā€œmason 2ā€ for security reasons).
You also have in your possession a silver masonic vampire/werewolf trap.
On a full moon: Instead of bodyguarding the masons; You may also choose to go on alert and kill anyone who visits you with your silver masonic trap. You may only do this twice, because setting the trap takes a lot of energy and also; you're easily tuckered out on whiskey. The masonic trapdevice does not work on townies.


Town 1 FUSI
Miller, 3-Shot Vanillaiser, DOC
Abilities:
Vote: During the day, you may vote for whomever you want lynched.
Miller: If investigated by cop, you will return an unfavorable result.
Vanillaiser: Three times during the game, you may target a player at night to turn them "Vanilla" for one day. They will not be affected on the night you target them, but at the start of the next day, they will be a Vanilla. Their powers will return after the following night.
Doctor: Each night, you may target a player to protected them from a night kill. (Assuming no interference with this action). You may protect yourself, but you may not protect the same person on consecutive nights.
You may only use one of the Vanillaiser / Doc power each night.


Town 2: TRAF
2 shot Flavor Cop, 1 shot cop on 3rd night, 3 shot Parrot
Abilities:
2 shot Flavor Cop: Twice per game, you may target a player to learn some flavor information about the target's character.
1 shot Cop on N3: On the third night you may select a target and you will learn whether the targeted player is innocent or not. (However You will get "no result" if this action is blocked.)
3-Shot Parrot: You have a tame parrot that flies out at night, coming back with parts of conversations it overheard. As the town should be under night curfew these conversations must come from the evil that haunts it.
Win Condition:
You win when all threats to The Town are eliminated and at least one townie is alive.

Town 3 : DEVANTE
2-Shot Bulletproof Bodyguard
Abilities:
Vote: During the day, you may vote for whomever you want lynched.
2-Shot Bulletproof: You are protected twice from being killed at night (Assuming no interference with this action).
Bodyguard: Each Night, you may target any player to protect them from a kill that night. You will use up one Protective vest for each effective protection.
You may choose to continue protecting a player without protective vest but then you will die instead of that player (when supposed to be killed at night action).

Town 4: KONG
Town Roleblocker, 2 shot Full Moon Bear tamer
Abilities:
Vote: During the day, you may vote for whomever you want lynched.
Roleblocker: Each night, except on a full moon, you may target a player to prevent their night action from being performed. (Assuming no interference with this action).
Full Moon Bear tamer: On a full moon, twice per game, you have the ability to sniff out scum in your immediate vicinity (the players who are alive next to you in the player list opening post).


Town 5: 1 shot Alignment Cop, 1 shot Priest LOOSE CANON
Once a game you may target a player. Assuming no interference with your action, you will learn that player's alignment.
Priest: Once per game, on a full moon, you can throw holy water on another player; if that player is a wolf, then the wolf dies, if that player is a vampire, then the vampire will be severely wounded and turned vanilla until after the next full moon. (They will not be affected on the night you target them, but at the start of the next day, they will be a Vanilla. Their powers will return after the following Full Moon night).

Town 6 SK: DDS
Miller , 1 shot Paranoid Gun Owner on night 3, SK on D4 (Miller changes to allignment cop N2 - player is unaware of that at the start)
Miller: If investigated by cop, you will return an unfavorable result.
You are a town 1 shot Paranoid Gun Owner on night 3.
If you survive N3 you turn SK on D4
You are getting so scared night after night that you have stolen a double barrel shotgun with silver slugs from the Masons on night 2 and you will kill the first person (town or scum) who targets you on the third night. Paranoid as you are you will keep using all your silver ammo on that target until depleted - leaving a bloody pile of bodyparts behind; while also having shot the head clean off. If nobody else visits to kill you on night 3 you will steal more silver slugs from the Masons that night and become a 3P Serial Killer Psychopath on day 4.
As 3P serial killer Psychopath your goal is to be the last player alive.
Each Night, as SK, you may target a player. Assuming no interference with your action, that player will die.
You win when all threats to The Town are eliminated and at least one townie is alive if you are killed by night 3. If still alive on D4 you wil win only when your the last player alive.

Note: This is the list as i have it in word (the pm's i sended out could have gotten small changes but those pm's are already deleted due to over 50 pm's send)
Last edited by SoN!c on Wed Nov 13, 2024 2:46 am, edited 2 times in total.
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Re: The unholy story of Count Giure "Grando" Stregone TOWN W

Postby SoN!c on Wed Nov 13, 2024 2:38 am

There were also 2 false claims (SUN VIG for vampire faction used by Charle) and ANGEL for WOLVES;

ANGEL:

3-shot Angel, 3-shot commuter, 1 shot "Healing Water Carrier"

abilities:
Commuter may choose to leave town each night. If a Commuter is commuting, it is untargettable that night by any means, not even Juggernaut, Roleblocker, or a Strong-Willed role and you can say actions on you shifted possibly to somebody else (you can use the communter if you think GRANDO is gonna target you because you are the one he is searching for)
An Angel is a role that targets a player once per night. The target is then protected by kills, but only during the following night!
"Healing Water Carrier" This protects you from a single kill that night and will then be used up. However, until depletion the player you visit as ANGEL on FULL MOON will receive a portion of Healing Water too so he will be protected for 2 nights instead of one!

And then "the other guy" would shift the entire game - starting with Vot being spare mason D1 to Strike as force ghost in the end (while the SK and others would be "the other guy" too depending on the current situation of the game)

Force ghost: this way the dead player could stay active giving advice in chat (vampire senses for wolves, letters from the bishop for masons, and wolf instincts for wolves), and it would be a lever too: the sword at the beginning of the game needed a polish before it could be used. The force ghost could make that polishing unneeded and in case of a tie the light saber action twist would rule in favor for town (no tie ending possible)
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Re: The unholy story of Count Giure "Grando" Stregone TOWN W

Postby SoN!c on Wed Nov 13, 2024 3:10 am

Also JFM even when he knew he would turn SK wanted to win as town. And he was on to Vot. So then Vot had to kill him that night.. meaning scum lost a minor faction (SK) that could have killed Masons... then at Halloween the dead were brought back from the dead so JFM wanted revenge and kil Vot.. meaning Vot had to stay in his lair and kill JFM again LOL.. but that weakened the wolves play possibilities..

And the black boar witch on Halloween was just a story.. nobody died of it.
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Re: The unholy story of Count Giure "Grando" Stregone TOWN W

Postby Ragian on Wed Nov 13, 2024 3:19 am

Having lost Votanic to a ban, I knew I couldn't win, so I just went for Loose because I was on his case from D2 :)

Good game, everyone. Thanks for hosting, Son-ewe.
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Re: The unholy story of Count Giure "Grando" Stregone TOWN W

Postby Devante on Wed Nov 13, 2024 12:48 pm

Is it possible to get the night events to help with how things took place, still a bit muddy to me

And thanks for hosting Sonic
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Re: The unholy story of Count Giure "Grando" Stregone TOWN W

Postby strike wolf on Wed Nov 13, 2024 1:11 pm

I was onto Vot. Though my only thread to tug at was that he seemed less cranky than in most games.

Game itself. Very ambitious and there was some fun in trying to figure out what craziness was involved. That said, it probably was a bit too ambitious for a mafia game. The balance is all over the place and the majority of the first two days was spent trying to figure out the flavor with not much scum hunting. I will also say that as mod, you were a bit too free with the info you gave out. Dev would have been a possible target but he'd been more or less mod cleared. Overall, very worthwhile experiment and I probably wouldn't say no to a second game like this but it doesn't quite work outside of being a known bastard game more about wild roles and flavor than scum hunting.
Iliad wrote:The upside of calling everyone scum and making 1000 predictions is that statistically you should get a few right.


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Re: The unholy story of Count Giure "Grando" Stregone TOWN W

Postby Ragian on Wed Nov 13, 2024 2:35 pm

Annoyingly, I was onto Vot D1 (when I wasn't wolf) because he lied about a former game. Was hoping no one would notice that I withdrew that hostility...
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Re: The unholy story of Count Giure "Grando" Stregone TOWN W

Postby SoN!c on Wed Nov 13, 2024 2:49 pm

Ragian wrote:Annoyingly, I was onto Vot D1 (when I wasn't wolf) because he lied about a former game. Was hoping no one would notice that I withdrew that hostility...


YES I KNOW!! THAT WAS SO FUNNY BECAUSE I ALREADY KNEW YOU WOULD PARTNER UP THAT NIGHT!! Ragian went full mode on Vot D1 :lol:

And yes Strike is right! In hindsight it was too ambitious for a first game. But hey, i wanted to create the game i would love to play myself.. so im better sorry for the things i did then be sorry for the things i didn't do.

I learned alot about hosting a game. Simple things really, but you have to do it first to realize.. School of life, hard knocks - not just theory but real stuff. So i agree with Strike's comment 100% and in a very humble way.

The game was designed to be a total mind fuckery first days (just like announced in sign-up) then going to the standard mafia game starting day 3 and onwards but it was too much game info. And that prevented real mafia "conversations" in thread.

I should have made a rule book that players could consult at any time, that would have solved a lot. Also: playing two games at the same time probably did not help to keep your mind with total focus on it...

Vampires could have won but they got the double bodyguards wrong (Pix and Dev). I noticed it was just memory faillure and when that happens with everybody it means it was the game info that was too much to handle, not the players, who were "wrong" on that part. Sure playing two games at the same time with one this complicated will not help and get your memory overload fast but mea culpa.

We can always play a Count Grando 2.0 next halloween if everybody chips in his toughts and idea's about how to improve this first unique bastard ;-)
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