NOC Smalltown Mafia: Day 2

But i think d1 pacifier is the play, yes. I was thinking of using it on either protectives or dayvig/poisoner though.


Alternatively it could be used on me for a clear that the mafia won't bother killing but that might be a waste.
 

Duskfall98

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Supersaint is pro mafia regardless of it's alignment I think, just because getting lynched nearly always punishes with a town kill. I don't see a scenario where mafia last vote the supersaint ever, which is why they will also probably never night kill. That is why I think clearing that slot is probably could and making it IC so we never actually have to consider lynching if it is town.
 

Duskfall98

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My gut

I knew pacifier, but how do we killing roles for example clear people?
Killing roles increase the rate of which suspected slots die compared to cleared town slots.

So say you have 3 people that everyone agrees are lock towncore, and 10 others players who you are trying to solve. Killing the 10 suspected players quicker disables scum ability to balance the game in their favour, you are making the overall list of alive players more town weighted compared to scum. For example killing a slot that scum could potentially mislynch, thereby earning a kill on a towny player, is actually pro town, even if a town vig is shooting a town player.
 
So the issue with using the pacifier on hal is if he flips mafia, the day ends and the dayvig might be nk'd.Then we're stuck having to use the poisoner, and there are a lot of things that can go wrong here (poisoner,you in this case, could be mafia, scum!uto can block you and save hal,although i guess that's bad because that would reveal his alignment)
 

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