I'm switching us all over to a backup frequency, just to be safe. Can't have anyone compromising us.
Infiltration - Fission Mailed
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Poor alain...I'm sure he didn't mean to, Chardish. 2 penalty votes seems a little harsh, don't you think? I accidentally posted on this name somewhere else (and promptly deleted it) so I don't think it's that terrible that he accidentally posted like he did. Then again, you're in charge, I'm not.
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lol, I vote alainbryden because he already has 2 votes. Let's get rid of this infiltrator.
no lynch
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So how does Alert Mode work again? Guards flood the rooms we're in next turn or right now? Or what?
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Next turn, all guards will randomly move to a room on that floor occupied by a player. Meaning get out of there, and don't enter a room someone else was in - they'll go there, too.
Guards that triggered Alert Mode (the ones that saw any player) will stay right where they are.Comment
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So basically, nothing happens at the moment, I just have to be sure to not stay here.
Or if you're a warrior couldn't you opt to stay and take out the guard that shows up? That would be awefully nice of you (the warriors) to do if it's allowed.
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Colonel, the guards seem to have gone into high alert! Do you know what their Standard Operating Procedure is?
(that's how you ask what happens in alert mode)
No Lynch
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Wait a minute.
So that means that if, say, only one floor saw a guard find someone, every single guard in the building would come to that floor, leaving the other 7 unguarded?Originally posted by chardishNext turn, all guards will randomly move to a room on that floor occupied by a player.
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Okay, so a warrior can stay in a room, but when a guard shows up it will trigger the alarm again. So, if we want to sacrifice info for guard killing, warriors should stay put. However, we don't want to lose any info, so...
GET THE HELL OUTTA THERE!!
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