TWG 206: Betrayal at House on the Hill GAME THREAD
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Originally posted by JohnRedWolf87Charu the red-nosed Snivy
Had a very shiny nose
And if you ever saw it
You could even say it glows
All of the other Snivies
Used to laugh and call him names
They never let poor Charu
Join in any Snivy games
(Click the arrow to see the rest)
Originally posted by Vendetta21All in all I would say that Charu not only won this game, his play made me reconsider how I play it. -
Re: TWG 206: Betrayal at House on the Hill GAME THREAD
What I'm getting our this.Certainly. I'm looking at this as percentages. if you have 10 players in a game and 2 of them are evil, you have a 20% chance of hitting wolf. they kill someone and you're down to 9 players remaining, now you have 22.2% chance. this increases as the townies die.
HOWEVER, to make a successful vote, there needs to be a sizeable concurrence amongst voters. given the wolves are usually not going to vote for themselves, that voting pool needs to be higher than the wolves. so the critical point would be when 5 players remain (3 townies, 2 wolves) or 3 players remain( 2 townies 1 wolf).
In the meantime, we have one source of consistent intel each night- the Seer. whom will reveal one role (the first tick of which did not result in a wolf being revealed). each time the seer can see a new players role, the more like this is to hit a wolf. so the more nights a seer has to potentially discover a wolf before we reach the critical point of 5 (or 3) players, the better our odds are.
Essentially, our best strategy is to stall and make the werewolves spend as many nights as possible to whittle our numbers while we either hope they make the first mistake in discussion or our seer is able to share actionable intel. The longer we keep as many townies as possible alive, the longer we have to gain intel that we can use once we get closer to that critical point.
If the Seer dies, this hurts the strategy considerably, but by this point our odds are better of actually hitting a wolf on a no-intel vote.
Don't play the game............
Originally posted by JohnRedWolf87Charu the red-nosed Snivy
Had a very shiny nose
And if you ever saw it
You could even say it glows
All of the other Snivies
Used to laugh and call him names
They never let poor Charu
Join in any Snivy games
(Click the arrow to see the rest)
Originally posted by Vendetta21All in all I would say that Charu not only won this game, his play made me reconsider how I play it.Comment
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Re: TWG 206: Betrayal at House on the Hill GAME THREAD
There are two parts of TWG: math and arguing
I've found decent luck in my time playing completely ignoring the math part
The meat and bones and soul of the game is the arguingComment
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Re: TWG 206: Betrayal at House on the Hill GAME THREAD
Let's assume everyone just decided not to post at all. Have only the night actions go off.
You're suggesting every player should just not even *attempt* to solve the game and just let the Seer do checks until they get the necessary info.
Am I understanding this logic right?
Originally posted by JohnRedWolf87Charu the red-nosed Snivy
Had a very shiny nose
And if you ever saw it
You could even say it glows
All of the other Snivies
Used to laugh and call him names
They never let poor Charu
Join in any Snivy games
(Click the arrow to see the rest)
Originally posted by Vendetta21All in all I would say that Charu not only won this game, his play made me reconsider how I play it.Comment
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Re: TWG 206: Betrayal at House on the Hill GAME THREAD
oh gosh... we're all gonna die ;-;
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Re: TWG 206: Betrayal at House on the Hill GAME THREAD
And arguing about concepts and theories is boring, the fun starts when you start arguing about why you did some specific action in the game and defending yourself!! Or burying a wolf!! Or being wrong and burying a town but at least you tried!!!Comment
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Re: TWG 206: Betrayal at House on the Hill GAME THREAD
Theres still room for discussion (try to bait werewolves into making a less-ambiguous mistake to act upon), but largely the Seer is the most powerful tool available to the town in terms of gaining firm actionable intel and the most reliable strategy will be one that gives the Seer as many opportunities to do their magic as possible.Let's assume everyone just decided not to post at all. Have only the night actions go off.
You're suggesting every player should just not even *attempt* to solve the game and just let the Seer do checks until they get the necessary info.
Am I understanding this logic right?
Comment
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Re: TWG 206: Betrayal at House on the Hill GAME THREAD
VOTECOUNT:
FreezinIce- 2 (Voted by NoobiesAreTheBest Post #133 and Arp! Post #138)
NoobiesAreTheBest- 1 (Voted by Charu Post #128)
Voting Rules:
The day will end at midnight server time - about two hours remain. Votes made at 00:00 will be counted, but ensure that you have stopped posting before 00:01.
With 9 alive, instalynch would occur at 5 votes.
KITB: On
No Lynch: Offtwg quotes here - https://listography.com/starxcrossedComment
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Re: TWG 206: Betrayal at House on the Hill GAME THREAD
Goes without saying I guess but we ain't voting Lights here, maybe ever
One hell of a push for a new wolf, unless they're being couched hard in wolfchat but I honestly don't believe that happens near as much has people claimComment
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Re: TWG 206: Betrayal at House on the Hill GAME THREAD
But what about when a wolf pretends to be the seer? The rest of us will have no way to know who is telling the truthTheres still room for discussion (try to bait werewolves into making a less-ambiguous mistake to act upon), but largely the Seer is the most powerful tool available to the town in terms of gaining firm actionable intel and the most reliable strategy will be one that gives the Seer as many opportunities to do their magic as possible.Comment

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