View Full Version : Rebellion (In Progress)

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2007-04-10, 01:53 AM
Alright, congrats Rebels.

Now for the post mortem.

The guardsmen were Pingcode (Myself), Asarth, Warpfire and Selrahc, and early game we contacted Xaspian (the Emperor). Now, [Insert Neat Username] contacted Selrahc, and confirmed his identity, while Gezina contacted the emperor, who passed along this information to the Guardsmen.

This made for a voting bloc of 8 Noble votes (basically a guaranteed lynch) and 1 peasant vote. By that stage, all the 'lover' roles were eliminated, and there was a pool of about 7 people left to confirm, which became 4 by the recruitment night.

Essentially, the plan became 'bump off the four people on this list' to kill off all the rebels, which would have guaranteed a victory. Since guardsmen cannot possibly be recruited before night 8, and the voting bloc meant that it was not in anybody's best interests to convert, so it became an endgame.

At that point, we lost half our voting bloc, thanks to inactivity and division. Then we lost.


All up, I have to say that with the immense ease with which one can build up a role bloc, the endgame doesn't really feel tense.

2007-04-10, 01:59 AM
Oh, yeah. I noticed. Hmm...I was thinking I'd drop the 2 for conversion...start with less rebels, add more conversions...maybe...

2007-04-10, 02:02 AM
All up, I have to say that with the immense ease with which one can build up a role bloc, the endgame doesn't really feel tense.

Did for me. Mostly because I converted I think...

2007-04-10, 02:13 AM
I'd say the emperor role needs to be changed.

While the emperor could be lynched, his status as a 'honest-to-goodness confirmed innocent' means that actually trying to lynch him automatically revels you as a rebel, while pro-town roles have an easy ally to disclose themselves to.

The baner being part of the masons also caused a little trouble - it became easy to confirm baner because you have the masons to back you up. And the emperor will always support the masons, because the existence of even a single surviving mason guarantees the Emperor's life.

As a result, none of them ever have any reason not to disclose to each other immediately and then (in this case) you have a mason-block of 7 votes. There is no reason to defect - the masons can't for a long time, and would you betray if you knew you had 7 votes behind you? Rationally, I mean. There is no benefit to betrayal, because such a large block means that you can just bandwagon something on your own.

2007-04-10, 07:24 AM
I liked this game...and not only because the Rebels won...but it could use a bit of dusting up. I like the recruitment idea, which is why I stole it for Mafia III. Good Game, Cobra. I was excited to play in this one and it was fun. I'm sorry the interet of others waned to the pont it did. I thought the Rebels were goners, honestly.

Captain van der Decken
2007-04-10, 07:39 AM
I really enjoyed that game, despite dying pretty early.

Well, Shadow and DLD made it for me, really.

Suggestions - recruit more people and don't let the baner and the masons know each other.

2007-04-10, 07:41 AM
My first reaction was:

"Are you SURE the roles were given out randomly?"


[Insert Neat Username Here]
2007-04-10, 05:51 PM
Yay! I didn't get killed!
Go peasants!

2007-04-10, 06:02 PM
You, sir, were actually next. =)

2007-04-11, 02:00 AM
Well, Shadow and DLD made it for me, really.

As to my suggestions...
Wait. I'm getting ahead of myself...

Vive le Rebels!

My suggestions...
1) The Emperor is secret role, as is his Heir. Thier votes still count extra, but it shouldn't be automatically known that they are safe havens to turn to. That makes it practically impossible for the Rebels to win.
In fact, without the inactivity, the Rebels were goners. So the Emperor (and Heir) are "Unknown" roles just like everyone else.
2) The "Baner" being a part of the Masons. As Pingcode said, it makes it too easy to form a support base.
3) My main suggestion only comes into play if the other two are adopted, and it is this: Start with less Rebels. Half the number (if needed). The Rebels can choose to a) kill someone or b) recruit someone each night. In the event that the recruitment offer is refused, there is a % chance that the Rebels kill the prospective recruit for refusal of the offer.
ie: If you're offerred recruitment, you can choose to join the Rebels or possibly be killed. That's why you'd have to start with less Rebels.

That's my 2cp.

2007-04-11, 02:01 AM
Good suggestions, Shadow. Lemme get to work on rule updates.

2007-04-11, 04:49 AM
The captain as a non special role(Just another guardsman), with the baner being someone like the Scarlet Pimpernel, or other people liked that(Drawing a blank as to any names right now. Huh.)

2007-04-11, 11:33 PM
So, by the end of the game, I was the only normal peasant? Well, there's a moral victory to that I suppose...