Night Actions
Here are this game's night actions! Players are sorted by the order they die as usual.
This game was largely designed around trialling the new Serial Killer as well as trying out a new role, the Clown. Despite being solo parties, we thought it would be interesting to see if the comp itself rather than specific roles could aid and hamper these two parties. There was a faux mafia party in three death millers, as well as a freeman that the two non-towns could hide behind. We deemed this little core of semi-pro-towns necessary for the single SK to hide behind + create some competition for the Clown in terms of sus candidates. Police Officer is there to catch the criminal serial killer (only the workday of the cop ends around dinner while the serial killer prowls around at midnight ).
We thought the standard core of Doc, Det and Prost complemented by Cowboy would be sufficient for the town to win with, aside from their numerical superiority. Troublemaker is a double-edged sword involved for everybody. NVD and Bomb are passed along town and can completely debilitate any of the TP's; especially the Bomb could have coldly ended the careers of either one of them. The strongest asset Town had was their numbers; SK would have to survive 4~5 phases whereas Clown has to inversely fight impatience while getting lynched early. If not, the town has enough bodies to throw at the Clown timer.
Overall, maybe aside the PO, we thought the comp was relatively balanced; it was also pretty close. The Clown almost died D1 but then deflated around D5. DD was on the chopping block the whole game, and could have still died rather easily had the last vote been unplaced or just stacked on Faust. Very entertaining! Hope to see all of you guys next game again.
Here are this game's night actions! Players are sorted by the order they die as usual.
This game was largely designed around trialling the new Serial Killer as well as trying out a new role, the Clown. Despite being solo parties, we thought it would be interesting to see if the comp itself rather than specific roles could aid and hamper these two parties. There was a faux mafia party in three death millers, as well as a freeman that the two non-towns could hide behind. We deemed this little core of semi-pro-towns necessary for the single SK to hide behind + create some competition for the Clown in terms of sus candidates. Police Officer is there to catch the criminal serial killer (only the workday of the cop ends around dinner while the serial killer prowls around at midnight ).
We thought the standard core of Doc, Det and Prost complemented by Cowboy would be sufficient for the town to win with, aside from their numerical superiority. Troublemaker is a double-edged sword involved for everybody. NVD and Bomb are passed along town and can completely debilitate any of the TP's; especially the Bomb could have coldly ended the careers of either one of them. The strongest asset Town had was their numbers; SK would have to survive 4~5 phases whereas Clown has to inversely fight impatience while getting lynched early. If not, the town has enough bodies to throw at the Clown timer.
Overall, maybe aside the PO, we thought the comp was relatively balanced; it was also pretty close. The Clown almost died D1 but then deflated around D5. DD was on the chopping block the whole game, and could have still died rather easily had the last vote been unplaced or just stacked on Faust. Very entertaining! Hope to see all of you guys next game again.
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