Imp, revealing your survivor status in such a manner certainly does dissuade the killers from killing you; I'll give you that! Why waste a perfectly good 9×18 Makarov on someone completely neutral to our cause?
They aren’t completely neutral though; they’re basically a plus one for both sides, until they decide which side they want to be on.
Are you confident Imp will choose your side?
I literally only need to be alive at game end
Do I believe the claim? I'd have to consult with myself to give a straight answer here. Even if taken at face value, I find the possibility of a 5-player day 2 with you and two bandits at the helm very alarming, but wasting a seat on the gulag train just to send you away would be almost as gloopy as those capitalist bratchnies doing whatever their more cruel version of that is.
This is why I suggest the best course of action for dealing with the survivor is to shoot them, because then we can use the lynch on someone else.
Probably not since votes shouldn’t be made in spoilers :p
Ah, the mistake is mine, my dorogoy droog hector13!
Would you prefer this knowledge to be kept secret? Why/why not?
From what I viddy, it doesn't seem that contraband, as unauthorized as it may be, has any direct ties to the capitalist banda operating in our good residential unit; conversely, there is at least one role, outlined as perhaps not entirely town-adjacent, that might take special interest in the subject!
I don’t like the way you communicate here, it is super unclear.
Do you mean there is a role that you are aware of
beyond the Wreckers that is interested in contraband, or are you only talking about the Wreckers? ‘cause that’s a subtle and important difference in light of a survivor claim.
Anyways, yeah, I get why you think I’m anti-town here, because it’s textbook rolefishing. However, the abilities are essentially tradeable so it’s a good idea to know what’s out there, in case there are abilities that clash (it’s Max, some abilities will clash) and we can work to avoid accidentally blocking or redirecting or whatever actions to the wrong people. On top of that, the contraband doesn’t disappear on death, so the scum can’t eliminate it from play.
Even if they find themselves in possession of contraband, it can be used day OR night, not both, so that means they can only mess with it if they guess which phase it’s used, assuming no innate abilities. Which isn’t necessarily a good assumption, but we do know that at the end of the day, according to the OP contraband carriers must pass it off to someone of their choice.
One glaring hole in the idea is that the scum may have an ability to intercept any particular movement of contraband, which isn’t ideal, particularly if they can also choose who the contraband goes to come day end.
I would consider that risk to be worth being able to mechanically solve the game, but I also don’t want to have to actually make an effort during the day because I’m lazy, so I’m biased. *shrug*
So yeah, with that in mind maybe the question I should be asking you is if you think that knowledge would help scum or town more, and why you think that?
As an fyi, I won’t be available much over the weekend, but I’ve got Imp talking (I know that’s not much given they talk anyway, but maybe they wouldn’t be talking like this without me, ken?) and have a mechanical plan for success that can at least be discussed.
@Pigeon Imp covered a lot for tips, but you can get an iso on people (in reverse order of posts) by clicking on the blue Search button immediately below the Forum Guidelines link at the top. Fill in the precise user name of the player you’re wanting to check, change the search order to most recent, then expand the “choose a board to search box”, click check all to unselect everything, click mafia to only search the mafia boards, and then click search.
You may only get a page of it though, the forum’s been borked a bit since a user called greatorder asked for their old account to be deleted. That should be okay in a smaller game like this.