Malazan Empire: Spycraft 63, Trouble in Tokyo - Malazan Empire

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Spycraft 63, Trouble in Tokyo game thread, opens 18th of may.

#2601 User is offline   Sheltatha Lore 

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Posted 30 May 2010 - 09:57 PM

Didn't Korv identify him as European way back earlier in the game?

Mockra, you must be pretty confident that you can hold onto Fener (ooo, kinky) to vote Ruse. What if the remaining scum (ruse?) has an ability to go and help him out?

#2602 User is offline   D'riss 

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Posted 30 May 2010 - 10:32 PM

there would be a scene for that to show us.

vote ruse

night guys. I should be on before day ends but just in case i will vote now.

#2603 User is offline   Kaschan 

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Posted 30 May 2010 - 10:35 PM

Vote Ruse


Not much else to say or hear on the subject, Omtose clearly tried to distract us from his lynch the first time, why, I dunno.

#2604 User is offline   Liosan 

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Posted 31 May 2010 - 01:12 AM

Sorry guys, I have pretty much zero available hours for the next two days. I might be able to slip away for a few moments, but I'm going to be traveling quite a bit, in between picking up someone from the airport and taking them home.

Vote Ruse

#2605 User is offline   Ruse 

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Posted 31 May 2010 - 02:50 AM

I see we aren't even waiting until the day actions are resolved to speed-lynch me. Oh, and, hey, look. The lynch is being spear-headed by the Russians. Isn't that interesting. I had something prepared for this occasion, and I might as well post it now, since I'm afraid that if I go to sleep, you silly people will have me dead by morning.

Speech inc.

#2606 User is offline   Ruse 

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Posted 31 May 2010 - 03:03 AM

Ladies and gentlemen.

Allow me to get right to the point.

This is now a faction game. You should only be voting for me if you're Russian or if you want to lose.

I am very likely the last of my faction. Obviously I can't state explicitly what that faction is, but here's Serc's full role PM, which I was informed was okay to post, even though it has my name in it.

Serc, on 18 May 2010 - 03:15 PM, said:

Level 0:
Corporate Suits (B, Info): passive. you know Ruse is Chuda Ruri, Yakuza Oyabun – Syndicate, and can talk off-thread with her at all times.
Diplomatic Immunity (B, Aid): passive. You come up as a Spy on finds.
Level 1:
Neutral Ground (B, Talk): day only. Activating Neutral Ground does not count towards the maximum number of actions you can use per phase.
While it is active, all Syndicate players can communicate through Hugin & Munin, and all American players can communicate through H&M as well (in separate conversations).
Communication through H&M is bound by the following rules: no reveal of forum or game alts, no hinting towards knowing one another on thread of off-thread, no reveals of abilities or role names, no tempting of other players to reveal.
You cannot activate Neutral Ground two days in a row.
Level 2:
Diplomatic Channels (N, Find): day only. Investigation. Do a find on a target player. You learn his nationality and alignment, and for the duration of this phase, you become lovers.
Bargaining Chip (N, Find): night only.Investigation. The mods announce on thread during daybreak which Spy faction would have the most points should the game end now.
Level 3:
Diplomatic Circles (B, Talk): night only. Extends the lover relationship you gained through Diplomatic Channels by another day.
Exploit 'Allies' (N, Find): Operation. Day only. Limited number of uses (1).
Activating this Operation does not count towards the limit of 1 action per phase – using any of its abilities does. You may target yourself with one or more of the following abilities. You must assign all abilities, but only 1 of them has to be performed to make the Operation count as a success. All abilities are lost at the end of the next phase.

1a) target a player you can communicate with. The player gains a 1-time night find, revealing Spy or Syndicate. This find is unaffected by any of the targets abilities. This ability counts as an Investigation.
1b) target a player you can communicate with. The player gains a 1-time night find, revealing all lovers connected to his target. This ability counts as an Investigation.
1c) target a player you can communicate with. The player gains a 1-time find, revealing all of the targets level 0 abilities. This ability counts as an Investigation.
1d) target yourself. The first player that targets you with an action they gained through Exploit Allies, dies.

Level 4:
The Incrowd (*): upgrade of Diplomatic Channels. You can specify two targets per night for Diplomatic Channels.
I Burned Your File (B, Aid): limited number of uses (1). Set another players alignment on finds and CF to either Spy or Syndicate, your choice (if you change a Spy's alignment to Syndicate, the player is NOT recruited). Your own alignment on Finds and CF becomes Syndicate, permanently.
Level 5:
Scapegoat (B, Heal): Night only. Limited number of uses (2). heal a player who does not show up as Syndicate on finds or on CF.


So, yeah, the game will end. And maybe you'll all be high-fiving each other for a town victory, but this isn't town vs. scum. It's faction vs. faction, and as soon as I lose, you will lose just as much as I do. There's are no varying degrees of success. There is only the faction with the most points and everyone else.

I am giving you a unique opportunity here, and I would highly recommend you take it. You now know exactly how to end the game, and now you can concentrate solely on the faction aspect of the game and finish the game when it is in your best interest to do so.

Of course, figuring that out could be a little sticky, but that's your job, not mine. D'riss was kind enough to lay out all the faction make-ups, so that should make things a little easier. And I'll give you a hint: Mockra and D'riss have been leading you guys around by your noses all game, and now they're both voting for me. I'd bet my left nut on them being in the lead, because they're smart enough to not end the game unless they're winning.

So how do you stop them? Well, you know, there's that 15-point victory condition for starters...

So I repeat one more time: you guys are now playing a faction game, so actually play like it.

Yes, yes, I'm sure the Russians will try and tell you that I am trying to screw you or something, but the bottom line is that, for most of us, myself included, it is certain failure versus not-so certain failure. To me the choice is obvious, but it is no longer my choice.

Ruse out.

#2607 User is offline   Sheltatha Lore 

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Posted 31 May 2010 - 03:28 AM

I couldn't have said it better myself.

Quote

Mockra and D'riss have been leading you guys around by your noses all game, and now they're both voting for me. I'd bet my left nut on them being in the lead, because they're smart enough to not end the game unless they're winning.


As much as I would like to see Ruse nutted, I wouldn't take that bet.

Quote

The Russians: eliminate the scum, collect the most points.
15 points: One spy of your team must survive the game.
10 points: Having used more Harmful abilities than any other team (Americans, Chinese, EU, Japanese, Syndicate) in the game.
7 points: Having targeted more people with night actions on an average per player than any other team (Americans, Chinese, EU, Japanese, Syndicate) in the game.
5 points: Affecting at least 6 players during a single phase with Harmful abilities.
3 points: All Russian spies must be alive at the end of the game.
2 points: 2 points for every time a player is unable to take an action during 2 consecutive phases as a result of the abilities of one or more Russian players, with a maximum of 10 points. PLAYERS KILLED BY THE ACTIONS OF ONE OR MORE RUSSIAN PLAYERS CONTRIBUTE TO THIS CONDITION, AS THEY ARE DISABLED FOR THE REMAINDER OF THE GAME. No single TARGET player can contribute more than 2 points to this victory condition..


Right now, they probably have most of these AND the 3 pointer which could give them that little extra edge. I know I don't feel comfortable with my team's point standing, when compared to a couple of other teams. When the last scum dies, the game ends. We don't celebrate town victory, one team will be celebrating.

I aint voting Ruse, not yet.

#2608 User is offline   Mockra 

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Posted 31 May 2010 - 04:51 AM

So you're the last Syndicate? That is really interesting, because I actually thought it was Spite.

Remove Vote

For what it's worth and I'm not fessing up to anything for obvious modkill type reasons, but you're free to assume what you believe is obvious or logical; I firmly agree with Ruse. This is a faction game.

And I was under the impression that the Euros were in the lead. Let me go over it right now.

#2609 User is offline   Ruse 

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Posted 31 May 2010 - 04:58 AM

Haha, right. You start a train on me because you thought it was Spite. That makes perfect sense.

#2610 User is offline   Mockra 

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Posted 31 May 2010 - 05:03 AM

One big question I have is... was Serc Syndicate?

I know for a fact that 6 people checked in on the scum radio on Day 2. One of them was not really a member of the Syndicate. Unless someone was hiding, that means there were 5 Syndicate to start. Rashan, Omtose, and Fener are definitely scum (2 confirmed by death, the 3rd can easily be confirmed by lynch if you don't trust me).

I believe HP was scum for several reasons... Kaschan had no reason to get him lynched, for one. And HP was a reporter, for two. And I know that an ability in this game was granted to some players... this ability was called 'Press Coverage' and acted as a nationality/alignment find. In one instance when a player used this ability, it returned what has been since confirmed as a 'false' result.

HP was a member of the press and the ability was called "Press Coverage," and that ability returned a false result. Ergo, it reasons that the ability exists only to confuse the town. So I believe he was scum.

But that means Serc had to be town... seems interesting that Serc was always in cahoots with a member not in his faction. Maybe there's something we aren't hearing about a special win condition for both Ruse and Serc, but even if that were the case, it doesn't matter.

#2611 User is offline   Mockra 

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Posted 31 May 2010 - 05:04 AM

Hush, little water man, I am talking and explaining.

#2612 User is offline   Mockra 

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Posted 31 May 2010 - 05:13 AM

So, I made a nice little chart of everyone's alignment with this new information.

Syndicate

Hood's Path (EU)
Rashan (Chinese)
Omtose (Chinese)
Fener (Russian)
Ruse (Japanese)

Americans

Korvalain
Serc
Gamelon
Silanah

Chinese

Emurlahn
Shadow
Galayn Lord
Meanas

EU

Galain
Kaschan
Tellan
Olar Ethil

Japanese

Eloth
Shelatha Lore

Russian

Liosan
D'riss

Unknown Factions

Mockra (you can put me in whatever faction you want)
Spite

So previously, I had it pretty locked in stone that Ruse was the last member of the Chinese faction and that Spite was the last member of the scum. They were the two unknowns (nobody had automatically claimed they were in a faction). Spite has a shitton of robots that protect him from actions. Ruse has a grip of bodyguards and henchmen.

I believed Ruse was set up by Omtose so let him go and assumed Spite was probably an American syndicate member and that the Japanese had no Syndicate. I thought Ruse was the last of the Chinese and just tried to survive to the end at this point.

As it turns out, I was wrong. Ruse is the last Syndicate, is actually Japanese. That means Spite is almost certainly Chinese because there is no way that faction started with only 5* people considering their VCs.
Now, I have communications with at least one member of the Russian team, and I know for a fact what actions the Russians have taken and what actions are available to them, and I can tell you with no doubt that they will not win by lynching you, Ruse. I believe the Euros are in the lead right now, so it's time for some math.

edit: Should say "with only 4 people"

This post has been edited by Mockra: 31 May 2010 - 05:14 AM


#2613 User is offline   Mockra 

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Posted 31 May 2010 - 05:19 AM

The Americans
15 points: One spy of your team must survive the game.

This faction is all dead.

10 points: Every Operation that is executed (minimum of 1), is executed with a minimum of 3 participants.

Possibly, but not sure. The Americans had 3 players until very late in the game when Gamelon got speed lynched (I wasn't even there that day). But losing Korv early hurt this a lot. Not sure, but possibly.

7 points: Having completed more Investigations than any other team (EU, Chinese, Syndicate, Japanese, Russians).

Let's assume this is likely.

5 points: Learning the exact composition of at least 2 spy teams through abilities (CF/reveals do not count).

I'd have to assume so, if the 7-pointer is likely.

3 points: Having executed more Operations than any other team (Chinese, EU, Syndicate, Japanese, Russians) at the end of the game.

Most likely... I don't even know which teams can execute operations. Possibly not.

2 points: 2 points for every spy team (Chinese, EU, Japanese, Russians, Syndicate) of which every LIVING member has been targeted by at least 1 Investigation action from an American Spy. Maximum of 10 points.

Probably close to 0 points here... since they're all dead.

The maximum points the Americans are going to get is 35... and they could very well have 20-25. I think it's safe to say they aren't winning.


#2614 User is offline   Mockra 

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Posted 31 May 2010 - 05:28 AM

The Chinese
15 points: One spy of your team must survive the game.

Spite lives, but is the only member still alive.

10 points: Having the highest level of all factions (EU, US, Syndicate, Japanese, Russians) at the end of the game, including dead players.

I think they have 20 total levels (2 from Emur, 3 from Shadow, 5 from everyone else). The Americans had 19. Russians and Japanese are too small to contest. Euros have 20 because all 4 of them lived to level 5. I believe Syndicate have 21 or 22, however... Rashan was around 3 or 4 when he died (hard to search right now on this connection). HP was like 3, so I think Synciate beat them.

7 points: Having cast the most votes of all teams (EU, US, Syndicate, Japanese, Russians). Votes are counted at the end of the day only.

I'd have to count this up to be sure... but I bet they don't have the most. I think they started to fall behind after a couple of days. Euros probably have this one.

5 points: All Chinese must have been granted a temporary or permanent ability by another Chinese player.

They probably did this.

3 points: All Chinese players must be able to send PMs to at least 1 other Chinese Spy during the day phase at the end of the game.

Probably.

2 points: Every time a player is lynched who is not Chinese and is of a faction previously not lynched (Americans, EU, Japanese, Russians, Syndicate), you gain 2 points, with a maximum of 10.

Right now only 2 non-Chinese factions were lynched (American, Syndicate). So they're at 4 here, but they could end up with 10 if we play super duper factions.

So really, the Chinese are stuck with an upward ceiling of 33, most likely.


#2615 User is offline   Mockra 

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Posted 31 May 2010 - 05:30 AM

The EU
15 points: One spy of your team must survive the game.

They have 3 alive.

10 points: Having used more Investigations than any other spy team (Americans, Chinese, Japanese, Russians).

I have to assume they've done this... they've had 4 players alive for 8 or 9 days now. Tellan only died today.

7 points: Having initiated more lover relationships (between 2 players) than all other spy teams (Americans, Chinese, Japanese, Russians) combined.

I'm sure this is patently true.

5 points: Having been targeted with more kill actions than any of the other spy teams (Americans, Chinese, Japanese, Russians).

This is a mystery... but quite possible. We've seen a lot of failed kills.

3 points: All European spies must be able to talk to all other EU spies at the end of the game.

I think this is extremely likely.

2 points: Every time a lover relationship is established with a player of a team (Americans, Chinese, Japanese, Russians, Syndicate) which whom no European Spy has previously made contact with, you gain 2 points, with a maximum of 10.

I have to believe they've done all of these.

So really, the EU is sitting on 45 or 50 (max) points right now.


#2616 User is offline   Mockra 

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Posted 31 May 2010 - 05:35 AM

The Japanese
15 points: One spy of your team must survive the game.

Shelatha Lore still lives.

10 points: Having killed more players than all other spy teams (Americans, Chinese, EU, Russians).

Eloth failed miserably at killing people, but I'm guessing (not sure, but seeing as how killing is part of the team job) that Shelatha is the swordsman that has mercilessly killed several people now. I don't know if Shelatha has the vote-lowering ability or not, but I think that ability is expended now. Anyway, this has to be a definite 'yes.'

7 points: All Japanese players must be targeted with a harmful ability during the same phase.

Hard to say, but I'd guess it's likely.

5 points: All Japanese players must be lovers with one another.

Probably were before Eloth died.

3 points: Having killed the most people on an average of kills per player as a team at the end of the game.

It's a 2-player team with probably 4-5 kills between them with the regular kills and the vote-lower kills. No way any other team has a 1:1 team size-to-kill ratio.

2 points: 2 points for every time a Japanese player is targeted with a harmful ability, with a maximum of 10 points.

This is a doozy and probably is between 4 and 10 points.

So the Japanese are sitting at a probable minimum of 37 points (no 7 pointer, 4 points from 2-pointers) to a maximum of 50 points.


#2617 User is offline   Mockra 

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Posted 31 May 2010 - 05:42 AM

The Russians
15 points: One spy of your team must survive the game.

The Russians have sustained no casualties so far.

10 points: Having used more Harmful abilities than any other team (Americans, Chinese, EU, Japanese, Syndicate) in the game.

Hard to say, but seems likely since it appears to be part of the job description.

7 points: Having targeted more people with night actions on an average per player than any other team (Americans, Chinese, EU, Japanese, Syndicate) in the game.

Again, hard to say since we don't know all team abilities, but we should probably assume this to be true.

5 points: Affecting at least 6 players during a single phase with Harmful abilities.

I can tell you with absolute certainty with my discussions with D'riss that this victory condition was never reached and is impossible at this point in the game. It required a lot of team synchronization and the team relied on a lot of luck to get in contact with each other early (which didn't happen, I'm told).

3 points: All Russian spies must be alive at the end of the game.

The Russians are all alive for now, so we'll count this.

2 points: 2 points for every time a player is unable to take an action during 2 consecutive phases as a result of the abilities of one or more Russian players, with a maximum of 10 points. PLAYERS KILLED BY THE ACTIONS OF ONE OR MORE RUSSIAN PLAYERS CONTRIBUTE TO THIS CONDITION, AS THEY ARE DISABLED FOR THE REMAINDER OF THE GAME. No single TARGET player can contribute more than 2 points to this victory condition..

I can tell you from my conversations with D'riss that even a single one of these 2-pointers was extremely difficult to achieve, which was probably why Tapper changed it. However, the Russians also haven't killed anybody. So they are sitting at a fat 0 points here right now, but I do believe they can at least get a few of these through disabling synchronization (same issue as the 5-pointer) before the game ends.

So the Russians probably have 35 points right now with an upward limit of 50 points.


#2618 User is offline   Mockra 

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Posted 31 May 2010 - 05:45 AM

So now, we come to the crux of the discussion. The Chinese don't really appear to have a chance, but any shot is probably better than none, so I imagine they're going to try and survive to the end of the game. The Japanese only need to kill off Ruse to win because Fener will die as soon as he runs out of Bulletproof abilities (he is losing one per phase, I am told by D'riss).

The Euros are in FIRM control to win and I think they have made a mistake by not showing up and voting when they had a chance. Kaschan saw it, but Galain and Olar Ethil were sleeping on the job.

The Russians can't really win without removing some of the leading factions.

#2619 User is offline   Mockra 

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Posted 31 May 2010 - 05:48 AM

So, I propose the following alliance for today only:

The Russians, Chinese, Japanese, and Syndicate vote together to remove a European from the game.


The Japanese will probably try to win tonight by killing Ruse, but I think Ruse is really hard to kill. Obviously the Russians will try to jockey for pole position, and the Chinese and Syndicate will look for an opening to remove members of factions that may try to usurp control.

#2620 User is offline   Mockra 

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Posted 31 May 2010 - 05:49 AM

Tomorrow, the remaining players can look around and try to figure out the next best 'economic' move. But I think the move will be to continue removing the Euro faction because I FIRMLY believe they have 45 or 50 points.

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