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RaMafia 2
#11
(03-18-2016, 05:24 PM)Ramond Wrote:  To clarify, since this has indirectly popped up a couple times:

Everybody has one of the five roles that were described in the first post.

No vanilla townies/citizens, akin to RaMafia 1.

so there can be two townie occultists for example?
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#12
(03-18-2016, 05:31 PM)A-Man Wrote:  Question!
Quote:When a person is killed, his role is revealed, but his alignment (town or werewolf) is not.
Quote:Inquisitor (Werewolf): Gives a Town-player a Werewolf-alignment or a Werewolf-player a Town alignment during the night. May target himself.
How would that ability be useful if we have no way to learn of someone's alignment?

Inquisitor (Town) can check the alignment of anyone (including dead). So to protect himself or his fellow members, he can make their identity show Townie. Conversely it can be applied to draw suspicion on other townies to by changing their alignment to Werewolf. However for it to succeed, Inquisitor (Town) must be checking the same guy.

(03-18-2016, 05:37 PM)empirefantasy Wrote:  
Quote:When a person is killed, his role is revealed, but his alignment (town or werewolf) is not.

The initial Werewolf:Town ratio in the game is known.
ratio is given every night or only at the beginning? coz if it is given every night we will understand the alignment of the player!

I think its known only at start.

(03-18-2016, 05:40 PM)Simoneon Wrote:  
(03-18-2016, 05:24 PM)Ramond Wrote:  To clarify, since this has indirectly popped up a couple times:

Everybody has one of the five roles that were described in the first post.

No vanilla townies/citizens, akin to RaMafia 1.

so there can be two townie occultists for example?

That's what it looks like. So I think yes.
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#13
As confirmation, Tornado's post above mine correctly address all the questions.
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#14
Ah, how could I have missed it. THat's a bad start! But anyway, the most we can do now is try to figure out the arrangement of roles in the game.

Quote:Knight (Town): Protects another player during the night.
Knight (Werewolf): Blocks another player's ability during the night.
Scout: Checks a player's exact role.
Bard: Assigns a secret lynch vote to a player for the next day.
Occultist: Resurrects another player for the next day without abilities.
Inquisitor (Town): Checks a player's alignment (includes dead players).
Inquisitor (Werewolf): Gives a Town-player a Werewolf-alignment or a Werewolf-player a Town alignment during the night. May target himself.

So we have 3 werewolves, 2 of them are very likely to be a Knight and an Inquisitor. I believe there is only one Occultist (town aligned) because 2 players revived every turn would seem like a lot. There are only 1 civilian aligned Inquisitor and Knight. A scout can be both, werewolf or town, but I think the 3rd werewolf would be a Bard, mostly because it's the only "offensive" role there is.
Scout might be a bit strong since it can figure out 2 of the werewolves from their distinct description, so I say there is only a limited (1 or 2) number of that. That leaves the majority being Bards I guess?

Edit: I see. That changes a lot.

Ramond edited this post 03-18-2016 06:00 PM because:
To clarify, the scout will only learn of the target's role name, not any kind of description.
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#15
The only thing worrying me is if we lose the Inquisitor early, otherwise we should Win especially with private and Ghost talk enabled
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#16
(03-18-2016, 07:22 PM)TheNave Wrote:  The only thing worrying me is if we lose the Inquisitor early, otherwise we should Win especially with private and Ghost talk enabled

*town
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#17
sigh...
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#18
I feel this might become pretty difficult without the ratio known. Gonna be interesting :P
Btw, the werewolves do know each other right?
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#19
ratio is 3:8
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#20
Bamboori acting all fluffy almost as if he didn't receive the names of other 2 werewolves by don's pm.
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