This is going to be a fun night phase
"Someone was going to be murdered but then it turned out everyone remaining in town had killed themselves out of shame".
This is going to be a fun night phase
"Someone was going to be murdered but then it turned out everyone remaining in town had killed themselves out of shame".
Congratulations to the Mafia. They played it well. Now that I know what to do and not to do I will be a stronger player next time.
Seriously though, once this is all said and done (in 24 hours time), can expert Mafia break down where I went wrong? Because I really need to learn how to read posts inquisitively and suss out suspicious activity. Gosh, first time playing town and I fail to spot a single Mafia? It's pathetic.
I'm curious to see if we were led astray by any of the flavour text. Maybe I was ruling things out that actually hadn't been ruled out, and it had been designed to be read with more suspicion? It's funny, after the first night we were all "Oh I wonder if this'll make things too easy for the town?"
NOPE
Just published my closing thoughts. Basically, I feel as if Day Two was the turning point where things went horribly wrong, and Day Three was just fallout. By carefully crafting a two-man bandwagon of Shauna/Nutty, whoever 'won' and wasn't lynched would end up being lynched without question the following day, out of reaction to the failed lynch.
I feel like being an incompetent town has given me really good practice at being a successful mafia in the future
There are some extra rules. You have two teams, liberal and fascist, and you are each trying to get your policies passed. You take it in turns to be president, the president nominates a chancellor (everyone votes to allow the election or not) and gives them two policy cards. The chancellor returns one card to the deck and plays the other one, revealing if it is liberal of fascist.
So there's a lot of extra steps where you can introduce suspicion. There's a lot of "I gave him a fascist and a liberal card and he played the fascist!" "No you didn't you gave me two fascist cards!" that gets thrown around. So it's a very different game, despite being based on the same principles.
Secret Hitler is probably my favorite board game overall. It's also a secret identity game like Mafia, but plays rather differrently and fixes a lot of the problems. Mainly these three things:
- People do not die early on. There is a maximum of two kills per game and they happen fairly late in the game if at all.
- Townies are not imbalanced; there are no special powers.
- There is no need for a game master, which is pretty cool in a live tabletop round.
While the basic setup is the same every game, there's an element of randomness that makes every game feel different. The only downside is that Secret Hitler is a game for 5-10 players, no more, no less, and the game kinda sucks with exactly 6 players too.
If you want, and a couple other people feel inclined to join as well, we can play some rounds of Secret Hitler on Tabletop Simulator (can be bought on Steam) sometime. It'll be fun.
Sounds fun! I'd love to play more board games and other games with you guys. Bickering about rules aside, you all seem like a great bunch.
And I love playing games, but it's always so difficult to get people to play party games like these.