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Post by Pleonast on Jan 6, 2014 16:39:29 GMT -5
I think the best strategy for scum is to bid up the costs of the powers, but not win many. There's a lot of luck involved, but it only takes winning a few 20-30 bids to give a player a high chance of death. Three 33 bids, four 25 bids, or five 20 bids each result in about a two-thirds chance of paying with death.
The Kill power is itself very pro-scum. It has to be targeted. So unless the winner has good aim, it's going to take out town. The Investigate power is useless to scum, but winning and dying from over-bidding makes it useless to town too.
We'll have to play this again for more data. With more players too--a 14-player game is always tricky to balance. In the end, though, scum are always going to lose if town can reliably find them.
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Post by Captain Klutz on Jan 7, 2014 1:49:04 GMT -5
In the lategame, a town player could essentially bid 100 on any power they think the scum will be wanting to use but not the town, relatively confident that they'll be the only one bidding town player bidding while the scum bid conservatively out of caution, thus preventing blocks and obfuscations from the scum with a low chance of dying themselves. Although if 2 Town players adopt that strategy, it's going to be bad news. The game would be especially difficult for Scum toward the end, when there are fewer hiding places but there is always the full complement of investigators and protectors. I would be very interested in seeing this game run again. And I agree with Pleo: Scum should try to bid up the costs of powers, but without winning many. If Scum can avoid dying at Night then Town will not have many mislynches to spare.
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