[GAME OVER] Chicka Chicka 1, 2, 3

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Who made it all this way just to be lynched now?

Poll ended at Wed Dec 06, 2017 10:45 pm

Kylemii
1
13%
nutella
0
No votes
sprityo
2
25%
I ran out of witty options (host/dead/nons)
5
63%
 
Total votes: 8
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Quin
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5101

Post by Quin »

Oh, and avoiding all the attention while everyone was on a witch hunt for people with teammates. :haha:
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5102

Post by Kylemii »

Quin wrote: Thu Dec 07, 2017 12:08 am Oh, and avoiding all the attention while everyone was on a witch hunt for people with teammates. :haha:
That was pretty fun. :)
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5103

Post by sprityo »

I would like to take this time to shamelessly advertise all the great setups in signups right now

Including my own Phenon Mafia: Origins in need of 6 more players (PM me for entry)



One more time though, thanks to GMan for staying in character the whole game and for one complex setup. I can really appreciate it, maybe we can work together for something in the future? :mafia:
Epignosis wrote: Fri May 04, 2018 11:46 pm You all are terrible at this.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5104

Post by Kylemii »

Yeah thank you gman for the game, thank you teammates for being super chill even though half of you died basically right away. Thank you Quin for being chill and also not dying as early as everyone else did.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5105

Post by speedchuck »

Quin wrote: Thu Dec 07, 2017 12:07 am I love LMS type games like this. We've had a few this year and I hope they continue into 2018. Thanks for hosting G-Man, I really enjoyed it.
I'd love to run one, but if I run a game, it's probably going to be a hunt. Maybe after that.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5106

Post by Epignosis »

I feel like that guy on The Price is Right who didn't know what he won or why.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5107

Post by Jackofhearts2005 »

Okay. Who pushed that fucking button?
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5108

Post by Epignosis »

I mean, I know I got killed, so I won that thing, yay, but the other thing okay.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5109

Post by Sloonei »

This game ends?
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5110

Post by G-Man »

My wife will be very relieved that the game is over. She's been very patient. During the course of this game, there were birthdays for my wife, both of our daughters, my father, two of my grandparents, and my mother-in-law. That's on top of our oldest starting Kindergarten, my wife still adjusting to teaching Kindergarten (she switched schools last year), several colds and infections for everyone in our house, Labor Day, Halloween, Thanksgiving, and a crazy workload for me at the office (we're switching payroll systems and accounting software and need to be ready by January 1!).

Most importantly, I just hope I never again have to utter the phrase "Not tonight, honey- it's an end-of-night phase."
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5111

Post by JaggedJimmyJay »

This was certainly an adventure. Thanks everyone for participating and for most part keeping things sportsmanlike. :D G-Man, the game was just as loopy as advertised, and I don't think the participants will be forgetting it any time soon.

As for the game facilitator?

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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5112

Post by Sloonei »

Also congrats to kyle, but I'm a little bummed. My entire goal for phase 2 was to help nutella to victory. She came so close. :(
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5113

Post by Sloonei »

Also, obviously: G-man, you are my favorite.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5114

Post by Kylemii »

[mention]Dragon D. Luffy[/mention] did you know Quin was an even all along? We we're surprised that you revealed me but not him.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5115

Post by Kylemii »

were*
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5116

Post by JaggedJimmyJay »

Hey everyone,

Now that CC123 has come to a conclusion, while we all enjoy the post-game reveals and conversation, it's time to start considering that next job in the queue.

GET OVER HERE

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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5117

Post by Epignosis »

I had two roles the entire game. 69, with the fun sexy songs. I loved that role.

And 22, where I had to die. That's it.

And yes, get over there.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5118

Post by Quin »

Kylemii wrote: Thu Dec 07, 2017 12:38 am Dragon D. Luffy did you know Quin was an even all along? We we're surprised that you revealed me but not him.
Yeah, I was curious about that. When you found out Kyle's role I made a cryptic post for bob telling him not to vote Kyle, which he would've inferred from that I was his teammate.
Lunalee wrote: Thu Nov 01, 2018 9:13 amQuin's ISO is full of posts that are actually trying to be helpful to the game. This doesn't look like town Quin.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5119

Post by Dragon D. Luffy »

I have no idea what Quin's role was.

I just assumed he was either someones partner, which means I had to kill him, or controlled the odds kill, which put him at last place in keep-alive priority.

Nutella was useful alive because I could steal her protect and she had no kills. Kyle was useful because I could at least create a 50-50 where lynching me would give my kill to Kyle. Sprityo was impossible to kill so I wanted to leave him to the end. So Quin it is.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5120

Post by Dragon D. Luffy »

Fun game. I personaly loved the creativity in the roles.

If I could change something, I'd have made this game with less roles. 50, or perhaps 40. Would have given the game more of an objective from the start.

But I like the social experiment it created. At some point it felt like people were acting like wild animals, with the whole getting together in groups, and forming private codes, and artificial chains of command, and having rivarlies each other. I just hope this game didn't cause anyone to leave the site permanenty. I love all of you guys.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5121

Post by Dragon D. Luffy »

Also hilarious endgamewrite-up.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5122

Post by colonialbob »

Sorry I unsubscribed for the past few phases, so I just saw this ended. Congrats to the winners! Especially Kyle and Quin, y'all nailed stage 2.

Sorry primes, I feel like I basically lost this game by not being around to save a couple of us and then not activating my save power the night I was killed. So I'm gonna take responsibility for that. It was bad.

Thanks to Quin and Juliets, our chat was what really got me into this game, and probably led to me sticking around here. Glad one of us was on the winning team!

Finally, a huge thanks to G-Man for running this! I go nuts trying to write 15 roles, I can't even imagine 102 roles. Plus all the fantastic role-playing. Plus having to put up with some of the crap you had to put up with. The downside is, I'm pretty convinced you're an evil computer now, so if I ever see you in a regular game I'm not gonna know what to do. But yeah, huge props!
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5123

Post by Kylemii »

colonialbob wrote: Thu Dec 07, 2017 12:56 pmPlus all the fantastic role-playing. Plus having to put up with some of the crap you had to put up with. The downside is, I'm pretty convinced you're an evil computer now, so if I ever see you in a regular game I'm not gonna know what to do. But yeah, huge props!
I've never talked to gman normally. It hadn't even occurred to me that he wasn't an actual real robot and was secretly s real person.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5124

Post by Sloonei »

You guys think the G-man account is a real person?
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5125

Post by Kylemii »

Gman doesn't roleplay as The Game. The Game roleplays as Gman
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5126

Post by Marmot »

I wish this game could have occurred at a time when I had some free time and the interest to play mafia. By the time I felt ready to commit, I was way, way behind.

Sorry for the general flakiness G-Man. I wanted to give more energy to it throughout, just couldn't. This was an incredibly amazing game, in large part to it lasting 3 months and 30+ days.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5127

Post by G-Man »

Here is the first of several data dumps I have in store for you. My spreadsheet for this game had over a dozen active tabs filled with different types of data. This first batch comes from two separate tabs.

These two charts show which roles everyone had through out the game. The first chart covers up to Day 19, when the Button was pressed. The second chart shows the roles for each phase after the Button. You will see the color change as each player moves onto their second, third, etc. role. The solid black column marks the beginning of Stage 2. Click on the picture to see the full-size image.
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These next two charts show the same information but highlight the duration of secret roles (light purple) (though I never denoted Role #101 as secret for some reason) as well as the point at which roles died (dark red for Stage 1, bright red for final death in Stage 2). You can see the points where death clustered around a group of players. Usually that happened when the Primes were trying to reclaim one of their own. Once again, click the image to see the full size chart.
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Finally, for now, this next chart shows an accounting of the various allegiances each player found themselves a part of. Nobody managed to be a part of all eight teams, but [mention]Dragon D. Luffy[/mention] was the most accomplished traveler, landing on seven teams throughout the game. Speedchuck never left the Primes all game, so he is your least accomplished traveler.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5128

Post by Dragon D. Luffy »

Can we see the remaining secret roles?
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5129

Post by G-Man »

Dragon D. Luffy wrote: Fri Dec 08, 2017 6:18 am Can we see the remaining secret roles?

But of course!



#0: Held by Dom from Day 22 through Day 23
# 0- A role so secret it wasn't even on the role list until it was lynched!
Alias: The Double-Secret Role
Source: Zero can mean either nothing or, when added to the end of a number, it multiplies its value.
Member Of: Independent
Power Type: Nightly Power
Role Description: On your first day in the game, you may choose to enhance or nullify another player’s powers the following night. From that point on, you will alternate back and forth between being a power enhancer or a power nullifier. You must submit your choice by the end of the day phase when enhancing, so your target can be notified. If you enhance or nullify a player with a daytime power, the effect will take place the following day. You can win with any team that you do not nullify, so long as you survive to the end of the game. If you fail to submit a power request, your power will be randomly assigned, potentially impacting your ability to win with certain teams. Use of your power is mandatory.



#9: Held by insertnamehere from Day 2 through Night 5
# 9
Alias: No. 9
Source: The Beatles song “Revolution 9”
Member Of: Nasty 9's
Power Type: Nightly
Role Description: On your second day in the game, you will become insanified but you get to pick another player to be insanified with you. Each successive night you will be able to insanify more players (on your second night you can insanify two more players, one your third night you can insanify three players). Your goal is to insanify every player in the game, sending the game into utter chaos. If you can insanify every player, the curse will break the next night and you will receive special recognition at the end of the game, whether you are on the winning side or not. Only your death will cancel the mass insanification. Once insanified, players will remain insanified until everyone is insane or you die. Reanimation to a new role will not restore sanity to their speech.



#22: Held by Epignosis from Day 12 through Night 27
# 22
Alias: Catch-22
Source: The novel Catch-22 and the concept therein
Member Of: Evil Evens
Power Type: Passive Ability
Role Description: You are tormented by Catch-22: Anyone who wants to live isn’t really crazy. You are trying to get yourself killed. You may not reveal what you are trying to do in any way, either in the game thread or team BTSC chats. For each vote that you receive, you will be immune to the next corresponding day or night power used on you. If you receive the most votes in the lynch poll, you will not die. Self-voting is not allowed because only an insane person would do so and insane people think they are sane- Catch 22. If you get killed, you will receive special recognition at the end of the game. If the game ends while you are alive, you lose, even if your teammates win.



#30: Held by colonialbob from Day 1 through Day 12
# 30
Alias: The Enigma
Source: The German military begin using a secret, specially-designed version of the enigma machine in 1930
Member Of: Fatal 5’s, Sinister 6’s
Power Type: Nightly Power
Role Description: Each night, you can encrypt a message with an enigma machine. Each message that the other players decrypt earns you secret information from the host.



#41: Held by colonialbob from Day 15 through Night 15
# 41
Alias: Groundhog Day
Source: The first recorded reference to a Groundhog Day ceremony in Punxsutawney, PA is dated to 1841.
Member Of: Perilous Primes
Power Type: Limited-Use Power
Role Description: During any day phase that you are alive, you may initiate a Groundhog Day scenario. The game will repeat the same day on which you initiate the phenomenon until it reaches a conclusion you are happy with.



#51: Held by Dom from Day through Night 26; Sprityo subbed in and held it from Day 27 through Day 37
# 51
Alias: Simple Majority
Source: Without using decimals, 51% represents a simple majority
Member Of: Obnoxious Odds
Power Type: Passive Ability
Role Description: Getting the most votes on the lynch poll won’t necessarily mean your demise. You can only be lynched if a simple majority of all living players votes for you in the lynch poll. You are also immune to the first three attempts to kill you.



#69: Held by Epignosis from Day 1 through Night 4
# 69
Alias: The Sexy Sing-a-long
Source: The number 69 has a sexual meaning
Member Of: Obnoxious Odds
Power Type: Nightly Power
Role Description: You want everyone to put their lips to good use- by singing (or lip-syncing) to a naughty song. Each night, you may select up to four players to assign a sexy song to sing or lip-sync to. All players will have the following day phase to post a YouTube video or Vocaroo recording of themselves performing their assigned song. The best performance will receive a prize. Everyone who participates will be immune from the lynch the day of the contest. Those who refuse to participate will lose the right to vote for that day phase and the following day phase. They will also not be allowed to use their power the night after the contest. You may target yourself.



#76: Held by Dragon D. Luffy from Day 11 through Night 11
# 76
Alias: Brothers of the Revolution
Source: In 1776, Thomas Paine published Common Sense, which helped stoke support for American resistance to British rule.
Member Of: Evil Evens
Power Type: Nightly Power
Role Description: Each night, you can invite one player of your choice to abandon all of their other alliances and join you in the Brothers of the Revolution. If anyone accepts your offer, you will cease to be a member of the Evil Evens.



#79: Held by Long Con from Day 10 through Day 19; held by Quin Day 19 through Night 24
# 79
Alias: The Meltdown
Source: In 1979, the Three Mile Island nuclear power plant near Middletown, Pennsylvania experienced a partial meltdown in what is still the worst nuclear energy accident in US history.
Member Of: Perilous Primes
Power Type: Nightly Power
Role Description: Each night you may select one person to inflict with Meltdown Syndrome. The next day, this person will be required to respond to any suspicion aimed at them with wild, irrational tirades.



#88: Held by Nutella from Day 1 through Day 5
# 88
Alias: The DeLorean
Source: When this baby hits 88 miles per hour, you’re gonna see some serious s**t.
Member Of: Crazy 8’s
Power Type: Limited-Use Power
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#100: Held by Golden Day 11 through Night 15; Sig replaced into it and held it from Day 16 through Day 21 when his shield was used and he became a duplicate of #10.
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#101: Held by insertnamehere from Day 25 through Night 30
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5130

Post by Sloonei »

Who kept blocking my #1 kills?
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5131

Post by G-Man »

Sloonei wrote: Fri Dec 08, 2017 2:22 pm Who kept blocking my #1 kills?


The Sad Tale of Serial Killer Sloonei

Chicka Chicka 1, 2, 3
Kill fails frustrated dear Sloonei.
Night 10 he abstained,
Which wasn't so strange.
Night 11 his kills worked, goshdarnit.
Down went AWOL Dom and that rapscallion Marmot.
Night 12 was a bust that caused him great woe.
Ricochet and INH survived with protections via Tarot.
Night 13, the Tarot bug was back!
Nutella had pocket protection thanks to Jack.
Elohcin died so it all wasn't a waste
But one death wasn't enough to put a smile on his face.
Night 14 saw absent Nacho survive.
That's easy to explain, he was #35.
INH died from Sloonei's second attempt
But only one death caused #1 much contempt.
Night 15 both kills worked just right-
Neither MP07 nor Made got through the night.
Night 16 was skipped because Made was #16.
It was the saddest birthday party that you'd ever seen.
On his last night in action, failure struck back!
Sloonei killed DDL but he couldn't kill Jack.
He was still #3 at that point
And invincibly jaunting around the joint.
Day 18, Sloonei was lynched, killing off #1
But he became #42 and caused lots of fun.
That's the end of our little story.
Chicka Chicka 1, 2, 3
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5132

Post by speedchuck »

I died less times than anyone else, right? Or did I tie with anyone?
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5133

Post by G-Man »

speedchuck wrote: Fri Dec 08, 2017 6:37 pm I died less times than anyone else, right? Or did I tie with anyone?
Fewer. You had two roles and only died once. You were the only player to accomplish either of those things.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5134

Post by Jackofhearts2005 »

Sloonei wrote: Fri Dec 08, 2017 2:22 pm Who kept blocking my #1 kills?
Sorry not sorry.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5135

Post by Jackofhearts2005 »

Aaaaaaaaaaaaaaaaah!

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I knew we shouldn't have gotten rid of Sloonei until the button was found. I just knew it. The only non prime lynched for like 20 phases in a row and he gets the button. Of freaking course.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5136

Post by Quin »

Jackofhearts2005 wrote: Fri Dec 08, 2017 7:13 pm Aaaaaaaaaaaaaaaaah!

Image

I knew we shouldn't have gotten rid of Sloonei until the button was found. I just knew it. The only non prime lynched for like 20 phases in a row and he gets the button. Of freaking course.
To be fair, if I'd rolled 42 I'd have pressed the button as well. :workit:
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5137

Post by Dragon D. Luffy »

Btw guys.

I was the one who started thepunch buggy game.

Why? Because it sounded fun that's why.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5138

Post by Kylemii »

Dragon D. Luffy wrote: Fri Dec 08, 2017 8:18 pm Btw guys.

I was the one who started thepunch buggy game.

Why? Because it sounded fun that's why.
you did it right after the first time i really went against the primes, i thought you were going to kill me.

i thought [mention]juliets[/mention] was going to kick my ass at the punch buggy challenge and murder me for vengeance.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5139

Post by Jackofhearts2005 »

Super fun game, though, if long. Lots of comeradery built with the core Primes.

My favorite part was when someone (Rico?) incorrectly identified Sig as part of the Primes conspiracy because LC's codename was "Sig."
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5140

Post by Jackofhearts2005 »

My other favorite part was having an elaborate test (followed by a very simple "post a smiley" test) to figure out who Bob was even though Bob was super trusted because we didn't believe our new Chatsy teammate was really Bob.

Also having a long conversation with Epi only to realize halfway through he didn't know who I was.

Also antagonizing INH cause I was invincible.

Also discussing strategy in depth only to have MP pop up for the first time in a chat like two days after he died. It was like "Oh shit....wanna join our club?"
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5141

Post by Sloonei »

G-Man wrote: Fri Dec 08, 2017 6:30 pm
Sloonei wrote: Fri Dec 08, 2017 2:22 pm Who kept blocking my #1 kills?


The Sad Tale of Serial Killer Sloonei

Chicka Chicka 1, 2, 3
Kill fails frustrated dear Sloonei.
Night 10 he abstained,
Which wasn't so strange.
Night 11 his kills worked, goshdarnit.
Down went AWOL Dom and that rapscallion Marmot.
Night 12 was a bust that caused him great woe.
Ricochet and INH survived with protections via Tarot.
Night 13, the Tarot bug was back!
Nutella had pocket protection thanks to Jack.
Elohcin died so it all wasn't a waste
But one death wasn't enough to put a smile on his face.
Night 14 saw absent Nacho survive.
That's easy to explain, he was #35.
INH died from Sloonei's second attempt
But only one death caused #1 much contempt.
Night 15 both kills worked just right-
Neither MP07 nor Made got through the night.
Night 16 was skipped because Made was #16.
It was the saddest birthday party that you'd ever seen.
On his last night in action, failure struck back!
Sloonei killed DDL but he couldn't kill Jack.
He was still #3 at that point
And invincibly jaunting around the joint.
Day 18, Sloonei was lynched, killing off #1
But he became #42 and caused lot of fun.
That's the end of our little story.
Chicka Chicka 1, 2, 3
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5142

Post by Sloonei »

Quin wrote: Fri Dec 08, 2017 7:23 pm
Jackofhearts2005 wrote: Fri Dec 08, 2017 7:13 pm Aaaaaaaaaaaaaaaaah!

Image

I knew we shouldn't have gotten rid of Sloonei until the button was found. I just knew it. The only non prime lynched for like 20 phases in a row and he gets the button. Of freaking course.
To be fair, if I'd rolled 42 I'd have pressed the button as well. :workit:
Yeah I gave it 0 seconds of thought.

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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5143

Post by speedchuck »

I woulda pushed it too.

Sorry about taking your role JoH. I'm sure you would have been the most loyal prime instead of me.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5144

Post by G-Man »

Time for another data dump. Here are the team membership histories for the eight teams throughout the game. One asterisk signifies that a role appeared on one other team. Two asterisks signifies that a role was on two other teams. Running along the bottom of each image is the total number of players affiliated with that team during each day and night phase of the game. Once again, you can click on the image to see a full-size version. Day 19 was the Button and Day 25 was the start of Stage 2.


FATAL 5's
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What's most amazing to me was that on Day 5 (aka the day the Prime plan was formed), the Fatal 5's had a member infiltrating the 6's, 7's, 8's and 9's. I really thought that the 5's would be the best team to challenge the Primes, so I was surprised when they joined forces. It wasn't an unwelcome strategy but it did take a little of the air out of the viciousness of the game. The 5's peaked at seven players a few times, giving them a full third of active players, and always had a member who was part of another team until the very end of their existence. Absenteeism really held them back at times, especially when their numbers were at their greatest.

SINISTER 6's
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For most of the game, the 6's were being used by their double-dipping members to use their kills to benefit other teams. They were front-loaded on the reanimation list, which put them at a disadvantage in Stage 2 (but hey- Nutella made it to the final two, so nothing is impossible). Sloonei was a difference-maker as #42 but that wasn't a move he consulted with his team about. The 6's chats were almost completely dead for much of the game. The only time it was used was when CBob, Jack, and Quin were active at the same time.

LUCKY 7's
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The 7's were plagued by absenteeism and disorganization at ever turn. They weren't front-loaded, so you all had plenty of opportunity to eliminate #13 and beat the curse in the long run. I still can't believe you guys let that role linger as long as you did. When Stage 2 started, the 7's were the second-largest team in the game, with five members. They had Marmot overlapping with the Primes though, so they probably never would have been able to take the Primes on. This team just never could pull it together. The chats were largely dead and there were only a few times when members were able to connect within a reasonable time frame to make plans.

CRAZY 8's
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As teams, the 8's and 9's were always going to be long shots because they had so few member. The 8's were front-loaded on the reanimation list and spend nine straight phases as an inactive team. They had some short-lived members, which didn't help either. They had potential to be a formidable trio as Stage 2 approached but both Kyle and DDL didn't like their odds and killed themselves off. Kyle got the last laugh, as he joined the Evens next and would go on to win, but Nutella made him sweat it out as she took the only 8's role all the way to the final two.

NASTY 9's
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Image

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The 9's were too bunched up on the reanimation list. The hard part about this team is that they would have struggles to be contenders had their reanimations been more spread out. They peaked too early, with five members Day 4 and, despite having an array of active players, they were another team that was largely used by double-dippers to help other teams.

PERILOUS PRIMES
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The Primes didn't start the game strong but their slow build up to and past the formation of the Prime plan took them places. The Clock started their need to kill and lynch people in an attempt to get them back on the Primes. Jack gave nutella a Tarot card that could grant a request. She asked for a night kill protection for all her teammates at that time. That was on Night 9 and it helped her and four teammates. Speedchuck held that suck until just before he got lynched. The protection coverage shows up in yellow and goes away after it got used up. The Button mixed things up for the Primes. Only four of the pre-Button Primes made it back to the team for Stage 2. After the Button, the Flu Virus took out a few potent Prime roles. I was mad to see some of them get taken out but I trusted the randomizer and it did help the game from being a wash for the Primes. They began Stage 2 with two double-dipper roles (5 and 7) but it wasn't meant to be.

EVIL EVENS
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You champions are an interesting story. The Evil Evens began the game as the strongest team, with six players. There were no double-dipper roles on the Evens, so they were always working for themselves. But by Day 3, their numbers were cut in half! They never built up past four active members in their ranks, so theirs is a tale of perseverance. Ricochet received a Tarot card that enabled him to protect himself until he fulfilled his goal as #58 and started the lethal stage of the Flu epidemic. Epignosis was the only player to stay the same after the Button (Slooeni doesn't count because #42 was always going to stay the same). Their chats ebbed and flowed. The final four Evens who entered Stage 2 together were a cautious bunch. Epi wasn't all that into it but offered a few nuggets of wisdom, and the other three were hesitant to trust each other until they could figure out who they all were. Once the Primes faltered and were on the cusp of elimination, they rallied and their lack of obvious teammate behavior in the game thread strengthened their position down the final stretch.

OBNOXIOUS ODDS
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Five of the seven Obnoxious Odds roles were posting curse roles. With only seven roles in the entire game, I knew from the start that they had almost no chance of winning. I mostly used them to inject silly fun into the game and most of these roles died off quickly. Only Epi (as #69) and Sprityo (as #51) maximized their roles' potential. It was easy coming up with #51's passive ability and I added the NK protections just to help add some drama to the mix. It sure did. I was unsure from the get-go if #51 should reanimate so late in the game but I left it where it fell because Stage 2 should have had plenty of opportunities for the role to work its magic. Sprityo went largely untouched until halfway through Stage 2. That alone helped him make it to the end. It actually seemed like it was harder to lynch him as the number of players diminished. His lynch was a tense thing to watch.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5145

Post by Kylemii »

If DDL and I had stayed on the 8's this game would have ended a lot differently
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5146

Post by Quin »

G-Man wrote: Mon Dec 11, 2017 12:29 am What's most amazing to me was that on Day 5 (aka the day the Prime plan was formed), the Fatal 5's had a member infiltrating the 6's, 7's, 8's and 9's. I really thought that the 5's would be the best team to challenge the Primes, so I was surprised when they joined forces. It wasn't an unwelcome strategy but it did take a little of the air out of the viciousness of the game. The 5's peaked at seven players a few times, giving them a full third of active players, and always had a member who was part of another team until the very end of their existence. Absenteeism really held them back at times, especially when their numbers were at their greatest.
I think this was me (partly), so I can give some thoughts on why this was.

Initially, the 5's (who was predominantly me, juliets and colonialbob) were anti-prime, since we recognised they were the biggest team besides us and therefore the biggest threat. I was #90 at the time and was going between the 5's, 6's and 9's teams to campaign for a peace treaty of sorts while we fives focussed on identifying the primes. We did fight a bit; we'd identified some of them and killed them and I think they'd killed some of us too.

juliets died and went to the primes, and bob and I had an existing alliance with her so when she opened the first secret BTSC with us we discussed what to do and figured that we could keep eachother safe and start planning for phase 2 if the two biggest teams ganged up on everyone else instead, especially since we fives were still in a position to gather all sorts of info from our other teams. I only found out that LC was trying to get people (including me and juliets) from his first team together way after, so there was some good luck there.

I had too much fun as #90. I wound up with information that took me through half the game with complete knowledge of almost everything that was happening in the game and scaring people with information i had no business knowing :haha:
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5147

Post by Quin »

Also, I started on the Evens and ended on the Evens. That's a neat full circle kind of thing.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5148

Post by Quin »

Everyone was worried about the primes when in actual fact the 7's were secretly the more dangerous team.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5149

Post by juliets »

Did speed chuck cease being #13 when the button was pushed or did someone kill him? I can't remember. And I'm not at all surprised about the 7's being the stronger team at Phase 2. There was some obsession with the primes by just a few, maybe even just one, people (person), that was obsessive and felt personal. That obsessiveness drove people forward in focusing on the primes it felt like to me.
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Re: [GAME OVER] Chicka Chicka 1, 2, 3

#5150

Post by Dragon D. Luffy »

juliets wrote: Mon Dec 11, 2017 6:01 am Did speed chuck cease being #13 when the button was pushed or did someone kill him? I can't remember. And I'm not at all surprised about the 7's being the stronger team at Phase 2. There was some obsession with the primes by just a few, maybe even just one, people (person), that was obsessive and felt personal. That obsessiveness drove people forward in focusing on the primes it felt like to me.
Rico became 13.

Then Epi and someone else did some spooky thing and killed Rico without suffering consequences.
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