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Subject: Telepaths 2 : Shell Game - GAME OVER ! rss

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Jeremy Likens
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This is the Game Thread
The full rules and sign-up thread can be found here: http://www.boardgamegeek.com/thread/97792


Rules

Votes must be in bold, and must not be edited. Example: vote Gerelia Town Hall
No votes time stamped after 8pm will be accepted.
Roles will be revealed upon death. (note that this may be conditional upon priests being alive...)
No PMs may be quoted.
CC the Mod on all PMs (I'd love to hear what's going on and how you guys think )
No deleting of posts. Editing of posts is discouraged.
All times are BGG time.

Any Questions for the Mod should be typed in red.
(the mod will put flavor text in blue italics)


Victory Conditions

Good Side: Kill all Werewolves
Evil Side: Reduce the number of Villagers to a number equal to the number of Werewolves that remain in the game.


Roles

Good Side:

6 Villager: 7 players will think they are Villagers. A Villager wins if the Good Side wins. Villagers have no special powers.

1 Duster: The duster automatically removes traces of wolves. If the duster is in a location where wolves have previously been, but currently are not at, and that the tracker is not there either, he removes all traces of wolves being there. The Duster only knows that he is a Villager and does not realize that he is the Duster.

1 Seer: There is one seer, who is a special Villager. The Seer wins if the Good Side wins. Each night the seer can view all players at their location. The Seer will be told if any of those players are Werewolves.

1 Tracker: Each Dawn, if the tracker has moved to a new location, he looks at the space he is in, and is told if a wolf has ever been in that location prior to the current day. He also learns on what day the wolf was there.

1 Telekinetic Dwarf: Each Night (after MindBlast), picks 2 locations. Those 2 locations exchange places on the map. Must be telekineses...

1 Leprechaun: Each Night (after MindBlast), picks 2 locations. Until the next night, these 2 locations are connected. Some kind of magic portal...

1 Yin: Each night this player chooses a location. If that location is attacked during the night, there will be NO KILL. The second time this is successful, Yin's locations is instead MindBlasted.

1 Good Seeker: Each Night this player chooses a location. They are told the names of all players present at that location.

1 Teleporter: During the Dawn, may move to any location on the board. Can exceed the 3 person rule. This may only be done twice per game.

1 Light Wizard: Once per game may select a location during Dawn . All players in that location become Villagers. Cannot be used if there are 5 or fewer locations.
If the Light Wizard hits a Wolf, the Wolf will be turned into a Cobbler


Evil Side:

2 Werewolves: Werewolves know each others identities and have unlimited PMs with each other. The Werewolves win if the Evil Side wins. Each night the Werewolves can pick a location. The location is decided by majority. In the case of a tie, there will be NO KILL. The location the Werewolves choose will be attacked and all Telepaths (including Evil roles) in that location will be killed.
If a wolf is hit by the Light Wizard, the wolf will be turned into a Cobbler.

1 Sorcerer: Each night the sorcerer can view all players at their location. The Sorcerer will be told if any of those players are the Seer.

1 Evil Seeker: Each Night this player chooses a location. They are told the names of all players present at that location.

1 Dark Wizard: Once per game may select a location during Dawn. All players in that location become Cobblers with White Hats (will appear as Villagers upon death). Cannot be used if there are 5 or fewer locations.

0 Cobblers: A Cobbler wins if the Evil Side wins. Cobblers have no special powers.


Locations

The Game will start with 15 locations. You will randomly be assigned a starting location. I will make sure that wolves do not start in the same location.

A max of 3 players can be in any one location at any given time.

You will be aware of all players who are in your location.

You will also be able to PM each player in your location twice during the day (please CC me on all PMs).

It is very taxing to shield your thoughts from all the other Telepaths. Thus the Telepaths are only able to whisper out loud to other Telepaths near them, and even that takes a great amount of effort.

Locations are integral to lynches and night kills. After each lynch and night kill, the selected location will be gone for the rest of the game.

Locations become uninhabitable for a long period after Mind Siege is used due to its strong telepathic resonance.


Affinity with Locations

Each Telepath has Affinity with a specific Location. Every location will have 1-2 Telepaths that will have affinity with it. This will be completely random.

Each day a player is able to send one anonymous message through the mod to all telepaths in the location that have affinity for. This message must be sent to the Mod no later than 7pm. The Mod will send the message to that location as soon as possible. For obvious reasons, you probably don't want the location with which you have affinity to be destroyed.


Movement

Dawn is when you will change your locations. You will pick your top two choices for where to go. Each location will only connect with a maximum of three other locations.

Send me a PM with the Suject Line reading "1) Norei Forrest. 2) Tilan Field" (or whatever the locations you may happen to pick). All PMs must be recieved by the end of Dusk (10pm). If I fail to recieve a PM from anyone then their new location will be chosen randomly from the locations available to them. I will then send PMs to all players, telling them their new location and who is there with them.

I will try to make all choices work, but it will be first come, first serve. (i.e. if your 1st doesn't work, I will go to your 2nd, and if that doesn't work I will move you to the remaining available location.)

You may only choose to stay where you are if a location has only 2 connections or if all other locations fill up first. If you PM me that you would like to stay where you are, I will have everyone else move first. If, after everyone else has moved, you can legally stay in your location I will allow it.

In this game, there is safety in numbers by day, and danger in numbers by night. Pick your poison. devil


The Map

o-o-o-o-o
| -| -| -| -|
o-o-o-o-o
| -| -| -| -|
o-o-o-o-o

Each location starts with between 2-4 connections. If a location becomes diconnected via Lynch or Night Kill from all or all but one other location, it will automatically be reconnected to the nearest location(s) so that it once again has 2 connections.


Lynches

Lynch votes must be bolded and must not be edited.

Remember, you are voting for a location, not a specific Telepath.

Unvotes are allowed, and they must be bolded and must not be edited.

Conditional Votes will not be accepted.

All votes made after 8pm WILL NOT COUNT.

I will try to keep a running tally of the votes so you will not have to be completely on your own for counting votes, but I may not always be able to get one up, so feel free to post one yourselves or ask me for one.

All ties will be decided by longest held vote.


1 Location Lynch

If, after either a night kill or a lynch, only 1 location remains (and neither side has won), a special lynch occurs. In this lynch, the players will each vote for another player, rather than a location.


Setup of the Day

Day - discussion and voting
Lynch - 8pm, Lynch Results are revealed and map is updated
Night - Starts after Lynch, and continues until Daybreak
Twilight - 10pm or as soon as all Night Actions are in, whichever is earlier
- Night Results are revealed and map is updated
Dawn - 10pm-2am, As the sun rises, players submit their movements
(Dawn Orders may be sent early!)
Daybreak - 2am, players recieve their new location
 
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Jeremy Likens
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Current Players
I will keep this updated so you can have easy access to the current list of players.

Telepaths: Day 8

2/20 Alive


BagpipeDan - Werewolf
Beowulf - Dark Wizard
CapAp - Evil Seeker
Dalestephenson
Funktard - Leprechaun
Greek2me - Teleporter
Houndsoftindalos - Villager
Jmilum - Villager
Ex-Kimapesan - Villager
Kima2 - Light Wizard
Kuchick - Villager
Latria - Villager
Melissa
MoonGoddess - Villager
Player X - The Telekinetic Dwarf
Rostok - Villager
Runningquick - Tracker
Seanp - Villager
Shugyosha - Villager
Tarrant - Seer
 
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Current Locations
I will keep this updated so you can have easy access to the current locations and their connections.


Map: Day 1

A-B-C-D-E
| -| -| -| -|
F-G-H- I-J
| -| -| -| -|
K-L-M-N-O

A - Colmar Municipal Building . . . . connections to B,F
B - Dirkata Hotel . . . . . . . . . . . . . connections to A,C,G
C - Colmar Town Gate . . . . . . . . . connections to B,D,H
D - Colmar General Store . . . . . . . connections to C,E,I
E - Brie Park . . . . . . . . . . . . . . . . . connections to D,J
F - Olaf's Wizarding School . . . . . . connections to A,G,K
G - West Colmar Market . . . . . . . . connections to B,F,H,L
H - Colmar Town Square . . . . . . . . connections to C,G,I,M
I - East Colmar Market . . . . . . . . . connections to D,H,J,N
J - Drina Wetlands . . . . . . . . . . . . connections to E,I,O
K - Polaine Restaurant . . . . . . . . . connections to F,L
L - Colmar Hospital . . . . . . . . . . . connections to G,K,M
M - Colmar Courthouse . . . . . . . . connections to H,L,N
N - Colmar Police Station . . . . . . . connections to I,M,O
O - Alzette River . . . . . . . . . . . . . connections to J,N


Map: Night 1

A-B-C-D-E
| -| -| -| -|
F-G-H- I- J
| -| -| -| -|
K-L-M-N-O

A - Colmar Municipal Building . . . . connections to B,F
B - Dirkata Hotel . . . . . . . . . . . . . connections to A,C
C - Colmar Town Gate . . . . . . . . . connections to B,D,H
D - Colmar General Store . . . . . . . connections to C,E,I
E - Brie Park . . . . . . . . . . . . . . . . . connections to D,J
F - Olaf's Wizarding School . . . . . . connections to A,K
H - Colmar Town Square . . . . . . . . connections to C,I,M
I - East Colmar Market . . . . . . . . . connections to D,H,J,N
J - Drina Wetlands . . . . . . . . . . . . connections to E,I,O
K - Polaine Restaurant . . . . . . . . . connections to F,L
L - Colmar Hospital . . . . . . . . . . . connections to K,M
M - Colmar Courthouse . . . . . . . . connections to H,L,N
N - Colmar Police Station . . . . . . . connections to I,M,O
O - Alzette River . . . . . . . . . . . . . connections to J,N


Map: Dawn 2

A-B-C-D-E
| -| -| -| -|
F-G-H- I- J
| -| -| -| -
K-L-M-N

A - Colmar Municipal Building . . . . connections to B,F
B - Dirkata Hotel . . . . . . . . . . . . . connections to A,C
C - Colmar Town Gate . . . . . . . . . connections to B,D,H
D - Colmar General Store . . . . . . . connections to C,E,I
E - Brie Park . . . . . . . . . . . . . . . . . connections to D,J
F - Olaf's Wizarding School . . . . . . connections to A,K
H - Colmar Town Square . . . . . . . . connections to C,I,M
I - East Colmar Market . . . . . . . . . connections to D,H,J,N
J - Drina Wetlands . . . . . . . . . . . . connections to E,I
K - Polaine Restaurant . . . . . . . . . connections to F,L
L - Colmar Hospital . . . . . . . . . . . connections to K,M
M - Colmar Courthouse . . . . . . . . connections to H,L,N
N - Colmar Police Station . . . . . . . connections to I,M

Special Link between A and I


Map: Night 2

A-B-C-D-E
| -| -| -| -|
F-G-H- I- J
| -| -| -| /
K-L-M-N

A - Colmar Municipal Building . . . . connections to B,F
B - Dirkata Hotel . . . . . . . . . . . . . connections to A,C
C - Colmar Town Gate . . . . . . . . . connections to B,D,H
D - Colmar General Store . . . . . . . connections to C,E
E - Brie Park . . . . . . . . . . . . . . . . . connections to D,J
F - Olaf's Wizarding School . . . . . . connections to A,K
H - Colmar Town Square . . . . . . . . connections to C,M
J - Drina Wetlands . . . . . . . . . . . . connections to E,N
K - Polaine Restaurant . . . . . . . . . connections to F,L
L - Colmar Hospital . . . . . . . . . . . connections to K,M
M - Colmar Courthouse . . . . . . . . connections to H,L,N
N - Colmar Police Station . . . . . . . connections to J,M


Map: Dawn 3

A-B-C-D-E
| -| -| -| -|
F-G-H- I- J
| -| -| -| /
K-L-M-N

A - Colmar Municipal Building . . . . connections to B,F
B - Dirkata Hotel . . . . . . . . . . . . . connections to A,C
C - Colmar Town Gate . . . . . . . . . connections to B,D,H
D - Colmar General Store . . . . . . . connections to C,E
E - Brie Park . . . . . . . . . . . . . . . . . connections to D,J
F - Olaf's Wizarding School . . . . . . connections to A,K
H - Colmar Town Square . . . . . . . . connections to C,M
J - Drina Wetlands . . . . . . . . . . . . connections to E,N
K - Polaine Restaurant . . . . . . . . . connections to F,L
L - Colmar Hospital . . . . . . . . . . . connections to K,M
M - Colmar Courthouse . . . . . . . . connections to H,L,N
N - Colmar Police Station . . . . . . . connections to J,M

Special Link between C and L


Map: Night 3

A-B-C-D-E
| -| -| -| -|
F-G-H- I- J
| -| -| -| /
K-L-M-N

A - Colmar Municipal Building . . . . connections to B,F
B - Dirkata Hotel . . . . . . . . . . . . . connections to A,C
C - Colmar Town Gate . . . . . . . . . connections to B,D
D - Colmar General Store . . . . . . . connections to C,E
E - Brie Park . . . . . . . . . . . . . . . . . connections to D,J
F - Olaf's Wizarding School . . . . . . connections to A,K
J - Drina Wetlands . . . . . . . . . . . . connections to E,N
K - Polaine Restaurant . . . . . . . . . connections to F,L
L - Colmar Hospital . . . . . . . . . . . connections to K,M
M - Colmar Courthouse . . . . . . . . connections to L,N
N - Colmar Police Station . . . . . . . connections to J,M


Map: Dawn 4

A-B-C-D-E
| -| -| -| -|
F-G-H- I- J
| -| -| -| /
K---M-N

A - Colmar Municipal Building . . . . connections to B,F
B - Dirkata Hotel . . . . . . . . . . . . . connections to A,C
C - Colmar Town Gate . . . . . . . . . connections to B,D
D - Colmar General Store . . . . . . . connections to C,E
E - Brie Park . . . . . . . . . . . . . . . . . connections to D,J
F - Olaf's Wizarding School . . . . . . connections to A,K
J - Drina Wetlands . . . . . . . . . . . . connections to E,N
K - Polaine Restaurant . . . . . . . . . connections to F,M
M - Colmar Courthouse . . . . . . . . connections to K,N
N - Colmar Police Station . . . . . . . connections to J,M


Map: Night 4

A-B-C-D
| -| -| -| \
F-G-H- I- J
| -| -| -| /
K---M-N

A - Colmar Municipal Building . . . . connections to B,F
B - Dirkata Hotel . . . . . . . . . . . . . connections to A,C
C - Colmar Town Gate . . . . . . . . . connections to B,D
D - Colmar General Store . . . . . . . connections to C,J
F - Olaf's Wizarding School . . . . . . connections to A,K
J - Drina Wetlands . . . . . . . . . . . . connections to D,N
K - Polaine Restaurant . . . . . . . . . connections to F,M
M - Colmar Courthouse . . . . . . . . connections to K,N
N - Colmar Police Station . . . . . . . connections to J,M


Map: Dawn 5

A-B-C-D
| -| -| -| \
F-G-H- I- J
| -| -| -| /
K------N

A - Colmar Municipal Building . . . . connections to B,F
B - Dirkata Hotel . . . . . . . . . . . . . connections to A,C
C - Colmar Town Gate . . . . . . . . . connections to B,D
D - Colmar General Store . . . . . . . connections to C,J
F - Olaf's Wizarding School . . . . . . connections to A,K
J - Drina Wetlands . . . . . . . . . . . . connections to D,N
K - Polaine Restaurant . . . . . . . . . connections to F,N
N - Colmar Police Station . . . . . . . connections to J,K


Map: Night 5

A-B-C-D
| -| -| -| \
F-G-H- I- J
| -| -| -| /
K--------

A - Colmar Municipal Building . . . . connections to B,F
B - Dirkata Hotel . . . . . . . . . . . . . connections to A,C
C - Colmar Town Gate . . . . . . . . . connections to B,D
D - Colmar General Store . . . . . . . connections to C,J
F - Olaf's Wizarding School . . . . . . connections to A,K
J - Drina Wetlands . . . . . . . . . . . . connections to D,K
K - Polaine Restaurant . . . . . . . . . connections to F,J


Map: Dawn 6

A-B-C-D
|/-| -| -| \
F-G-H- I- J
| -| -| -| /
K--------

B - Dirkata Hotel . . . . . . . . . . . . . connections to C,F
C - Colmar Town Gate . . . . . . . . . connections to B,D
D - Colmar General Store . . . . . . . connections to C,J
F - Olaf's Wizarding School . . . . . . connections to B,K
J - Drina Wetlands . . . . . . . . . . . . connections to D,K
K - Polaine Restaurant . . . . . . . . . connections to F,J


Map: Night 6

A-B----D
|/-| -| -| \
F-G-H- I- J
| -| -| -| /
K--------

B - Dirkata Hotel . . . . . . . . . . . . . connections to D,F
D - Colmar General Store . . . . . . . connections to B,J
F - Olaf's Wizarding School . . . . . . connections to B,K
J - Drina Wetlands . . . . . . . . . . . . connections to D,K
K - Polaine Restaurant . . . . . . . . . connections to F,J


Map: Dawn 7

A-B----D
|/-| -| -| \
|-G-H- I- J
| -| -| -| /
K--------

B - Dirkata Hotel . . . . . . . . . . . . . connections to D,K
D - Colmar General Store . . . . . . . connections to B,J
J - Drina Wetlands . . . . . . . . . . . . connections to D,K
K - Polaine Restaurant . . . . . . . . . connections to B,J


Map: Night 7

A-B----D
||||||/ | \
| | /-H- I J
| /-| -| | /
K--------

D - Colmar General Store . . . . . . . connections to J,K
J - Drina Wetlands . . . . . . . . . . . . connections to D,K
K - Polaine Restaurant . . . . . . . . . connections to D,J


Map: Dawn 8


| | /-H- I J
| /-| -| | /
K--------

J - Drina Wetlands . . . . . . . . . . . . connection to K
K - Polaine Restaurant . . . . . . . . . connection to J
 
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Jeremy Likens
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Daybreak!
After the tragic events that took place in Gerelia, the nearby towns were gripped by fear. Many of the villagers in those towns, packed their things and moved to the nearby cities. Even so, many were too stubborn to leave their homes.

A Hunting Party was sent to Gerelia to dispatch of the werewoves that had destroyed the town. Unluckily, the Hunting Party was unable to find the wolves. They had even brought a tracker with them, but to no avail. The werewolves had disappeared.

Months passed... and there had been no further incidents.

5 months after the events at Gerelia, you find yourself in the town of Colmar for business. Colmar is a decent sized town, but the town is always full of strangers. The reason for this is that Colmar is a hub for Merchants.

You are here to meet someone who is high in the ranks of the Saxaphans. In the five months since the events that transpired in Gerelia, you have become an important negotiator within the ranks of the Saxaphans.

You are on your way to a small cafe on the south side of town when you hear a multitude of voices scream out. What was that ?!? You see visions of the cafe you were headed towards. You start running. What in the world has happened ?? You reach the location where the cafe used to be and fear takes grip of your heart. You recognize the type of destruction you see here, a MindBlast.

People are searching through the rubble for survivors. Someone calls out that they found someone, barely alive. You rush over to help. You recognize the person as the politician you were supposed to meet. He is badly hurt, and after you and the person with you finish pulling him out, he is immediately taken to the local hospital.

You look up and notice that a crowd has started to gather near the back of where the cafe used to stand. You walk over, wondering what has everyone's attention. You push through the crowd trying to get a view. Then you see it, a half eaten woman. The woman's mauled body leaves no mistake that werewolves had been here.

Now the terror will start. You know that it will be important to kill the werewoves quickly. Even moreso, you hope to capture in the hopes of discovering why they attacked now. The timing is too much to be coincidence...

The people are breaking into search parties and heading out to start searching the town and the surrounding areas. You begin to wonder where you should MindSiege today...



IT IS NOW DAY 1. You may start Voting and PMing
 
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Melissa
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesd
Wow! Game started

I'm here.

I won't be around much over the next couple of days, though. I will try to catch up in the evenings.
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
This is my first foray into the wild world of Telepaths, but I am here and ready to combat the Evil Ones.
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
Just a note for all.

This may be obvious, but it's not something everyone is used to, so I'll say it anyway.

Make sure to note what Location you have affinity to. If that location is destroyed, you don't get a new one to have affinity to...
 
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John McGeehan
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesd
Good morning all! It's good to be in this interesting little village! Now, where did I put that tinfoil hat to shield my thoughts...

T.
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
Tarrant, that was disgusting! I think you better borrow my tin-foil hat if you are going to be thinking stuff like that.

Hmmm, a much bigger place than little Gerelia. Easier to get lost and easier to fall prey to vicious beasts. Anyone have a plan on how to proceed?

Last time, I started demanding everyone's location and some didn't like that. It did provide an idea of making a voting record though so we could see who was covering for who. We could only reveal where we were yesterday (not much use for today).

I need to look over the roles a bit more but my first hint is not to lynch anywhere with 2-3 people in it. That really hurt us last time.
 
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John So-And-So
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
Good morning, telepaths! Won't be on most of the day, but I'll be able to get a vote in before 8pm.

Is there a rule against all-reveal in this game? Just curious, for future reference.
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
Why post? Doesn't everyone already know what I'm thinking? Because I sure know what everyone is thinking right now. "Kill Kima."
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesd
Where's my elephant! Isn't that what we're all thinking? I know it's what I've been thinking.

T.
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
CapAp wrote:
Good morning, telepaths! Won't be on most of the day, but I'll be able to get a vote in before 8pm.

Is there a rule against all-reveal in this game? Just curious, for future reference.

All-Reveal Plans are very much discouraged.
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
Tarrant wrote:
Where's my elephant! Isn't that what we're all thinking? I know it's what I've been thinking.

T.


You may just be thinking you need a bigger trunk.
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
Well I hate waiting.


Let's get the ball rolling with

Vote for Colmar Courthouse


What the heck do telepaths need with a courthouse anyway? Don't we already know who's guilty and who's not?
 
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Diane Champaigne
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesd
Wow, I must have had some fun last night ... anybody know what happened ??? All I remember is this awesome party with a bunch of wizards and now ... heh, guess things got a little crazy blush

*Moon
 
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Dale Stephenson
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
Since I didn't play in the first game, and I've only read the rules once, could some veteran fill us in on whether multiple exits are more helpful to villagers or wolves?

Assuming tracking people is important, it seems narrowing the exit options would make our job a lot easier. By eliminating the middle three locations, we can turn the grid into a ring -- two connections only from each location, and a relatively constrained movement path. Since our specials are attuned to location, I think that would be a good thing. Am I missing anything?
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
vote Alzette River

I don't like lower right corners, they give me the willies and mess up my brain waves.
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
I was just thinking I'll kill Kima if he doesn't bring me a danish, so you were close.

Dale, last time around, the wolves got to see who was at their current location (after moving) before they made their kill choice. This made it better for the good side to keep their specials where there were plenty of exits. I think it is still true that the more exits out of a room there are, the better it is for the seer and other good specials.
 
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Some say the world will end in fire, Some say in ice. From what I’ve tasted of desire I hold with those who favor fire. But if it had to perish twice, I think I know enough of hate To say that for destruction ice Is also great And would suffice.
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
Well, I don't want to start an early escalation against any one particular place. I shall

Vote O - Alzette River

I apologize to anyone sitting there. I only know that I am not!
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
But Beo, that is the second vote on the River.

Oh yes, talking of Beo, we had the Promenade plan last game: everyone moved clockwise and the seer could view who they were with and then PM with a known safe.

Not sure if that is a good idea this time. Plus people in the middle would be confused about which way to go.
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesd
I'm here.

Shug, not only was the all reveal and prominade used last time, but it also managed to get use all killed, and it killed no wolves. I don't think using it again is a good idea.
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
funktard wrote:
I'm here.

Shug, not only was the all reveal and prominade used last time, but it also managed to get use all killed, and it killed no wolves. I don't think using it again is a good idea.

What are you trying to say?

The all-reveal location plan was fine, we just got the wrong guy as the bad guy. I had it all worked out, but we had to hit a bad guy with that day's lynch and we went for Dragon over CapAp in a 50:50 shot. If that had worked, we'd have nailed Arkibet the known evil and I had Javal (correctly) as the last one and we would have won from an impossibly impossible position.
 
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesday
the rules wrote:
6 Villager: 7 players will think they are Villagers. A Villager wins if the Good Side wins. Villagers have no special powers.


I know I am missing something, but why do 7 villagers think they are villagers? Who is the other one?


edit: found answer by the unorthodox method of reading the rules.
 
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John McGeehan
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Re: Telepaths 2: Shell Game - GIP, Day 1 - Lynch @ 8pm Tuesd
Note that according to the rules, the Seer can only view players at THEIR LOCATION, so that plan won't really work this time (not that it worked last time).

T.
 
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