Could you make it a little bit more...official?Consider it over, if that's what everyone wants.
Could you make it a little bit more...official?Consider it over, if that's what everyone wants.
I mean like, you know, actually saying the winners, make it look like a normal winner declaration? It's not a complicated request.Game over-Spy victory...partly through GM error? What more do you want?
I'll try to be accommodating. Let's wrap it up as pleasantly as possible.
The GM confirms that he did make a mistake.
Now, on the one hand, me not sabotaging the mission would have meant a different game.
On the other hand, it's not as if something happened that was against the rules, it was simply not my intention. The game would have gone 95% the same if I had chosen to sabotage.
Either way, it doesn't change the actual state of the game which is, indeed, won by us Spies as correctly analysed by Panzer.
Now, as for what we can learn:
1) Really, really, really stop accepting teams so easily. After a failed mission, the first proposal goes through? Really?
2) There's nothing wrong with Strong Leader. Yes, it won us the game, but because of a combination of coincidences. Make one change on the leader order and it doesn't guarantee us the win. If just a single extra proposal had been made earlier, it wouldn't have guaranteed us the win...
3) What I do feel we should do is make these landslides less likely. One officially endorsed rule variant that we've never tried is to allow the first Leader of a mission to decide what mission is actually attempted, ie. how many people need to be sent and how many sabotages are needed. I'm not sure we should go all the way, but I do feel that being able to take the 'requires-two-sabotages' mission once you're donw 2-0 allows the Resistance a better fighting chance.
Yeah too late now. And The game would be a lot different if that first team had succeeded, though I think this was just a bad village play mostly on me as I was too busy to do anything. Still Good job Spies.
You know, Panzer, this team could easily have been approved, or the next one, instead of us either waiting to go through all the phases orthe other team defaulting. This feels less satisfactory. But fair enough, we definitely deserved to win although my contribution to the game is now rendered meaningless.
To hell with your game, Randy.![]()
For the record, falc did not sabotage, though that was probably more confusing for him than anyone else. I'm thinking that apart from that, the game would have otherwise mostly been unaffected most everyone else involved.
I call that complete and utter bullocks.
I call that complete and utter bullocks.
He means no/little change from if Falc himself had decided to sabotage, not from if he had approved.
Actually, after you play the Strong Leader it goes to the person it would have if randy had used it. Although that's still Alphabet Soup.
One more point to make:
4 spies is a lot if you only need 3 sabotages...
Ok, thanks. That's the most intuitive way but I could've swore it worked the other way. Huh.No. After Strong Leader, the next leader is the next person on the list, not the person who was skipped or anything like it.
Imagine it's a token. When your turn as leader is done, you pass it to your left. Always, always, always pass it to your left.
Strong Leader allows you to take it, no matter where it is now, and when you're done, you pass it to your left.
Ok, thanks. That's the most intuitive way but I could've swore it worked the other way. Huh.
In that case, maybe we should change that part of it, just a thought?
Why make things more complicated than they need to be?
The idea of a 5 proposal limit is to prevent the village deadlocking and taking forever to decide. That's fine on a tabletop game, but in combination with the (later added) strong leader it becomes an automatic victory button for the spies.
What's wrong with changing that?
Not exactly. Take it hypothetically that falc did (contrary to reality) sabotage.
Since no cards were played, no one else knew for certain whether or not anyone else did sabotage. tamius probably figured out that it was falc who "sabotaged" (in terms of what happened in implementation) for several reasons. He knew all along that falc was a spy and that he was on a failed mission. Though he wouldn't have known what falc's intentions were, he, I assume, was able to guess falc was the likely sabotage (in practice).
I regret my error, and sincerely apologize. It could have been something far worse, and I stand by it having mostly been the same as if falc had meant to sabotage. The biggest effect would have been upon falc, who went through the rest of it believing that there was another Spy among the people on that team. For better or worse, no one else would have been mislead or thrown off by the events on the surface of things.
Yes, if falc had wanted the sabotage, it would have not been much different, and, if anything, easier for falc, and probably the other spies.
My proposal was really, really simple, I thought. Are you sure you understood what I suggested?Why make things more complicated than they need to be?
The idea of a 5 proposal limit is to prevent the village deadlocking and taking forever to decide. That's fine on a tabletop game, but in combination with the (later added) strong leader it becomes an automatic victory button for the spies.
What's wrong with changing that?
Ok. I really do not understand a word of what you're saying here.
Falc was on exactly one team: Glio, randakar, falc. That team failed with exactly one sabotage: That had to be falc.
What am I missing? Because as far as I understand, he did sabotage..
And everything after this which apparently is obvious logic sounds like a bunch of nonsense to me.
My proposal was really, really simple, I thought. Are you sure you understood what I suggested?
C'mon randy. It's not that complicatedYes. You suggested making the strong leader card more complicated by making play return to whatever place in the leader order it was before SL was played.
That doesn't fix NC though. Or a combination of SL + NC.
That's why it's important to disucss the giving of cards responsible. You guys knew who to give the cards to, aedan and glio. But because of EURO's antipathy and perhaps if I flatter myself, to a little extent my sowing of distrust, they were given to the spies.I mean, really. SL and NC are both ridiculously good for the spies, especially in combinations.
Funny thing is, randy, I actually made a post about this earlier.Hypothetical scenario, that isn't theoretically impossible:
- Take a 4-spy team, put them all next to each other on the leader list.
- The second spy on the list goes first. He draws both strong leader cards, and gives them to the first spy on the list.
What happens? The spy team gets to propose, at maximum, 12 teams in a row and all of the cards go to them because they just play SL whenever the mission is approved and hand out all the cars to their team. Then of course all three NC cards show up after the second and third proposal, and spy #2 duly gives them to spy #1.
Is there really a way for the resistance to win that? With the spies being super obvious, just hoarding all the power?
Go back through the game history. Look at resistance games with plot cards that actually have all the spies knowing at least one spy. How many of them were decided by the spies by use of SL or NC cards, or a combination of both? How many of the spy wins were decided that way?
I think I know the answer to that last question: *all* of them