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Offline Ryli

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Re: Eldritch - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=63819.msg1254493#msg1254493
« Reply #36 on: January 02, 2017, 09:53:04 pm »
Masterplan revolving around there being 2 cultists, doesn't even know if we have 2 cultists.

Offline Demagog

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Re: Eldritch - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=63819.msg1254494#msg1254494
« Reply #37 on: January 02, 2017, 10:04:50 pm »
That's what happens when you don't sign up for a game but find out you're playing after the game starts :-p

Offline Aves

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Re: Eldritch - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=63819.msg1254504#msg1254504
« Reply #38 on: January 02, 2017, 10:52:16 pm »
Killing blindly and randomly doesn't seem like the best strategy. I think I have a better idea that takes advantage of our numbers. We don't necessarily need to kill the cultists-- just the possessed. Therefore, all we need to do is find the possessed (and a 2nd and 3rd time if necessary). We split into 3 public groups, let's call them Groups A, B, and C.

Group A passes. The other groups unveil all the members of Group A at a 2:1 ratio-- one member from Group B and one member from Group C all pick the same person from Group A. The possessed cannot pass their turn-- it changes to an attack. If nobody is attacked, then the members of Group A are all not the possessed. If they do any other action than passing, then we know they are the possessed, or a cultist trying to hide the possessed, and we can just kill them.

Repeat the next day with Group B, and then the next with Group C.
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Offline Demagog

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Re: Eldritch - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=63819.msg1254507#msg1254507
« Reply #39 on: January 02, 2017, 11:00:53 pm »
Where do you see that rule about the possessed not being able to pass their turn?

Offline Aves

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Re: Eldritch - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=63819.msg1254509#msg1254509
« Reply #40 on: January 02, 2017, 11:10:35 pm »
The redundancy is to help with cultists not complying with the unveil strategy-- it's unlikely that we'll have a pair that's both cultists. Barring that, the ways that the cultists can deal with this strategy would be to either stun the possessed every time it sweeps past the possessed (leading to a sort of stalemate until we can think of something better) or they use their 1U horrify ability. The horrify ability forces a stun. It is possible that we may not catch the stun. However, that is their only way out, and it is one-use. After that, the only way they have to dodge is to stun the possessed.

Uh... I read it in the pad, I think. I could've sworn that was a thing, but I can't find it in the OP now. Nevermind then, ignore that plan. Carry on.
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Offline Demagog

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Re: Eldritch - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=63819.msg1254511#msg1254511
« Reply #41 on: January 02, 2017, 11:18:29 pm »
What pad?

Offline Aves

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Re: Eldritch - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=63819.msg1254513#msg1254513
« Reply #42 on: January 02, 2017, 11:22:29 pm »
Kuro posted a pad for feedback on the game rules before posting the event, I've been going off of what I remember from that and only checking OP for things I didn't remember. That's also why I put in the mention about a third time-- Horrify used to be a 2U ability.
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Offline Linkcat

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Re: Eldritch - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=63819.msg1254514#msg1254514
« Reply #43 on: January 02, 2017, 11:24:10 pm »
Each Cultist can use Horrify once, and I'm pretty sure there are two Cultists.
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Re: Eldritch - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=63819.msg1254515#msg1254515
« Reply #44 on: January 02, 2017, 11:26:03 pm »
I thought the 1U 2U thing for that particular ability was for the entire cultist team, not per player. Kuro, can you confirm?

Anyways, I still think random killings are a bit of a waste; it squanders our number advantage. If we CAN force a stalemate, then we should, as it makes it easier to find out who our targets should be, unless they have instant kill potential. With 2 cultists and a possessed, they can only do 80 damage, which can be healed up every turn. With 3 cultists and a possessed, they can instakill and we'd definitely need to hurry then.
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Offline Demagog

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Re: Eldritch - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=63819.msg1254516#msg1254516
« Reply #45 on: January 03, 2017, 12:23:35 am »
It's definitely not three cultists. Probably two, maybe one. While randomly killing isn't ideal, it may be our only option. I like the idea of putting everyone at 60 hp and splitting us up into groups of 3 or 4. Each group decides privately who to kill from another group, and hopefully we get lucky.

If we could 100% confirm someone, we could put everyone but that player on 10 hp. Then we have everyone stun all the 10 hp people in a chain. The cultists and possessed would die from the stun, along with everyone except our 100% confirmed player. I just don't see how we can get someone to be 100% confirmed. We could "elect" someone to take on this role, as it's somewhere between 70-75% that the player we choose will not be a cultist or possessed.

The nature of this game pretty much means we can never know for certain anyone is good or evil, so our best option is probably to kill people at random or take the 70-75% victory strat.

Offline KuroaitouTopic starter

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Re: Eldritch - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=63819.msg1254529#msg1254529
« Reply #46 on: January 03, 2017, 02:50:54 am »
Kuro, do we get to know how many cultists there are? And do we get to know the role of people when they die?

There are two cultists, one possessed player (at all times), and everyone else is human.

Sidenote - players are informed when a cultist dies (if the possessed dies, then the game obviously ends ;) ).

Masterplan revolving around there being 2 cultists, doesn't even know if we have 2 cultists.
That's what happens when you don't sign up for a game but find out you're playing after the game starts :-p

 :-X

Each Cultist can use Horrify once, and I'm pretty sure there are two Cultists.
I thought the 1U 2U thing for that particular ability was for the entire cultist team, not per player. Kuro, can you confirm?

Anyways, I still think random killings are a bit of a waste; it squanders our number advantage. If we CAN force a stalemate, then we should, as it makes it easier to find out who our targets should be, unless they have instant kill potential. With 2 cultists and a possessed, they can only do 80 damage, which can be healed up every turn. With 3 cultists and a possessed, they can instakill and we'd definitely need to hurry then.

What Linkcat said - each Cultist in the game has the ability Horrify, meaning that each of them has a 1U Horrify ability. If, for hypothetical example, all but 1 cultist player have used their Horrify, and the humans kill the cultist that still has a 1U Horrify, the cultist team can no longer switch their possessed target.

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Re: Eldritch - by Kuroaitou https://elementscommunity.org/forum/index.php?topic=63819.msg1254553#msg1254553
« Reply #47 on: January 03, 2017, 03:50:23 pm »
In all honesty, I don't agree with Dema's plan whatsoever. Taking control of the entire group of players in the hopes of blindly killing the cultists seems incredibly suspicious, if I do say so. I will not be complying with the orders he throws around.
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