Become a MacRumors Supporter for $50/year with no ads, ability to filter front page stories, and private forums.
all this said, i am going into meetings all morning so i might or not be able to sneak a peak on the phone.
therefore -notwithstanding my reserves on mscriv- am voting YAY,
with a very strong nod to @Queen of Spades to scuttle the mission after the plots are assigned by Mission Central, which i thought would have been a good Agent play already yesterday.

That's fine, I'm all for that play.

As for QoS/NoConfi: since you asked before I'll return the favor and now ask you: why didn't you abort the mission? Any specific reason? And I certainly would wait and discuss the plots before aborting the upcoming one, DP.

It's nothing nefarious - I was away from the thread and when I came back, everyone was hurrying me as I was holding up the proceedings. I cast my vote first, and wasn't entirely sure on the logic behind using the NC right away. I wanted to ask a couple of questions first, and then it was over.

I will say it one more time, just to belabor the point - I'm an Agent.
 
why wouldn't they? no confidence just kills the mission. the next mission is a brand new attempt and should be just like any of the others.

btw, @Queen of Spades, this would be a regal time to abort this mission....
Because the rules state 3 plot points will be distributed per turn for a total of 15 plot points - if no confidencing the mission that means its possible to have 7 distributions (from the 2 no confidence cards) for a total of 21 plot points distributed but there are only 16 cards - want to get it clear if those no distributions would happen after the no confidence is played or at the end.

Edit - sorry 8 distributions as there are a possible 3 no confidence cards.
 
One last point/thought Fenris: I totally agree with you match 4 onwards (since we have more info for educated guess + 2 fails have to occur) but till then i thinks odds are bettet to pressure an infiltrator to not assign a baddie than an agent assigning the perfect five without much knowledge.
 
One last point/thought Fenris: I totally agree with you match 4 onwards (since we have more info for educated guess + 2 fails have to occur) but till then i thinks odds are bettet to pressure an infiltrator to not assign a baddie than an agent assigning the perfect five without much knowledge.
I hope you mean mission 3 onwards - since we can lose the game on mission 3...
 
Because the rules state 3 plot points will be distributed per turn for a total of 15 plot points - if no confidencing the mission that means its possible to have 7 distributions (from the 2 no confidence cards) for a total of 21 plot points distributed but there are only 16 cards - want to get it clear if those no distributions would happen after the no confidence is played or at the end.

mmm. good point
the rules also state this:
4. The team leader will receive three plots (chosen at random by the GM) to distribute to the team members as he/she sees fit (one card per member) after a yea vote on a mission.
so i guess there are inconsistencies in the rule which will need a clarification by @ravenvii .
i think it should be plots gioven per approved mission, up to when we run out of plots to give
 
mmm. good point
the rules also state this:

so i guess there are inconsistencies in the rule which will need a clarification by @ravenvii .
i think it should be plots gioven per approved mission, up to when we run out of plots to give
Yeah there are. Hopefully ravenvii will clear it up soon. It certainly the most advantage for us agents for them to be given out per approved mission as it means we can get all the plots out earlier, and using both the no confidence's we have will be of great use.

I really think this game is going to be decided by mission 3. If we get a success vote before then we likely win as its increasingly difficult for the infiltrators to get a failure on the final two missions (plus it probably means we have found an all agent team) If we don't its all over already.
 
Yeah there are. Hopefully ravenvii will clear it up soon. It certainly the most advantage for us agents for them to be given out per approved mission as it means we can get all the plots out earlier, and using both the no confidence's we have will be of great use.

I really think this game is going to be decided by mission 3. If we get a success vote before then we likely win as its increasingly difficult for the infiltrators to get a failure on the final two missions (plus it probably means we have found an all agent team) If we don't its all over already.

i had read it like Twietee.
but you are right, it does favor the agents a little to have them per mission rather than per turn, but that is probably what makes this plot balanced, otherwise it is a big advantage for the Infis. that said, the plot would also go to the infils, so it depends.
in any case i think it redirects the game towards the agents, at the beginning, when it seems to favour the Infis.

in general my impression of the overall strategy is the same: Infis best chances appear to be to blitz early, while a drawn out battle will be better for the agents. there are some boardgames that are like that
 
i had read it like Twietee.
but you are right, it does favor the agents a little to have them per mission rather than per turn, but that is probably what makes this plot balanced, otherwise it is a big advantage for the Infis. that said, the plot would also go to the infils, so it depends.
in any case i think it redirects the game towards the agents, at the beginning, when it seems to favour the Infis.

in general my impression of the overall strategy is the same: Infis best chances appear to be to blitz early, while a drawn out battle will be better for the agents. there are some boardgames that are like that

As I see it the agents are blantantly underpowered to effectively counter a blitz. And winning two of three is half a win for traitors already since the leadership goes on (that's why we should save the last No Confidence!! and should defo check on WoodNUFC next after Moyank imo, personally I think it would have been better on me since DP would scan me but that's also done and not worth pondering about much).

As of now: we gain the bonus of receiving three plots but lost the possibility to abort a mission with a known traitor plus one nay on mission-launching, so still balanced in my opinion.
 
@ravenvii just to clarify, before I name my team, do we get the information from DP's eavesdrop since the mission was aborted? I haven't played with these plot points before, so I don't want to make a mistake that hurts my fellow agents.
 
Ok fellows,
I got back the transcript from the bug Tech had installed into twietee's teddybear's left eye.
i'll spare you all the details (you don't want to know) but the only thing that matters is that he is a
imgres.jpg



:)
 
No intention of bugging you QoS, but why are you among the most cleared (objectively speaking)?

Personally, I have a good feeling with Astroboay and Woody so far. Maybe nay this one and get him on board? What are your thougths @DP and Moyank
 
Ok fellows,
I got back the transcript from the bug Tech had installed into twietee's teddybear's left eye.
i'll spare you all the details (you don't want to know) but the only thing that matters is that he is aView attachment 563833


:)
Speaking of Tech, where is he? Kidnapped? Lost in the archives? Doughnuts and coffee? I saw he liked a couple of posts but he hardly wrote anything at all, except voting yay while not being assigned twice now.
 
Register on MacRumors! This sidebar will go away, and you'll see fewer ads.