#Winstontoostrong
#Montytoostronger
But they can be useful.As much as you may wish it, SK are anti town and in a lose-lose situation where they will be killed by the town, will work against town.
The one whose body I appropriated as a weapon of the town did turn on me upon realizing that he was the only obstacle to official victory. When he did it, I anticipated and crushed him like the bug he was.
If he kills Ironside, he gets a few days. If he doesn't, he gets lynched. Why not?
Vitiate Man.
History repeats the old conceits
The glib replies, the same defeats
Spoiler Alert, click show to read:
He could kill an additional townie instead. You don't win chess games by playing moves assuming your opponent will play moves that are also in your favor.
Simply put, you're being a dreamer in a situation where pragmatism rules and is the rule.
#Winstontoostrong
#Montytoostronger
That SK killed a couple of the scum.Simply put, you're being a dreamer in a situation where pragmatism rules and is the rule.
IIRC, you spent that game proselytizing the end-times for Town.
But you are set. Fine. Six lynches ought to be enough for two scum at this stage, even if you happen to be one of them.
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Vitiate Man.
History repeats the old conceits
The glib replies, the same defeats
Spoiler Alert, click show to read:
You're right about one thing, there's no need when we have the time and the lynches and the suspects narrowed down.
The risk you're thinking about taking is unnecessary. The people town decides should die will be slain by town. Allowing a SK to "maybe" do us a solid, maybe if we were in a bind. I don't see us in a bind.
Kill Scum A, removes murder 1.
Lynch Scum B, removes a scum from team B. Much better than lynch town A and allow SK to kill town B.
#Winstontoostrong
#Montytoostronger
Lynch scum B, he uses time machine to rewind the day yet again ;)
I'm afraid it's not that simple.
Vitiate Man.
History repeats the old conceits
The glib replies, the same defeats
Spoiler Alert, click show to read:
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