The Habitat of the Jailor 101

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The Habitat of the Jailor 101

Postby Rickdaily12 » Sun Apr 06, 2014 2:18 pm

So, you start the browser, and open a Town of Salem lobby. You check the role list- ok, looks good! You start yourself up, and the game is about to start!

Your role is the Jailor.
Your job is to secretly detain and question suspects.

Ohhhh boy. You just got handed arguably the most important role Town can ever rely on. And why is Jailor arguably the most critical role? Well,

1) You are a person who roleblocks people through capturing them. (Town Support, Escort.)
2) You are then able to question them about their role. (Town Investigative, Sheriff.)
3) You will protect them from any evil external murderous forces. (Town Protective, Doctor.)
4) You can even kill them, their deaths even unblockable, up to three prisoners. (Town Killing, Vigilante.)

In other words, you are the better version of ALL FOUR major town subdivisions. You are Team Evil's #1 collective target. The last person who should EVER reveal their role to the town (yes, everyone else comes before), is you. If the town were to re-elect a leader to fight the Mafia and Killers, you are the first person to turn to.

Some then, hold the stance that with great power, comes great use. Go on your gut instinct. Be aggressive, be unforgiving. While this may be a solid approach to some roles, I'm going to argue that the Jailor is a role that holds that with great power, comes great responsibility. And that it is more than just a role where you just grab the first baddie you see, watch what happens, and then go on a whim. Why? Because ALL of your decisions matter. Every last one. And if you are too hasty, and if you aren't willing to think as you play this guy, your bad choices are going to cost the Town the game!

So I'm going to create this guide, give my take on what I've seen work, and I'll be open to the criticism of others. There are four major areas, I've found, on playing the Jailor. And they can be nicely catagorized as follows:

1) ---DAY PHASE--- Handing yourself as a Jailor and as a player.
2) ---NIGHT PHASE--- How to question your detainee.
3) ---EVIDENCE--- How to prosecute or defend your detainee.
4) ---IMPORTANT!--- What the detainees have to do to convince you.


Through my overall experience as a player, it is extremely important for the Jailor not to play with the mind of a solid brick wall. Even if you aren't the Jailor, this guide will hopefully show you how to handle them in case a Jailor suspects you of wrongdoing. Communication is the key! Never give up, and never turn away, and this can be said on both sides of the cell bars. The Night only lasts 40 seconds! Make every single one count!

Good luck! :D
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Re: The Habitat of the Jailor 101

Postby Rickdaily12 » Sun Apr 06, 2014 2:19 pm

1) Handling yourself as a Jailor and as a Player. (Day Phase) Spoiler: The first thing to do is keep a running tally in your mind of good guys and bad guys.
What is the maximum number of other town we can have? (Any towns + Anys MINUS YOU)
What is the minimum number of bad guys we can have? (Mafia spots + SKs + Arsos)

Count both of those numbers down in your head as people drop dead. Shove it in the back of your mind as you do this next part:

Pay close attention to any of the spots on the list that makes exact roles difficult to narrow down. For instance, Town Protective can only have two different roles (BG, Doctor). Town Support, on the other hand, can have as many as five. (Mayor, Retrib, Med, Escort, Trans). Be on the most alert on exact known roles. The least for any anys. (For the record, as a Jailor, you are the MOST screwed in an all Any game.)

^ These are your only beginning clues. The Jailor who has that breakdown squarely memorised gives the Town a greater advantage than those without it.


The first day lasts only 15 seconds. Do. Not. Talk. Right now, start writing your will, and scribble the name of the first person who you will jail. Write down every person you jail, because if you jail the SK, SK will kill you if you don't execute them. Who to jail? Try to grab the first person who you see says nothing at all. After the first night, you will have better ideas on who to jail. Right now, you have nothing. So just do it.

I'll get to the first night in the next step of the guide.

After that night, people should have started dying. Pay close attention to Mafia kills, or the number of people claiming to have been doused. If Mafia did not kill, there is a chance you grabbed the GF or a Mafioso. (WARNING, if your mafia holds both a GF and a Mafioso, one can kill for the other if the other has been jailed.) Same goes for the arsonist. Try to avoid the suspected SK at all costs, until you are absolutely certain the person you have jailed is the SK. That night, execute him. No exceptions.

After the last wills, if you still are scratching your head, think about how people are behaving. Who are those generally being silent? Who are those generally being open and who are those being overly flamboyant? If you don't know who to target, try to tap into their way of thinking. Ask yourself: "If I were this guy, just WHY would I be talking right now? What would I be doing and what would I have to gain?"


My rules of thumb:

1) The more a person talks, the more information you should gain from them. If they are joking around, they usually know about as much as anyone else and are trying to clown around, nice their way into people's books, or just get lynched. (Jester.) You should go after them once their information is faulty.

2) The more a person quiets down, the more they don't want to be targeted. They are in hiding, either because they are a great friend to you, in danger, or a great danger to you. These people are nice to target once you have information to compare their statements to.

3) Finally, the more a person openly contradicts others, they are trying to preserve already known facts, filter out lies and misled information. They usually are not the investigators of the town, rather those in need of reliable information. You should target them only when you know they are not really after this.


These are my ideas when jailing someone. More often, I'm searching for the quieter, avoidant killers than the protection of the investigators. HOWEVER, you are definitely the second category. You should be as quiet as bloody possible, and you should shout everything you know about everyone else only when you risk lynching yourself. Otherwise, just shut up about what you know until you are absolutely certain you have enough info about every single bad guy left living.
2) How to effectively question your detainee. (Night Phase) Spoiler: Generally, you must demand the maximum amount of details from your detainee using the shortest number of words possible.

I'm a huge fan of the three words "Role. Findings. Now."

As for why: As Jailor, you shouldn't care too much about what they are. They should be able to say it, though. Once they have said what they are, they need to convince you that they have played the role as any logical person would. Would an Escort REALLY keep distracting the same person if the same person wasn't Mafioso? And keep in mind that not every town member is Investigative- some just won't be able to tell you they've checked anyone, because they just can't. But hopefully in telling you their actions, you know more for later. (this is just more information you have about people and the current game you can store away later). As for the now bit? That's obvious. As the detainee, you shouldn't have to think about what you've done. You've been paying attention to your last several actions. Only the people trying to convincingly lie would delay their answer through the act of thinking.

But don't stop there. Demand. Demand. Demand. The more you know, the more you know about them and other people. And the more likely you are to catch them in a lie. At the first sign of misinformation, PRESS (don't immediately execute!!!) the detainee on why the information is misled. If they don't convince you, THEN you should execute them and see what happens next.

Being a demanding jailor is going to freak out your detainees. Short words. Use a period. Be firm and assertive. Don't threaten. They already know you have the power to kill them. They are going to try to convince you not to. If you sound like you aren't satisfied with the information given, they are just going to keep talking. This is what you WANT them to do as a townie. ;)

Most importantly, DO. NOT. IGNORE. WHAT THEY HAVE TO SAY. This is just about the worst thing you can do as a Jailor. You cannot just rip the person out of Day Phase, expecting to kill the Mafia and Co just like that. You may not have found them. This is their time to defend themselves and try and help you figure everyone else out. If you plug your ears the moment you ask your first question "I am not convinced you are your role, la la la la la *execute*, la la la..." then you may execute an innocent and screw the entire town over.

If the person claims to be a Neutral role, however, relax a little, but don't go crazy with your lynch button. A Jailor will not lose execution rights if he kills an neutral, but he still has a limited number of executions. Also, the Neutral you execute may still be valuable. Amnesiac, Survivor, Executioners and Jesters are not necessarily your enemies. Judge them for what you will upon hearing what they have to say. The first question you should ask is "are they lying, and if so, should I execute them?", followed by "What are the risks of executing them in case they have told the entire truth?"

In both the last two above paragraphs, this is where proper evidence gathering becomes critical.
3) Evidence, and how to use it against people. Spoiler: I rank my evidence priority as follows:

1) The Role List, as well as how specific/vague it is.
2) Last Wills of the Town/Benign Neutral (dead)
3) The roles/information my detainees claim, in chronological order. (Earliest Findings <- Latest Findings)
4) Death Notes claiming the immune.
5) Last Wills claiming the immune.
6) Everything else.

Typically, the closer the evidence I have to number 1, the stronger the inconsistency with anything faulty people may claim. I tend to believe the first person who claims to be Mayor over the second. I tend to disregard notes from Mafia. I listen to the investigators only when their findings kill evil doers.

If what the person tells you conflicts any of the above, present your evidence to them. If they can't explain their inconsistency, two reasons may be why: (One, they don't know why, either due to a lack of game knowledge or some MASSIVE contextual game confusion, or Two, they're trying to mislead you.)

Be forgiving. Hear them out with an open mind. But if they can't explain it for you in a way that makes sense to you, or if they don't make you feel comfortable in letting them live, don't hesitate to execute. If you both happen to meet in the death chat, realizing the two of you on the same side, you can at least prove you acted wisely according to the situation you were facing in the confusion.

Likewise, this is the evidence people should be using against your allegations.


4) How to convince the Jailor. (IMPORTANT!) Spoiler: Evil people, if you suck at coming up with good stories on the spot, then you need to eliminate Jailor ASAP or you're dead. I'm sorry.

But for those Townies OR Evil People in a pinch to fight back a lynch-happy Jailor, here's some of the things you need to know:

1) Jailors want answers. All of them. The correct Jailor grabs as many as they can, and compares to what they know already. If you are going to claim a role that is going to know things (like ANY investigative role), then you better start talking about everyone. EVERYONE. Tell them who you've checked, tell them why you checked them, why you even felt it necessary to check them. Tell them what you've seen. The less you say, the less believable you appear to be. Tell them who you are going to check afterwards. And you better do it fast.

2) Jailors want to know you can help them. If you are a role that does things to people that aren't necessarily harmful, like a Support or Protective role, try to prove to the Jailor that you can do those things. The worst people in this group are the protectors- their actions will not be seen by the Jailor. So you better tell them about who you protect, and why. Tell them why he should want them alive as well, why you think they are worth guarding/healing. Also, do tell the Jailor whether you've guarded/healed yourself. Tell him why. As for the support roles, just ask him who he wants spoken to/transported/raised etc. Only the hasty foolish Jailors will execute you here- unless they can prove you are absolutely lying, they will execute you simply because they don't trust ANYBODY.

3) The more difficult roles are the easiest to prove. A Veteran, Vigilante, Survivor, Executioner, and along those lines are going to be the most difficult to prove to him because he doesn't know firstly, if you exist, and second, if he should trust you, and how likely you are in fact, a Mafia bluffing their way into a quieter role. You need to explain why you have/haven't alerted, vested, shot, lynched target, and so on. These are the most likely roles to be executed.


The more you explain yourself, and the more you explain WHY you've apparently been playing the way you have, the better your chances should be of not being executed by the Jailor. Likewise, Jailors need to remember that not everyone is going to have answers, and they need to examine how people are playing the game. It is the most attentive role in the game, and the role where you question your information the MOST. But in the right hands, Town has a deadly effective weapon. In the wrong hands, it can be horribly self-destructive to the town.

The moral is, Jailors and Detainees- pay close attention to what is going on in the game, and how you can prove the existence of the truth or a lie! The Jailor's remaining executions and the fate of the town directly depend on every jailing!

5) Submissions! (Suggestions from other players) Spoiler:
Arckas wrote:I always trick the jailor and make him work for the mafia. I also look at how he types to get an idea of who he/she is. I also provide info about who is mafia and why I think that and support it with evidence from my role.
Example (Medium)
Me:who killed you
Jailor:Role Huh?
Me: I am talking to XXX and he said the YYY is mafia/sk
Jailor:OK I belive you.

Best scenario but usually works out.

LadyOcean wrote:I will NEVER kill an amnesiac, survivor, executioner, or jester, no matter what role i am. they're relatively harmless! not to mention they can be twisted to your side. amnesiac? they just want to remember, and they can be 'convinced' towards your side. survivor? they just want to live, and if they think they aren't? they're going to do everything possible to change that. executioner? they just want to lynch a townie, but if they can't do that, then they'll happily stay on your side. jesters? well, if you can strike a deal to lynch them for not voting against you... alls well that ends well, right?


Alright, hope that was of any help! Also taking any critical advice on what to add/edit to the guide :) Thanks!
Last edited by Rickdaily12 on Wed Apr 09, 2014 12:05 pm, edited 4 times in total.
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Re: The Habitat of the Jailor 101

Postby TurdPile » Sun Apr 06, 2014 3:08 pm

My strategy is flawless. Will I tell you? NOPE :D.

But a hint: Always act like you know more than you really do.
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Re: The Habitat of the Jailor 101

Postby Rickdaily12 » Sun Apr 06, 2014 4:11 pm

Oi Turd! Forum Hijacking isn't allowed on these prison grounds!

*shoots the obvious jester*

Take THAT! >=]

Guide is complete, everyone. :)
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Re: The Habitat of the Jailor 101

Postby Arckas » Mon Apr 07, 2014 3:04 pm

I always trick the jailor and make him work for the mafia. I also look at how he types to get an idea of who he/she is. I also provide info about who is mafia and why I think that and support it with evidence from my role.
Example (Medium)
Me:who killed you
Jailor:Role Huh?
Me: I am talking to XXX and he said the YYY is mafia/sk
Jailor:OK I belive you.

Best scenario but usually works out.
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Re: The Habitat of the Jailor 101

Postby grepar » Tue Apr 08, 2014 8:22 am

Arckas wrote:
Example (Medium)
Me:who killed you
Jailor:Role Huh?
Me: I am talking to XXX and he said the YYY is mafia/sk
Jailor:OK I belive you.



This one is pure evil my friends


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Re: The Habitat of the Jailor 101

Postby Rickdaily12 » Tue Apr 08, 2014 2:54 pm

grepar wrote:
Arckas wrote:
Example (Medium)
Me:who killed you
Jailor:Role Huh?
Me: I am talking to XXX and he said the YYY is mafia/sk
Jailor:OK I belive you.



This one is pure evil my friends


And I just proved that it works =] Nice job, I'll add it to the guide shortly.
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Re: The Habitat of the Jailor 101

Postby Rickdaily12 » Wed Apr 09, 2014 7:55 am

LadyOcean wrote:
Rickdaily12 wrote:If the person claims to be a Neutral role, however, relax a little, but don't go crazy with your lynch button. A Jailor will not lose execution rights if he kills an neutral, but he still has a limited number of executions. Also, the Neutral you execute may still be valuable. Amnesiac, Survivor, Executioners and Jesters are not necessarily your enemies. Judge them for what you will upon hearing what they have to say. The first question you should ask is "are they lying, and if so, should I execute them?", followed by "What are the risks of executing them in case they have told the entire truth?"

just want to point this out again.
[...]
witches, while technically the jailors enemy and should be executed, don't have priority over mafia and sk. you're trying to find the killing bad guys; save the one that can only do voodoo for later! it's not like they can easily stop you... and for you bad guys out there, the witch is NOT your enemy. so don't shoot her! she just hates the town and wants them to die...
I mostly agree with everything you've said, up until this point. Witches need to die, and there are three VERY good reasons to kill Witch ASAP:

1) They aren't my friends. A witch is gamethrowing (i.e, cheating) every single time she sides with town. In turn, when known, she is an additional vote for all of Arso, SK, and even worse, Mafia on the gallows. An execution I DON'T waste on her is a Day Phase I toss away for the Town. And that can be deadly for us.
2) A witch is in constant search for murderous roles. Once found, she'll try to turn them on the town. One known evil is one less unknown to her. I'm an unknown person to her, and I'm not on her side. Her threat level against me has just increased, and I'll never know just by how much.
3) This is just food for thought, but it makes sense. Suppose Witch somehow discovers who I am. Now suppose she is good at figuring who my next detainee is. Targetting me, to kill my detainee would work for no one else. And if they're town, they can die, and I could lose all my executions. Jailor is now screwed.

So yeah, if anyone isn't wise enough NOT to claim witch, I'll kill them on the spot if they do it.
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Re: The Habitat of the Jailor 101

Postby Seekers » Wed Apr 09, 2014 8:33 pm

Also, something kinda important.
Never ask the jailor who is he.
That, atleast for me, is a big ''Hello, I'm Mafia/Arson and I'm going to kill you after I get outta here'' sign over their heads.
For example:
A: Hello Jailor.
J: Role?
A: Spy.
J: Ok.
*Information Exchange, suspicions and all of that*
A: Who are you?
J: ... *Clicks on Execute button''. Why do you care?
A: Wai-
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Re: The Habitat of the Jailor 101

Postby TurdPile » Thu Apr 10, 2014 2:53 am

I have played this a long time, and I have rarely... rarely see a jailor execute a prisoner just for asking who they are.
I would probably say I'm one of the better Jailors out there, and in fact, if someone asks who I am, i think they are less suspicious. Confidence in innocence is a good thing. I still don't tell them who I am though.
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Re: The Habitat of the Jailor 101

Postby Arckas » Thu Apr 10, 2014 12:20 pm

[quote="Seekers"]Also, something kinda important.
Never ask the jailor who is he.
When somebody asked me that this one game, I told them this random person (not me) and the next NEXT day they were was attacked (I jailed the random person the next day). I executed that person the next day and they were mafia.
If you get asked, you COULD lie... there is nothing stopping you.
It could be coincidence and he really could been innocent, although checking to see a reaction (like that) is something that I advise.
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Re: The Habitat of the Jailor 101

Postby Rickdaily12 » Thu Apr 10, 2014 12:51 pm

Usually here is what I do.

I only tell protective roles my name when given ENOUGH reason to trust them entirely. We strike a pact that the price of not killing them in jail is them actively keeping me alive in the night. Even if they target me as a Mafia, that pact is in my will. If, for whatever reason, I die before my "protector", my last will as a Jailor is evidence enough to have them killed.

I have maybe had the chance to employ this tactic six times. It has only failed me once.


Also, a Protector's guard over me is often reason enough to reveal myself to the town at a later point. Once I have secured myself and my friends' innocence to the town, we are able to hunt down the remaining evil forces at BOTH phases of the day.
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Re: The Habitat of the Jailor 101

Postby TheThief » Thu Apr 10, 2014 1:16 pm

LadyOcean wrote:
Rickdaily12 wrote:If the person claims to be a Neutral role, however, relax a little, but don't go crazy with your lynch button. A Jailor will not lose execution rights if he kills an neutral, but he still has a limited number of executions. Also, the Neutral you execute may still be valuable. Amnesiac, Survivor, Executioners and Jesters are not necessarily your enemies. Judge them for what you will upon hearing what they have to say. The first question you should ask is "are they lying, and if so, should I execute them?", followed by "What are the risks of executing them in case they have told the entire truth?"

just want to point this out again.
I will NEVER kill an amnesiac, survivor, executioner, or jester, no matter what role i am. they're relatively harmless! not to mention they can be twisted to your side. amnesiac? they just want to remember, and they can be 'convinced' towards your side. survivor? they just want to live, and if they think they aren't? they're going to do everything possible to change that. executioner? they just want to lynch a townie, but if they can't do that, then they'll happily stay on your side. jesters? well, if you can strike a deal to lynch them for not voting against you... alls well that ends well, right?
witches, while technically the jailors enemy and should be executed, don't have priority over mafia and sk. you're trying to find the killing bad guys; save the one that can only do voodoo for later! it's not like they can easily stop you... and for you bad guys out there, the witch is NOT your enemy. so don't shoot her! she just hates the town and wants them to die...


I kill jester and amnesiac because the jester is just trolling and the amnesiacs is just going to join the mafia/become sk or arson. Unless you are me and then they will become jester because it is a good strategy.
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Re: The Habitat of the Jailor 101

Postby Arckas » Thu Apr 10, 2014 1:52 pm

TheThief wrote:
LadyOcean wrote:
Rickdaily12 wrote:If the person claims to be a Neutral role, however, relax a little, but don't go crazy with your lynch button. A Jailor will not lose execution rights if he kills an neutral, but he still has a limited number of executions. Also, the Neutral you execute may still be valuable. Amnesiac, Survivor, Executioners and Jesters are not necessarily your enemies. Judge them for what you will upon hearing what they have to say. The first question you should ask is "are they lying, and if so, should I execute them?", followed by "What are the risks of executing them in case they have told the entire truth?"

just want to point this out again.
I will NEVER kill an amnesiac, survivor, executioner, or jester, no matter what role i am. they're relatively harmless! not to mention they can be twisted to your side. amnesiac? they just want to remember, and they can be 'convinced' towards your side. survivor? they just want to live, and if they think they aren't? they're going to do everything possible to change that. executioner? they just want to lynch a townie, but if they can't do that, then they'll happily stay on your side. jesters? well, if you can strike a deal to lynch them for not voting against you... alls well that ends well, right?
witches, while technically the jailors enemy and should be executed, don't have priority over mafia and sk. you're trying to find the killing bad guys; save the one that can only do voodoo for later! it's not like they can easily stop you... and for you bad guys out there, the witch is NOT your enemy. so don't shoot her! she just hates the town and wants them to die...


I kill jester and amnesiac because the jester is just trolling and the amnesiacs is just going to join the mafia/become sk or arson. Unless you are me and then they will become jester because it is a good strategy.

What you CAN do is make the amnesiac basically swear fealty to you by saying that I know who you are and if you go mafia you will die. Put in your will this and the townies will know who is the amnesiac or make the amnesiac choose the townies side the next night!
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Re: The Habitat of the Jailor 101

Postby Rickdaily12 » Thu Apr 10, 2014 4:19 pm

TheThief wrote:I kill jester and amnesiac because the jester is just trolling and the amnesiacs is just going to join the mafia/become sk or arson. Unless you are me and then they will become jester because it is a good strategy.

Don't lynch either. Here's two mutual reasons why:

1) You know their roles now. They're still CURRENTLY less of a threat than other Mafia/SK/Arso/Witches. You can't execute all four of them.
2) They both can be bargained with into helping you win. Even more so, you helping them will help THEM win.

Here's how:

a) Demand the Amnesiac to choose a Town or otherwise non-threatening role against the Town the immediate following night. Not all of them choose malicious roles. Now that you know who they are, you basically directly coerce them to join your (winning) side, or die.

b) The Jester can also help you. Strike a deal with the Jester to vote him into trial the following day. Discuss with the Jester the PREVIOUS night how you plan on doing this. You may be able to trick Team Evil to vote him guilty. But if the Jester cooperates (and you'll make his job easier if he cooperates), you can give him a name you suspect could be evil whom votes him guilty. He'll guilt them into death, while you attack another suspect on TOP of his guilt killing.


Amnesiac and Jester and You can all have the same winning goals. It's just a matter of playing to their standards in the right fashion.
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Re: The Habitat of the Jailor 101

Postby TheThief » Thu Apr 10, 2014 4:42 pm

Primorix wrote:The jester doesn't have any motivation to help you once you've lynched him, though. It seems like there's as good a chance as not that he'd just kill you instead. Since it's unlikely (at least in my experience, perhaps I'm not a great jailor) that you'll actually end up using all 3 executions anyway, you might as well kill the jester. Especially if he tried to claim jester in chat, since that's apparently a mafia strat now. The best counter to jester claims is murder. But I digress.


I do agree. Do not trust any jester unless they are certain that they will gain something out of this... which is not really anything. Just kill them or keep them as bait to mafia XP (or sk/arson)
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Re: The Habitat of the Jailor 101

Postby Rickdaily12 » Thu Apr 10, 2014 5:04 pm

I concede that I am less inclined to trust a Jester than I am to trust an Amnesiac. But context is also everything.

If I were told in the first few nights (where a lot of people are still alive, exact roles largely unknown) by my detainee that he IS a Jester, then so long as he hasn't demonstrated malicious intent, why shouldn't I trust him? He has plenty of reason to lie, and especially to ME, about his role. He didn't.

There is, mind you, a very vast difference between plain jesters and Anti-Town jesters. If a Jester is working as hard as he can to lynch town members exclusively, I should kill him. And if I notice that a jester is actively trying to side with mafia, again, that's a number on the Gallows votes that I need to earn back again.

But once a Jester is killed, that's it. He's dead, and he's won. They aren't anti-town. They just want to do whatever it takes to get lynched. If I don't strike a bargain with him to help him win, purely on the basis that he MIGHT turn on me after keeping my end... Just because he's a jester? I don't know about you, but that sounds to me like a tad bit paranoid without more of a sound reason behind it.

If a Town Member knowingly helped me get lynched as a Jester, I'd be more than happy to kill their enemies.
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Re: The Habitat of the Jailor 101

Postby Arckas » Fri Apr 18, 2014 4:16 pm

Just to clarify (not mention) for others, the glitch were a jailor jailes onother jailor, if you are the jailor who jailed the other jailor that jailor will be busy talking to what he jailed, and will not talk to you.
So if that person dosnt talk he may or may not be the other jailor, also he can see what you type and and reply but you won't see it.
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Re: The Habitat of the Jailor 101

Postby Rickdaily12 » Fri Apr 18, 2014 4:55 pm

Funny you mention that. that JUST happened to me my last classic game.


Thanks for clarifying :)
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Re: The Habitat of the Jailor 101

Postby Gis4Gamer » Sun Apr 20, 2014 8:22 am

Arckas wrote:Just to clarify (not mention) for others, the glitch were a jailor jailes onother jailor, if you are the jailor who jailed the other jailor that jailor will be busy talking to what he jailed, and will not talk to you.
So if that person dosnt talk he may or may not be the other jailor, also he can see what you type and and reply but you won't see it.


I wish I saw this earlier. I killed the other jailer in the game because she wasn't talking. :(
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Re: The Habitat of the Jailor 101

Postby Gis4Gamer » Sun Apr 20, 2014 8:28 am

I have an idea on how the jailer can investigate. I don't know if this is a good idea or not but here me out.
This will only work if there is a possibility that there could be a survivor in the game. What you do is whisper to the person you jailed last night and claim that you are a survivor and want to help them. You then ask for their role or faction so you know who you are "helping." If what they say doesn't match what they told you in the jail then you execute them that night. Because why would they give two different answers to the same question?

You do have to watch out for the spy because he might think that you are helping the Mafia and the person you are talking to will not reveal their role if they know there is a spy unless they are a townie.
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Re: The Habitat of the Jailor 101

Postby KTCatatonic » Sun Apr 20, 2014 3:42 pm

Gis4Gamer wrote:I have an idea on how the jailer can investigate. I don't know if this is a good idea or not but here me out.
This will only work if there is a possibility that there could be a survivor in the game. What you do is whisper to the person you jailed last night and claim that you are a survivor and want to help them. You then ask for their role or faction so you know who you are "helping." If what they say doesn't match what they told you in the jail then you execute them that night. Because why would they give two different answers to the same question?

You do have to watch out for the spy because he might think that you are helping the Mafia and the person you are talking to will not reveal their role if they know there is a spy unless they are a townie.


That exact thing happened to me last night when I played as jailor and town got pretty pissy that they hung me. XD It is really a gamble of a tactic but it could pay off so I like it as well.

Also, in my opinon, I don't think it's a good idea to jail on the first night. You're most likely not going to be able to do much with the info supplied. Lucking into the SK is probably not worth it either.
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Re: The Habitat of the Jailor 101

Postby Rickdaily12 » Sun Apr 20, 2014 3:50 pm

KTCatatonic wrote:That exact thing happened to me last night when I played as jailor and town got pretty pissy that they hung me. XD It is really a gamble of a tactic but it could pay off so I like it as well.

Also, in my opinon, I don't think it's a good idea to jail on the first night. You're most likely not going to be able to do much with the info supplied. Lucking into the SK is probably not worth it either.


Ah, see, I disagree with you there, KTC. Bolded for emphasis. You are one member of the town, and you, just like any other member, have a chance of dying any night to the Serial Killer OR the Mafia. The solution to killing the Serial Killer the night after you die is being faster on writing which player you jailed the night before your death. That's why I'm always silent the very first day of the game. If I'm Jailor, it isn't because I'm trying to hide, but rather, I'm trying to prepare the last will that will get the Serial Killer killed after he kills me.

You are one out of several town members. You can also get resurrected by the Retributionist. Your death is worth it if it also kills the Serial Killer. Because once the Serial Killer is gone, that particular evil person is not coming back. Think of how many more lives are saved in the Town if Serial Killer dies the 2nd day, as opposed to the 5th day!

Also, that first person is usually a person I can compare information with. They're a medium? Great! That's one less support Town role other people can claim. That's one additional person whose findings I'll hold to them later on. And so on.


As for the bit about killing town = pissy town? Agreed. This is why you don't lynch on hunches. Lynch after conversation and you know your detainee is lying. Or just lynch if the person refuses to talk at all, even when asked why. Not any other reason.
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Re: The Habitat of the Jailor 101

Postby KTCatatonic » Mon Apr 21, 2014 5:44 am

Rickdaily12 wrote:
Ah, see, I disagree with you there, KTC. Bolded for emphasis. You are one member of the town, and you, just like any other member, have a chance of dying any night to the Serial Killer OR the Mafia. The solution to killing the Serial Killer the night after you die is being faster on writing which player you jailed the night before your death. That's why I'm always silent the very first day of the game. If I'm Jailor, it isn't because I'm trying to hide, but rather, I'm trying to prepare the last will that will get the Serial Killer killed after he kills me.

You are one out of several town members. You can also get resurrected by the Retributionist. Your death is worth it if it also kills the Serial Killer. Because once the Serial Killer is gone, that particular evil person is not coming back. Think of how many more lives are saved in the Town if Serial Killer dies the 2nd day, as opposed to the 5th day!

Also, that first person is usually a person I can compare information with. They're a medium? Great! That's one less support Town role other people can claim. That's one additional person whose findings I'll hold to them later on. And so on.


As for the bit about killing town = pissy town? Agreed. This is why you don't lynch on hunches. Lynch after conversation and you know your detainee is lying. Or just lynch if the person refuses to talk at all, even when asked why. Not any other reason.


Good point about the ret. If you know with absolute certainty there is one, then I suppose it is worth it to jail night one. If you're killed night one though, there is also very good chance SK will claim coincidence, request to be watched, claim framed, etc. It also seems worth it to me to try to gather a couple of nights claims and info before you die.

Killing town? :lol: No, I executed a mafia and was then lynched for whispering with said mafia. In hindsight, I probably wouldn't have done it that way based on the roles and the noose giddy town, but live and learn. I don't think whispering for info is a bad tactic, but I figured out I need to do so less, and very selectively.
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Re: The Habitat of the Jailor 101

Postby Rickdaily12 » Mon Apr 21, 2014 6:36 am

Be that as it may, KTC, an Escort, Jailor, and Consort killed by SK frequently is able to get said final person interacted with killed the following day. They can do this quite easily, too. You personally have seen me talk my way out of being lynched immediately following. Let me tell you that as SK, this is no easy task, nor will you last very long, because a bluff is still just a bluff, and this event will give you permanent attention and suspicion.

From the point of view as a Jailor AND as the person trying to give advice to starting Jailors, trust me when I say that if you die jailing the SK on the first night, the SK will need a divine intervention to be alive come Day 4. Your sacrifice is worth that many lives of the town. Your life is not worth 3 town members' lives if that's how many SK can kill only because you were too afraid to jail the first night.
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