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Mastin's Insane Tells

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Revision as of 20:22, 9 December 2010 by Albert B. Rampage (talk | contribs)
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I've been wanting to make this for rather some time. It involves, basically, what I see as scum tells. Many of these are insane, and most people regard them as worthless (Mits, if you will), but some I have found to be very strong in many games and easily determining alignment.

Mit # 1--Confirmation

Scum love to talk. In the pregame, perhaps less, but they still do it. This is ESPECIALLY common in games with experienced scum. While newer players might not make full use of their time, experienced players would. They'd use the time to strategize, and from that strategy, their play from then-on would be decided.


But sometimes, they fear that players will confirm too quickly--that they will have their conversations cut short, and that day will begin without them having had the chance to talk about everything that needed to be said. So they wait.


Basically, this tell is the last to confirm are more likely to be scum.


NOTE: This tell was actually described in a thread, found here: http://www.mafiascum.net/forum/viewtopic.php?t=11929&postdays=0&postorder=asc&&start=0

--The results prove this tell to not be particularly reliable. It is mainly used in the RVS, since it'll just be another random vote with a random reason. It probably would be best NOT to use it outside of there.

Mit # 2--Bandwagonning Early On

Bandwagons early-on have always been suspicious. Two-man bandwagons, even more so. This is basically a tell based off of my experience--in 742 (link: http://www.mafiascum.net/forum/viewtopic.php?t=10609), Kronos bandwagoned Jeff's vote for the same reasoning. He was scum, exposed for it by me. He was the second, and only, voter.

It also applies to Newbie 763 (link: http://www.mafiascum.net/forum/viewtopic.php?t=10972), where Ivanavich suggested a no-lynch, and Chief followed. Ivan was pro-town, Chief was scum. I saw blatant buddying, and I was half-right, too.

So basically, this tell is The second vote on any given bandwagon, especially in newbie games, is more likely to be scum.

NOTE: No data other than the two threads--to my knowledge--on this subject has been provided. It would be best to try and avoid using this tell until it is either shot down/confirmed with a broader info base. Except in the RVS, where it would work fairly well. ;)

Mit # 2.5--Buddying

A simple sub-section of 2, this tell is simple: Buddying is extremely anti-town. It makes you look like you're either trying to stop a lynch of a player really badly (which might be a sign of them being your partner if you're scum), or that you're trying to buddy up to a townie if you flip scum. It's a great tactic to get on a pro-town player's good side as well, by agreeing with them a great deal.

If someone buddies up to another player, they are more likely to be scum.


NOTE: Well, more accurately, buddying is anti-town. It is not a wise thing to do, period. It benefits scum more often than town; if a town player buddies to scum, it makes the town player look bad and they'll have reverse Tunnel Vision--they'll refuse to see that player as scum. If scum buddies to a townie, it makes the townie look worse and might get the townie on their side. The only time where buddying is NOT beneficial to the scum is when they buddy with other scum, which leaves both looking rather suspicious.

Mit # 3--Augmentation

It's a simple tell, really. When a player gets their facts strait, it's pro-town. They're being consistent, and are far less likely to be scum who are backtracking/making mistakes/revealing too much/etc. If they have facts that augment each other, then it looks even better for them. Yet when a player is inconsistent, it looks bad. They can get their story wrong, they can backtrack, anything can be an inconsistency. But I have found it to be a fairly solid tell, in most games.


The basic tell is If a player is augmenting their arguments instead of contradicting them, they are far more likely to be town.


NOTE: Of course, this doesn't work in reverse that well, in my experience, because from what I've seen, many players WILL contradict themselves. I have no stats to back it up, but to this day, I believe that more town players will be consistent than anti-town players.

Mit # 4--*filler*

I forgot what this one was. It'll come to me. Placeholder for later.


Mit # 5--Caution vs. Recklessness

It's a simple tell. I've seen it dozens of time.


In 742, Caleb (town) recklessly hammered Datadanne.

In that same game, Jeff (m. goon) had the chance to hammer, but didn't, thinking it was the pro-town thing to do and that to not do so would look scummy. Instead, the wagon stopped, and he got lynched.

In 763, Tubby had the chance to hammer, but didn't. For the exact same reason: he thought it was pro-town to show caution. He got lynched instead. See the pattern?

In Polygamist Mafia, Zazie insisted that we shouldn't hammer when we had the chance to. Caution. Guess who lost the game? We did. I was hammered day one.


So, basically, this tell in simplest words,


Caution is a scum tell, where Recklessness is a Town Tell.


NOTE: This WAS true at the time I wrote it. I really did think it was the case. I think it was almost site-wide, in fact. Of my tells, I've even heard people call this one actually useful whereas the others received a less positive opinion. However, this was months ago. Things change. I'm no longer positive in this tell like I used to be, and I think it might actually be starting to be neutral again.

Mit # 5.5--Gambling

A sub-set of 5, this basically involves bets offered between players. Those who offer and don't back down on a bet have always been proven to be town, from what I've seen, as have those who accept the bets willingly. However, if someone backs out of the bet, then they're showing caution and a lack of desire to gamble, or never take the bet at all, showing that they're not confident in their choice of whatever the bet's about (usually about someone else's alignment).


This, essentially, means that those who refuse know they'd be wrong and would lose the bet--caution. A scum tell. While those accepting it would be more likely to be town, not knowing if they'd lose or not. Recklessness. A town tell.

Those who are unwilling to follow through/accept a bet are far more likely to be scum.