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Mastin's Insane Tells
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.
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.
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.
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.
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.
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.