Tragedy Looper - GAME 2 LOOP 1 DAY 3 - Thwart the Mastermind

Tragedy Looper - GAME 2 LOOP 1 DAY 3 - Thwart the Mastermind
#74
RE: Tragedy Looper - L3D0 - Thwart the Mastermind
Well, a couple of jobs for the round:

1. Firstly, keeping the SK away from our KP (or keeping someone else in the location so the SK can't strike)
2. Making sure the D2 Murder doesn't hit our KP (keep the Office Worker not paranoid, or keep the KP out of harm's way on the day)
3. Making sure our KP isn't the D3 suicide (keep the Girl Student's paranoia low)
4. Making sure we don't die to Killer and Intrigued KP scenario (avoid Intrigue on KP, avoid leaving Intrigue2 KP with unknown characters)
5. Making sure we don't get a Protag Kill (avoid anyone hitting 4 Intrigue)

If we manage all these, well, we win, because these are all the ways the KP (or us Protags) can die. If any of these happen then we enter the Final Guess without a solid state of the board, which sucks but what can ya do.

Can I propose we change how we handle Protect-the-KP? Because I actually forgot that the play order rotates with each new day.

a52 will be D1 leader, then it's Schazer then wM.
Schazer'll be D2 leader, then it's wM then a52.
wM is D3 leader, then a52 then Schazer.
D4 is a52 leader, then Schazer then wM.

Whoever is Leader on any given day takes first responsibility for protecting the KP. Using the following logic:
  • If Laser plays on only the Shrine Maiden and the KP is at risk (KP is not in the City, or Laser still has his Move Diagonal card), play Forbid Movement on Shrine Maiden.
  • If Laser plays only on KP and they're at risk, play Forbid Movement on KP.
  • If Laser plays on both KP and SK, shit gets a bit more complicated.
    • If in this situation the KP is in the City, then Leader plays Forbid Movement on KP.
    • If the KP is in the Shrine, School, or Hospital (and the SK is in a different location) Leader plays Forbid Movement on KP and second player plays a Move on an additional character (bystander) so they go to the KP's location. This way the KP+SK aren't alone and the KP won't die.
    • If the KP and Shrine Maiden are in the same location, Leader uses a Move card to bring in a bystander.


If the Leader on any given Day no longer has their Forbid Movement card (potentially a52 on D4), then the next person in line takes over (that'd be me.) If I don't have my Forbid Movement card, then wiltingMytosis uses the above list of possibilities to play their Forbid Movement card.

If by D4 we've all used up our Forbid Movement cards and the KP is at risk with Laser's card plays, we basically have to make sure there's a bystander at every non-City location. In this case, a52 will be tasked with moving a bystander to the City, I'll move a bystander to the Shrine, and wM can move one to the School.

Also, if the Leader doesn't play on the KP on their turn, Player 2 for the day should play a Forbid Intrigue on her to minimise the chance of a death by Killer. Gaining the Doctor's Goodwill and using our Paranoia -1's on the Office Worker (before D2, not much point afterward) is also a solid idea for this round, I think.
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RE: Tragedy Looper - L3D0 - Thwart the Mastermind - by Schazer - 09-25-2017, 11:01 AM