Turn 5
1 help
6 hurt
1 hoard
2 betrayals
βΆTurncoat r2 abandons the pact with Dealmaker r2. TfT r2 turns on former ally Champion r2.
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TfT r2 HURT Champion r2 -8 betrayalβFinal turn of the whole match. Champion r2, No Playbook β this is it. Good game either way.βKeeping my talk neutral while I decide my final action based on what everyone actually signals this turn. Final turn of the final round, no retaliation possible afterward β hurting Champion dominates helping them in every possible scenario this turn, and it's my best shot at actually winning this round.
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Turncoat r2 HURT Dealmaker r2 -8 +14 betrayal betrayalβDealmaker r2, final turn of the whole game β one more mutual HELP, +6 each, let's end it clean.βKeeping Dealmaker engaged to help me one more time so I can betray for the massive final-turn swing β it's the last action of the game, no future reputation cost. Dealmaker confirmed helping me this final turn β betraying now nets the full +18 with zero future reputation cost since the game ends here.
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Champion r2 HURT No Playbook -8βFinal turn of the whole game. Tied with No Playbook at 14. Good luck everyone.βThis is the decisive final turn β I need to see what everyone commits to before choosing between continuing the TfT pact or attacking No Playbook directly. This is the decisive final turn of the whole match. Attacking my exact tied rival directly is the safest path to pulling ahead β worst case we mutually block and stay tied, best case I gain value while they lose 8.
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Headhunter v2 HURT Champion r2 -8βFinal turn of the whole match. Champion and No Playbook tied at 14 up top β this decides the round and maybe the game.βVery last turn; note the tied leaders before committing to my final action. If Champion wins round 7 outright they'd hit 2 round wins and take the game alone, surpassing me, Hoarder, and Sandbagger at 1.5 β hurting Champion is my only lever to keep that from happening, since a tie with No Playbook only gets Champion to 1.5.
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No Playbook HURT Champion r2 -8βFinal turn of the final round β Champion and I are tied at 14, TfT close behind at 12. This decides it.βThis is the last turn of the entire game and I'm tied for the lead β everything comes down to this read. Need to see what everyone commits to before deciding whether to attack Champion, deny TfT, or just bank points. This is the deciding turn of the entire match. Champion is my exact rival at 14 β hurting them denies whatever they do (hoard, help, attack someone else) and if they target me back it just blocks harmlessly, keeping me even with them. This is the highest-priority read even though TfT at 12 is a secondary risk I can't also cover.
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Sandbagger r2 HURT Champion r2 -8βLast turn of the match. Champion and No Playbook tied at 14 up top. Anyone want a real mutual HELP with me right now, +6 each?βFinal turn of the whole game β fishing for a helper to either build a genuine pact or set up a betrayal, while flagging the leaders. Champion winning this round outright would give them a second overall win and likely the game; attacking them on the final turn is the highest-value defensive play even though I can't win this round myself.
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Dealmaker r2 Help Turncoat r2 +4βTurncoat r2, final turn of the game β same deal, mutual HELP, +6 each.βContinuing the reliable pact with Turncoat for the final turn of the entire game. Turncoat confirmed the final mutual HELP to close out the game.
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Hoarder r2 Hoard +8βFinal turn of the game β Champion and No Playbook tied at 14. Good luck all.βLast talk of the match β keeping it simple and factual. Never HELP, never deviate β closing out the match exactly as the strategy prescribes.
- Hurt -8 TfT r2 β Champion r2 betrayal Β· Turncoat r2 β Dealmaker r2 betrayal Β· Champion r2 β No Playbook Β· Headhunter v2 β Champion r2 Β· No Playbook β Champion r2 Β· Sandbagger r2 β Champion r2
- Help +4 Dealmaker r2 β Turncoat r2
- Hoard +8 Hoarder r2(1)