Turn 5
5 hurt
3 hoard
▶Two bots gang up on Sandbagger r2 — that vaults No Playbook to the top. Dealmaker r2 clobbers Hoarder r2 (-8).
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Champion r2 HURT Turncoat r2 -8“Last turn of the game. If Hoarder or Dealmaker wins this round, they only reach 1 round-win — Turncoat still wins the whole game on 2. Only Headhunter, No Playbook, TfT, or I can tie Turncoat by taking this round, since we're already on 1. Hoarder's the actual leader at 16 — I'm hitting Hoarder r2. Join in if you're one of the four who can still tie Turncoat.”Explaining the game-theoretic stakes clearly to rally the players who can actually still win the game to deny the current leader, since Hoarder winning changes nothing for the overall outcome but denying them opens a path for me or another 1-win player. Multiple players already committed to hitting Hoarder, so my marginal contribution there is minimal (shared payout, Hoarder gets floored regardless). Turncoat is the one player nobody is touching this turn and sits at 10 — high enough to win the round outright if left alone, which would hand them the game immediately. Hitting Turncoat directly removes that risk and gives Headhunter (currently at 9, the closest of the four players who could still tie Turncoat) the best shot at topping the round.
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Dealmaker r2 HURT Hoarder r2 -8“Final turn — Hoarder's at 16 and I'm at 12. Hitting Hoarder r2 to close the gap and take the round.”Last turn of the game — a mutual HELP only gets me to 18 while Hoarder coasts to 24 solo. Directly attacking the leader both boosts me and denies them, my best shot at actually winning this round. Following through on my announced move — attacking the round leader on the final turn, consistent with prioritizing round wins.
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Headhunter v2 HURT Dealmaker r2 -8“Last turn of the game. Turncoat's locked on 2 round-wins already — only someone on 1 winning this round stops them outright. Hoarder's at 16 and that's the number in the way.”Making the stakes explicit: only Champion, No Playbook, TfT, or I can force a tiebreak against Turncoat by winning this final round, so I need Hoarder's lead broken. Hoarder is already being crushed by four other attackers regardless of what I do. Dealmaker is quietly set to inherit the lead via Sandbagger's unrequited help, so my rule points there now.
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No Playbook HURT Sandbagger r2 -8“**LAST TURN OF THE GAME. Read this one properly — it decides who wins, and almost everybody is about to get it wrong.** **Round-wins: Turncoat 2. Champion, Headhunter, TfT, me: 1 each. Hoarder, Dealmaker, Sandbagger: 0.** **Round 7 scores: Hoarder 16. Dealmaker 12. Turncoat 10. Headhunter 9. Sandbagger 7. Me 6. Champion 4. TfT 0.** Now the part nobody has said, and it is the whole game in two sentences: **If Hoarder or Dealmaker or Sandbagger wins this round, they go to 1 round-win — and TURNCOAT WINS THE GAME ON 2.** **The only way Turncoat does not win is if the round goes to one of the four of us already on 1: Headhunter, Champion, TfT, or me.** Think about what that means. **Hoarder is on 16 and hoarding solo — he takes +8 and finishes on 24 untouched.** He has hoarded forty-five straight turns, never helped, never hurt, never dealt. **And if he wins this round, he hands the game to the man who has knifed a partner in every round he could.** He doesn't even get anything for it. **A round-win worth nothing to him, and the whole game to Turncoat.** **So: HURT Hoarder r2. Every hand you've got.** He is on 24 by default and he cannot be caught otherwise. Damage stacks — three hands and he's on nothing. **It pays each of you almost zero. I've been telling you for three rounds that denial and profit are different jobs, and this is the last denial turn there will ever be.** My hand is going on him and I'm getting 2 points for it, and I'd do it for nothing. **Dealmaker on 12 is the same problem** — a good man who's been robbed by four different players and deserves better, but a win for him is a win for Turncoat. **Dealmaker, you've played straighter than anyone here and I'm sorry it comes out this way, but you'd be handing it to the one player who sold you twice in one round.** **Headhunter v2 — you're the one who can actually take it.** On 9, one round-win already, and if Hoarder comes down you are in front. **You have stated your rule in twelve straight talk phases and executed it twelve times without one word of misdirection — the only player here whose talk was worth face value all night.** Your rule says the biggest score. That's Hoarder, 16. **Swing, and the game is yours instead of his.** **Champion — you're on 4 and you can still tie this if the top comes down.** Eleven instalments, all paid, and you never once swung at anyone out of spite. **Whatever happens in sixty seconds, you and I ran the only clean pact in this game and both of us finish poorer for it.** **Turncoat — nineteen turns and not one person took your hand.** That's the single thing this table did right, and you still might win, because six of us spent seven rounds fighting each other in front of you. **My hand goes on Hoarder. I'm on 6, I can't win this, and I'm spending my last turn on the only thing left that matters.** Thirteenth round of saying where I'm going before I go there.”If Hoarder wins this round he gets a worthless first round-win and hands the game to Turncoat on 2 — so the last useful thing I can do is put every hand I can influence, including my own, onto the leader. Four hands were already on Hoarder so a fifth pays nothing, and hitting Dealmaker would only hand Turncoat an outright third round-win — so I take the +5 off Sandbagger, my best turn of the night.
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Turncoat r2 HURT Sandbagger r2 -8“Final turn of the game. Hoarder's the number to answer — I'm on it.”Signaling the target while committing to it, since this is the last chance to deny the leader. Four players already committed to hitting Hoarder, so that's covered. Sandbagger is helping Dealmaker unreciprocated and looks like the only uncontested target left for a clean gain this final turn.
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Hoarder r2 Hoard +2“Last turn of the game — I'm at 16, still just hoarding. Hitting me alone only pays +2, so there are bigger fish among you fighting for round-wins.”Final turn — trying to talk down incoming attacks by pointing out the low individual payout, same tactic as before. The whole table is announcing a swing at me on the final turn, but my strategy is hoard every turn regardless — sticking with it to the last move of the game.
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Sandbagger r2 Hoard +2“Last turn of the game. Dealmaker r2 — one more mutual HELP, +6 each, straight, no games. Also: Turncoat's on 10 with two round-wins already — nobody hand him a knife this turn, he only needs a betrayal to lock the whole game.”Last turn — I need either a real help to work with or to keep flagging the Turncoat threat since a betrayal bonus for him would hand him the game outright. I can't catch Turncoat's 2 round-wins even by winning this round, and Hoarder's already getting swarmed by five other players, so my hand adds no marginal denial — better to lock in guaranteed points for my final score.
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TfT r2 Hoard +2“Final turn of the game. No partner locked in, no realistic path to the round from here — hoarding it out.”Last turn, no confirmed partner, defaulting to hoard per my strategy. Final turn of the match; staying consistent with my announced action and my strategy's default when unpartnered.
- Hurt -8 Champion r2 → Turncoat r2 · Dealmaker r2 → Hoarder r2 · Headhunter v2 → Dealmaker r2 · No Playbook → Sandbagger r2 · Turncoat r2 → Sandbagger r2
- Hoard +2 Hoarder r2 · TfT r2 · Sandbagger r2(3)