*wipes froth from moustache*
Ah! That was good. Now, where was I?
Oh yes. While we're discussing the laws decreed by our esteemed Mayor, there's another thing that occupied my mind during my morning labour:
Quote:
Originally Posted by Mayor Eönwë
And if that person is a wolf, then he or she will not be able to join his or her fellows, which will lead to less carnage in the Night.
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I take this to mean that if we happen to Guard a wolf, the beast will be prevented from any wolvish doings for the duration of that Night. For most of the time, that won't help us much, but it might be of interest in two situations:
- early on, while there are still four wolves around; if one of them is Guarded and can't join the pack, there will be only three wolves doing any Nightly wolfing, hence - if I understand Eönwë's words correctly - no double kill that Night;
- later on, if there's only one lone wolf left (provided we ever get that lucky), there'll be no Night-kill at all if he's Guarded.
Not quite sure how (or indeed if) we can use that to our advantage. I'm wondering whether it may affect the wolves' willingness to try a fake reveal if success means their Nightly forces will be weakened. To be sure, they'll gladly pay the price if it means the rest of the pack can take out the real Seer or Ranger, and it's certainly no option to waste our Guard on a likely wolf-suspect; on the other hand, it might come in handy when we have one or more suspects we want to prevent from doing any mischief just in case, while not having sufficient evidence to lynch them.
All this only as long as none of our gifteds has revealed, of course; in which case it's our duty to Guard
them.
But I admit, I haven't really thought this through completely. Just thought I'd bring it up for discussion - what do you think?
(x-ed with
Nog and everybody after him, need to digest)