What also happened over the 60+ games was that players recognised patterns of behaviour from other players, such that if you were a GM you kinda knew what others would do.
Also there was the revenge factor: you killed me game 27 I haven't forgotten, now's my turn to get you. And then there was I know/guess Adagio's is the real killer (he always is) type of thinking, but I 'll kill you first.
Nothing to do with clues, just past experience.
Also there was the revenge factor: you killed me game 27 I haven't forgotten, now's my turn to get you. And then there was I know/guess Adagio's is the real killer (he always is) type of thinking, but I 'll kill you first.
Nothing to do with clues, just past experience.
), then actually bother to read the text and think again, submitting an altered selection at any time up to the deadline. This might deter those players who look for clues (among whom I include myself), hoping that other players will be convinced by their reasoning, but the "real" game doesn't have anything of the sort, and so secret voting is far more realistic.
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