MINDNIGHT

MINDNIGHT

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Introductory Guide to MINDNIGHT
By maxweil
This guide will tell general information about the game's structure, slang, and some strategy.
   
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VIDEO BREAKDOWN
**WATCH THIS VIDEO BEFORE READING THE REST OF THE GUIDE**


**WATCH THIS VIDEO BEFORE READING THE REST OF THE GUIDE**
Agent Strategy Basics
(There may be slang in this part of the guide, check out the Slang section for help with words/concepts)
Playing as an agent is hard. You are largely in the dark, and a lot of your work must be done through reading your fellow players, and making judgement calls.

Skipping
Your most powerful tool is your ability to skip rounds.

Every game has two or three rounds that require more players than others.
  • In 5 man games, there are three nodes that require three people.
  • In 6 man games, there are two nodes that require four.
  • In 7 man games, there are two nodes that require four.
  • In 8+ games, there are two nodes that require five.

If you are an agent, you should always refuse these missions unless you are on them. Mathematically, if you are not on those teams, then there is at least one hacker on that team.

You can also skip rounds that you propose, in order to test for hacker support.

Skipping to the hammer on the first round is also recommended, as it's common for hackers to support other hackers in low-risk rounds.

**WHY YOU SHOULD SKIP ROUND 1**
http://agreeordie.com/resistance-mission-1-metagame-analysis/
http://agreeordie.com/resistance-mission-1-metagame-analysis/

Please read this before complaining about people skipping round 1.
SKIPPING ROUND 1 IS THE MOST EFFICIENT WAY TO GATHER INTEL. IT IS LOW RISK, AND THERE IS NO DIFFERENCE IN HARM BETWEEN A HAMMER PICK AND AUTO-ACCEPTING ROUND 1.

Intel
As an Agent, you have two main sources of intel:

1) Votes.

Votes are important to pay attention to. Every vote (yes, even votes on round 1) give you some level of information about other players. Voting records help you keep track of who is supporting who. Since (in general) hackers want to vote up themselves and other hackers, it is possible to try and bait out support. Take this scenario:

You suspect John because he was in a failed mission.
John picks a team of himself, you, and George.
This round passes the vote with
John, George, Mitch in favor
You, Daniel against.

There's a lot to read into here. Mitch has effectively outed himself as one of two things, he's either a hacker, or a thrower. As discussed in voting, Mitch should never vote for a critical round that he's not in. Since he did vote for it, it proves that he's either not trying to win, or is supporting a hacker.

On the flip side, it makes sense for George to have voted for it, because we do want clean players to vote for themselves.

Keeping an open mind and reading votes is the easiest way to victory. Use your skips and take good notes.

2) Rounds

Rounds are the second most important piece of intel. It may seem easy, but since hacks are obfuscated, and everyone will declare themselves Agent, relying solely on rounds is not enough to win the game. Though it does tell you out of a limited selection that there is a spy, the fact that spies can bait means that most passed rounds give no information, and critical round fails give even less information.

The most important thing with rounds is that at best, you get a 50-50 on which person is a spy. That's a coin flip. But by taking into account voting records, you can nail down which person is most likely to become a spy.
Hacker Strategy Basics
The most important thing for hackers to understand is risk. Everything you say, every vote you make, every round you play in, involves a lot of risk. You never know when a vote could be a trap, or if it's the time for you to make your move and tank a round. You can't be sure if you and your partner are going to fail the same round and throw the game.

So what do you do? Reduce risk as much as possible.

Play like an Agent. In fact, forget you're even a hacker in the first place.
Typical Agent play folllows 3 stages:
  • Declaring: The player declares themselves an agent.
  • Reading: The player attempts to determine other players' roles.
  • Accusing: The player levies accusations.

Most hackers make the pitfall of simply declaring themselves Agent, and immediately skipping to accusations. This makes them look fishy and too "tryhard". A good Hacker will put themselves entirely in the shoes of an agent and do their best to play like an agent. Strong logic makes it much harder for a hacker to get pinned down, and increases the chance of them getting played in critical rounds.

Some simple tips to note:
  • Be wary of playing with your partner, consider trying to veto to clear suspicion from yourself.
  • Vetoing a hacked node looks very good, so if you're certain a round with your partner will pass, consider refusing it for brownie points.
  • Baiting rounds is extremely hard to pull off, in most cases you should never bait critical rounds.
Slang
Autoer: Someone who votes to approve every mission.
Bait: When a hacker secures a node instead of failing to remain hidden.
Clean: When a player is confirmed to not be a spy.
Critical Round: The rounds requiring the most players. ex. (4 player rounds in a 6 man game)
Hammer: The vote which must succeed or the hackers automatically win.
Info: See Intel
Intel: Information about the game, voting records, messages, etc.
Resistance: Agent
Sab: When a player vetoes their own proposal to bait out votes.
Skip: Refusing a vote to pass over a suspicious mission leader.
Spy: Hacker
Tank: (as in tank a round) to fail a round or vote
Traitor: Hacker
5 Comments
Krelman 23 Mar, 2020 @ 9:40pm 
bad guide:steamsad:
April 16 Feb, 2018 @ 9:25am 
Sadly skipping will be removed
Monsota 26 Jan, 2018 @ 3:46pm 
I'm watching the video, and suddenly Alex and Zelda at 0:49 scream about a round one fail.
Bilbino 22 Dec, 2017 @ 3:02pm 
Good stuff
Sherry Khanny 6 Aug, 2017 @ 12:13am 
Nice guide, I'll be sure to pawn u again, coppers! =^..^=