SpyParty W… Editing Tells 0 You are not logged in. The rich text editor does not work with JavaScript switched off. Please either enable it in your browser options, or visit your preferences to switch to the old MediaWiki editor <p data-rte-fromparser="true">Tells are the manner in which a <a data-rte-meta="%7B%22type%22%3A%22internal%22%2C%22text%22%3A%22spy%22%2C%22link%22%3A%22spy%22%2C%22wasblank%22%3Atrue%2C%22noforce%22%3Atrue%2C%22wikitext%22%3A%22%5B%5Bspy%5D%5D%22%7D" data-rte-instance="555026-1739452168544571a427ee7" href="/wiki/Spy" title="Spy">spy</a> is differentiated from the other AI partygoers. A spy cannot complete their objectives without giving away some sort of signal to the <a data-rte-meta="%7B%22type%22%3A%22internal%22%2C%22text%22%3A%22sniper%22%2C%22link%22%3A%22sniper%22%2C%22wasblank%22%3Atrue%2C%22noforce%22%3Atrue%2C%22wikitext%22%3A%22%5B%5Bsniper%5D%5D%22%7D" data-rte-instance="555026-1739452168544571a427ee7" href="/wiki/Sniper" title="Sniper">sniper</a>; otherwise, a sniper would have no information to work with and SpyParty would be a game of random shooting. During the game, a spy seeks to minimize and manage their tells, while a sniper is constantly looking a partygoer exhibiting tells in order to highlight and eliminate the spy. </p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">There are three types of tells in SpyParty: hard, soft, and behavioral. </p> <h2>Hard Tells</h2> <p data-rte-fromparser="true">Hard tells are actions that only the spy does; if a sniper spots a partygoer exhibiting a hard tell, they can nearly be certain that the partygoer is a spy. Hard tells are the most obvious variety of tell in that they can be used to positively affirm that a partygoer is a spy. </p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">Some examples of hard tells are: </p> <ul><li>Some red <a data-rte-meta="%7B%22type%22%3A%22internal%22%2C%22text%22%3A%22action%20test%22%2C%22link%22%3A%22Action%20Test%22%2C%22wasblank%22%3Afalse%2C%22noforce%22%3Atrue%2C%22wikitext%22%3A%22%5B%5BAction%20Test%7Caction%20test%5D%5D%22%7D" data-rte-instance="555026-1739452168544571a427ee7" href="/wiki/Action_Test" title="Action Test">action test</a> animations </li><li>Aborted actions </li><li>The animation for removing microfilm from a book </li><li>Bugging the ambassador </li><li>Gulping a drink </li><li>Entering a <a data-rte-meta="%7B%22type%22%3A%22internal%22%2C%22text%22%3A%22bookcase%22%2C%22link%22%3A%22Transfer%20Microfilm%22%2C%22wasblank%22%3Afalse%2C%22noforce%22%3Atrue%2C%22wikitext%22%3A%22%5B%5BTransfer%20Microfilm%7Cbookcase%5D%5D%22%7D" data-rte-instance="555026-1739452168544571a427ee7" href="/wiki/Transfer_Microfilm" title="Transfer Microfilm">bookcase</a> or statue <a data-rte-meta="%7B%22type%22%3A%22internal%22%2C%22text%22%3A%22pad%22%2C%22link%22%3A%22pad%22%2C%22wasblank%22%3Atrue%2C%22noforce%22%3Atrue%2C%22wikitext%22%3A%22%5B%5Bpad%5D%5D%22%7D" data-rte-instance="555026-1739452168544571a427ee7" href="/wiki/Pad" title="Pad">pad</a> while holding a drink that has more than one sip left </li></ul> <h2 data-rte-empty-lines-before="1">Soft Tells</h2> <p data-rte-fromparser="true">Soft tells are actions that can be used to glean information about the identity of a spy, but don't directly give away a spy's identity. Frequently, soft tells are the result of a good <a data-rte-meta="%7B%22type%22%3A%22internal%22%2C%22text%22%3A%22action%20test%22%2C%22link%22%3A%22Action%20Test%22%2C%22wasblank%22%3Afalse%2C%22noforce%22%3Atrue%2C%22wikitext%22%3A%22%5B%5BAction%20Test%7Caction%20test%5D%5D%22%7D" data-rte-instance="555026-1739452168544571a427ee7" href="/wiki/Action_Test" title="Action Test">action test</a>, which replaces the hard tell inherent in many missions. </p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">Some examples of soft tells are: </p> <ul><li>Calling "banana bread" (all partygoers not in conversation during the call can be lowlighted) </li><li>Adding time to the game clock (all partygoers not at a window can be lowlighted) </li></ul> <p data-rte-fromparser="true"><br /> <!-- RTE::{"spaces":0,"type":"LINE_BREAK"} -->Soft tells can also be suspicious behaviors: actions or behavior that the AI <i>could</i> do, but a spy is more likely to do because of a perceived strategic advantage. </p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">Examples of these kind of soft tells include: </p> <ul><li>Rushing the bookshelf or statues at the start of the game </li><li>Picking up a statue in an obscured location </li></ul> <h2 data-rte-empty-lines-before="1">Behavioral Tells</h2> <p data-rte-fromparser="true">Behavioral tells are patterns that suggest the partygoer is a spy independent of their exhibited actions. Generally, these are not animations or signals coded into the game, but ways the player chooses to act that betray their identity as a spy because the AI does not generally act that way. </p><p data-rte-fromparser="true" data-rte-empty-lines-before="1">Some examples of behavioral tells are: </p> <ul><li>Spending excessive time at the statues for swapping/inspection (AI partygoers have a limited time at the statues) </li><li>Transferring the microfilm by moving the whole book (AI partygoers always return books to their proper bookcase) </li><li>Trying to carry a briefcase to the ambassador while ambassador is busy. </li><li>Quickly shuffling in and out of the same conversation. </li></ul> Loading editor Terminology Terminology Below are some commonly used wiki markup codes. Simply click on what you want to use and it will appear in the edit box above. 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