I will.
Here is what is interesting about this game. Bowser had all the good intel early on in the game. Maxi actually found a Flag (Khush) and Mario on days 0 and 1 investigations.
So he had some great intel to share with his team...however he didn't know who it was. ThePerm decided to shut Maxi and Pale taking out both of them, if Pale hadn't lost the vote.
Team Bowser had a great commanding lead, and 2 mistakes cost the game. 1 was a gunner accidentally targeting another Bowser gunner. The other was not saving GP, which I got intel about her being their flag late to the Team because of my trip to Houston for the Korean Consulate. However, everyone on that team was out for events anyway.
If GP had been saved, Team Mario could not have won. The odds were just too stacked against them.
Another interesting decision in this game that played a huge part of the game was my no death for not voting policy and the tie kills both players decision.
I decided early on, that if I allowed people to be wiped out for not voting, if somebody dropped out of the game it would cause a huge balance issue since it was basically two large teams going at it. I was afraid that if any team figured its members out quickly and gained a large enough lead that it would be impossible to overcome. So to avoid this issue the no kill policy for inactivity was formed.
As for ties I felt that the underdog should be able to pull a rally and eliminate players with a tie...possibly creating a large come back. Besides in this game allowing the people to have lived would have just meant making the game longer without real benefit or strategy.
Both my policies had huge impacts on the game development. I wish that Wario had a change to use his actions, or I had enough players for 2 Wario members.
What did you guys think of the balance of the game? What worked and what did not?