Bookwyrm627: JMich got 5 for a wagon, 10 for a hammer, 16 for a dayvig (in case I needed to cut it in half for vigging a revived player), and 10 for a NK. He only had the one vig shot, though, so he needed to get a wagon going for the other player to go down, and you saw how that almost worked on Day 5.
16 points is silly easy. He just needed to wait for one of his victims to slip or be forced to reveal to save his life and live two days. The only way he doesn't win this scenario is if he is a very early kill or a very unlikely set of events takes his two targets out early. And he didn't need the 2nd kill at all. He met the win condition with the first kill as he had 24 points at that point.
And regardless of what you call a win condition (or the non-game stop condition). Trenton has 21 points after 3 days. 7 points a day. 2 for living and 5 for just reviving someone new.
Meanwhile, each guild team absolutely had to get both kills on their opposite numbers and had 4 people competing with them to hammer. If they lose one, their team almost had to get all three merc kills which is almost impossible.
Personally, I think the points system was rather imbalanced. I'm not really sure if it can be balanced. I think it takes a lot of the "team" out of the game.
And while I did focus on how to reach 20 points to meet the design, that was my goal, didn't care about any more. In fact it was impossible for mercs or most players or factions to match JMich and his 36 or worse Trenton with 7 points a day, where he could break 50 if the game stretched out.