recursal/Fanatic-Fandom huggingface dataset:
Vigilante

> Each night, can visit and kill a target
>
>

> If both the Vigilante and the Mafia target the same player, the Vigilante will die along with their target
>
>

## Vigilante

### Choice

Night

The Vigilante (often abbreviated to Vig) is the most basic Killing role that can be given to the town. Each night, they may kill one player. This is a very powerful ability, and can single-handedly change the outcome of the game.

## Variations and Replacements

As Vigilante is an inherently swingy and powerful role, many hosts will prefer to use roles that either spread the power around, or have less possibility for kills. Sergeant is a role that is essentially a 1-use Vigilante. Arms Dealer can be used to have 2 kills per day still, but spread out among the players.

## Power

The Vigilante causing at most an extra kill nightly makes it a very swingy role, dependant on the player's skill. In theory, the Vigilante causes an extra town-aligned kill each day. In practice, a Vigilante may end up killing 5 town members over 5 nights.

The Vigilante is almost impossible to claim as a non-vigilante, because the vigilante can not only claim their kill at the start of the day to clear themselves, but they may also kill the person claiming Vigilante overnight.

Like other killing roles, the Vigilante can kill an extra player in MYLO to gain an extra kill aside from the condemn.

## Use

The best play as Vigilante is to kill players that either the majority of town directs you to kill, or players who will be policy-condemned otherwise. These players include confirmed mafia, disruptive players, players who are AFK or faking it, or players who are lurking. Like most killing roles, it is wise to ask a target to claim their role before shooting them, although this is more difficult in games where the Vig would like to stay hidden. It is also entirely OK to decide to kill nobody.

Bad play as the Vigilante will often have the loss of the game blamed on you. As such, it is important to kill targets that town will not hate you for killing.
Shrink the Cult

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98a1b12a1b93a1b44a3

Bolthus wrote a book on this! https://pastebin.com/mLXFfgLi

## Description

Shrink the Cult is a 6-player Mafia setup consisting of three Shrinks, one Doctor, one Cultist, and one Killer. It is theoretically a three-way battle between the town, the cult, and the Killer, but as the Killer is vulnerable to conversion by both the Cult and the Town, it is in practice a conversion-oriented but otherwise ordinary Mafia game.

## Play

Each role in the game has unique gameplay in both night and day

### Psychiatrist

During the night, attempt to block the cult's conversion, and convert the Killer to a villager.

During the day, you will attempt to scumhunt who might be Cult, and get them condemned while avoiding being condemned yourself. It is risk-free to out as Psych, since Killer will likely opt to help town and Cult is unlikely to get a conversion targeting you. Dying is not a great deal as there are two more Psychs, but being converted can help greatly to assure a Cult victory.

The optimal strategy as Psychiatrist to win with town is to target yourself with your ability, and only target the Killer when you think you have found them. If you wish to play better for yourself, it is beneficial to target others to make it so you can greatly help the Cult once converted.

### Cult

During night, you must correctly identify the town roles that will not be protected to convert them.

During the day, you must attempt to masquerade as a town member likely by claiming Psychiatrist, while trying to get the rest of them or your Cult underlings condemned. As the leader, your death causes the entire faction to die. Leverage information on who is converted or not to gain advantage. Never claim Cult.

### Doctor

During the night, you must try to identify who the killer will target, and whether or not they are worth saving. As the doctor, you are the most vulnerable role being immune to neither conversion nor kills.

It is wise to claim your role only after the Killer has pursued a town-aligned goal. If you are culted, you have the unique knowledge that the doctor is dead and may use this to provide a cult win or joint with the Killer.

As with the Psychs, you must scumhunt who the Cult is, and condemn them.

### Killer

Your role can decide the game. Despite the inherant power of a near-confirmed kill nightly, you are likely to end the game as either town or cult given 4/5 other players in the game can convert you. Winning as the Killer is rare, but winning after having been the killer is common

If you choose to play with the town, you may claim openly and scumhunt as normal, confident that a town member will convert you to Villager when the time comes. Admitting that you have been converted to Villager is less claimable, because the Cult will know that Psychs will be on you less.

The guide continues in the (slightly outdated) book by bolthus
Wishes & Boundaries

321a1b1661823768a1b1540004252a1b64942425a1b32a1b57a3

Wishes from Genie, Boundaries from Bishop and Bouncer

## Description

Solid action-packed setup that has considerable amount of information and requires good item plays to impact the game for both alignments.

###### Rate of skill (recommended) for this setup:

**4/10**

**4 ,** only needs the basic understanding of the roles and proper utilizing of wishes but also the scum-hunting mindset

## Optimal Play

### Town (Wish Interaction)

Use the wish to investigate unless you read someone being scum you could kill them.

Protecting with the wish is not viable since Bouncer could prevent people from visiting their night kill, so you can protect after only Bouncer has died

Bouncer role-blocks doesn't consume the wish, getting no results from your wish means that you have been role-blocked

DON'T announce if your wish has been role-blocked

Always out your investigative results after using wish.

### Mafia (Wish Interaction)

You could fake investigative results in exchange for town-cred and still keep the wish.

Use the wish for an extra kill unless you have to protect your fellow mafia teammate from a wish kill, keep in mind to not kill with the wish carelessly since the Genie could suspect that you're scum.

Have a gamesolver-like mindset to get more wishes B)

You cannot claim or cc the Genie, except for Bishop which is the only claimable role

### Bishop

A free of sin check is likely to be town unless mafia gambled and didn't do anything that night.

A sin of sloth is the Bouncer, using their power

A role-blocked check is either the Busboy or Bouncer's WIFOM

A sin of wrath is either Busboy or wish holder who killed, either way look at logs that hint of them having a wish the previous day.

A sin of wrath in night 1 is confirmed the Busboy.

### Genie

Observe how the people who you gave wishes to interacts with the wish and in the day, you could out anytime if you have a case on why they are scum.

There's a small chance of the wish being role-blocked so keep that in mind

### Bouncer

You should normally always sit on the Busboy to avoid them being checked or killed.

By targetting other people, you can totally mislead Bishop and ,deny wish visits plus, role-block wish distribution, its a high risk for a high reward.

Try to read who Bishop/Wish holders would wanna check, role-block said who's gonna be checked so they would suspect they'd be the Busboy, would still be a risky play.
The Flip Is A Lie

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### Code

Copy to clipboard 91a1b1555727200a2b11a1b59a1b1596337363a1b31a1b47a1b1595571568a1b57a4

91a1b1555727200a2b11a1b59a1b1596337363a1b31a1b47a1b1595571568a1b57a4

### Town Roles

Auditor, Bozoman (x2), Detective, Medic, Soloman, Villager (x4)

## Description

The Flip Is A Lie makes up for its townsided 10:3 ratio with many deceptive roles and WIFOM in every flip. The mafia team excels at making flips unreliable. Town's job is to use their limited resources to sort real from fake, before it is too late.

Diva, Impostor, and Tailor all have reasons to play differently, to counteract town roles. Impostor may want to appear as Diva or constantly changing roles, to appear as Bozoman. Tailor may want to suit a townie as their actual role, to confuse Auditor into thinking it could not possibly be real. Diva may want to investigate no one, to appear as simply Diva upon death.

## Optimal Play

Auditor in this setup plays the role of finding suits, and seeing if their reveal whether upon death or being condemned is true. This encourages Tailor to be less disruptive with their suit-giving.

Soloman's safest strategy is to go Medic, so that the mafia never know if they are truly able to go a PR claim. However, going Auditor has utility in making Tailor less likely to suit someone as their actual alignment.

If both auditor and detective check the same person, it can give a lot of information that neither role can gain alone.
Voltron

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> *If you get too worried about what could go wrong, you might miss a chance to do something great.*
>
>

## Voltron

### Code

Copy to clipboard 5a1b75a2b36a1b57a4

5a1b75a2b36a1b57a4

Simple scumhunt where PRs claim d1 and mafia wants to pierce BP vest

## Description

Both PRs just claim "PR" on day 1, and mafia shouldn't CC as it's easier to ML in the Villagers and attempt to hit BP at night to keep the ML pool open.

A Villager can be removed for daystart.

## Optimal play

### Bulletproof/Oracle

Claim on day 1 to lead town and prevent any later CCs.

### Mafia

Aim to ML Villagers, and kill in the PR pool at night, aiming for BP.

## Trivia

The setup originated on EpicMafia, but was one of the few setups ported over and played on Mafia.gg.
What a LOSER(S)

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69a1b1599572963a2b75a1b57a3b12a1

## Description

What a LOSER(S) is a small setup where associative tells can come from both alignments, which can be difficult to sort out without major consequences.

## Optimal Play

### Town-aligned

Roleswapping and allowing PRs to fakeclaim other roles is generally encouraged, and is often rewarded with an extra day to scumhunt, whether that be by a dead mafia or another day of survival for the losers.

#### Doctor

Visit who you feel is most likely to get attacked by the Mafia. If a Loser claims, ultimately it is your choice to figure out whether the Mafia will target them or find the other Loser in hiding.

#### Loser

Act indistinguishable from a villager, however if you are forced to claim, do so without outing your partner.

### Mafia-aligned

2 of the town PRs aren't easily claimable, and as a result it's easier to use other ways of making PRs out. You should focus on forcing power roles to claim in order to get the swiftest victory.

#### Mafia

You will most likely be the person to CC a Doctor claim, since if it was a fakeclaim, the Hooker will still be there to attempt to find and roleblock the real Doctor.

#### Hooker

Your role blocking ability's purpose is to shut down the Doctor.

## Trivia

* The setup originally consisted of 1 Bodyguard, 2 Loser, 3 Villager, 1 Brainwasher, 1 Mafia.
Tailor's Apprentice

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### Code

Copy to clipboard 12a1b75a1b32a1b1573101280a1b1558240320a1b1595571568a1b1587533794a1b57a3b1596420536a1

12a1b75a1b32a1b1573101280a1b1558240320a1b1595571568a1b1587533794a1b57a3b1596420536a1

A setup where suits lead to bold scumreading

### Town Roles

Bruiser, Doctor, Miller, Party Host, Surveyor, Villager (x3)

## Description

Tailor can manipulate role reveals to their advantage. Town must make accurate scumreads while sifting through false reveals.

## Town

### Doctor

Buy the Surveyor time! Do not protect anyone during a party.

### Party Host

Claim before hosting a party! Host a party the day it hits MYLO. Mafia is unable to kill during parties which provides town with an extra chance to condemn.

### Surveyor

If the Party Host is alive, refrain from surveying before the party. Out the results of the survey when it's received.

## Mafia

### Tailor

Suits should be used wisely to confuse town. Use suits to gain legitimacy for mafia. Suiting the Night 1 kill hides the player's role without giving them a chance to claim or soft. Don't waste a suit on Basic Mafia.

### Understudy

Your goal is to survive long enough to take the role of Tailor. Don't be too afraid to bus!

## Trivia

* The setup was named by pabo\_jeon. Its name is in reference to the Understudy's ability to take the role of Tailor.
Marty McFly

## Martin Seamus McFly Sr.

* 1985
* 2015
* 1885

### Aliases

Marty McFly
Marty
Mart
Calvin Kline
Dad
Clint Eastwood
Future Boy
McFly
Butthead

### Relatives

George McFly (father)
Lorraine Baines-McFly (mother)
Dave McFly (brother)
Linda McFly (sister)
William McFly (great, great-grandfather)
Seamus McFly (great, great, great-grandfather)
Maggie McFly (great, great, great-grandmother)
Biff Tannan (step-father, 1985-B)

## Biographical information

### Marital status

Married to Jennifer Parker (sometime after 1990)
Look Up To Your Elders

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### Code

Copy to clipboard 19a2b8a1b1597889202a1b18a1b66a1b70a1b1556390101a1b1596417444a1b57a1

19a2b8a1b1597889202a1b18a1b66a1b70a1b1556390101a1b1596417444a1b57a1

An item heavy game where the town is trying to test confirm through shooting the elders.

### Town Roles

Arms Dealer (x2), Blade Master (x1), Electrician, Grandma, Patsy, Villager

## Description

In this setup, the items are flowing freely and the villagers have to be patient and not just start shooting and stabbing everyone. Use the elders to confirm item-givers while mafia try to get the townies to murder each other.

## Play Options

It's the town's best interest to reveal Grandma early. It can be good for the Grandpa to claim Grandma.

On N1, the thief can attempt to get a gun from the patsy or roll the dice on not picking the grandma.

Magician can claim arms dealer by imitating Grandpa (or even another person...for at least one round).
There's a New Sheriff in Town

43a1b7a1b1a1b73a1b69a1b75a1b32a1b57a3

## Description

10-player setup with a gunned town. Sheriff tries to decide which cop claim is real and shoot accordingly. Cop's reports are not reliable due to miller and fixer being present. Hooker makes town's life hard by restricting Armorer and Cop actions.

## Play

On day 1, Sheriff outs to get vest from armorer the following night. Town then NC's for cop to get information. Shooting day 1 is not recommended as it is highly likely to kill a town and lose the single mis-condemn town has.

Night 1. Armorer goes on sheriff, Cop checks random player, Fixer fixes hooker, hooker tries to hook cop or armorer

Day 2. Cop outs with full report, mafia cc's cop. Sheriff can either shoot in cop claims or in cop reports. Usually if one cop has a SIDED report, it is optimal to shoot test that report to confirm a cop claim.

If cop is alive by night 2, armorer goes on cop. Mafia hooks cop and tries to find&kill armorer

Mafia's main win condition consists in keeping hooker alive as alive hooker can always block cop

## Counter claims

Basic mafia always cc's cop claim. Leaving cop un-cc'ed increases chances of hooker being shot/condemned leading in auto-loss for mafia

Hooker can cc armorer if needed
StimiLant

## Bio

```

 Example User picture

 ### Name

 Satoshi

 ### Date Joined

 Month DDth, YYYY

 ### Time Zone

 UTC (0:00)

```

StimiLant is a very coasty and quiet player. Many players on mafia.gg will miss condemn him and try to irl him in games to see if he is actually playing that particular game that he is in. He is well known for his hilarious and epic throws as town.

## Accomplishments

greatest achievment is defeating jrmiah in final 3 and also losing to jrmiah in final 3 as well.
Talisman of Truth Comprehension

## Basic

A Talisman used to increase Breakthrough chance

## Uses

Useful during a tough breakthrough. ie: early game, or later during Primordial Spirit, with low Tier Core cultivators.

## Obtainment

Learned from Jade Letters of the Three Caves

## Perfect Talisman

* T2 = +24%
* T4 = +36%
* T6 = +48%
* T12 = +84%
* T15 = +102%

## Pattern

A guy in a floatie, fuming. Because he's just comprehended the truth that someone peed in the pool. The kids find it funny though.
Small Vengeful

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*Resentment is like drinking poison and waiting for the other person to die.*

75a1b20a1b106a1

Very fast games

## Description

A setup that is either a simplistic CC-war or WIFOM-heavy madness depending on the players. The town win if the Mafia is ever killed, and the Mafia wins if the Traitor is ever killed. The Hunter, if condemned, may shoot the Mafia to win.

## Play

Given that the Hunter has to shoot correctly to win upon being condemned, the Mafia may attempt to fakeclaim Traitor, appearing to want to be condemned. The Hunter might catch onto this, and hammer the Mafia, if the Traitor was believing that the fakeclaiming Mafia was Hunter about to shoot incorrectly, and so on...

...Or it could just be a Mafia choosing between a Traitor and a Hunter to condemn, with a 50% chance to win.
Sweet Dreams

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75a1b57a2b28a1b13a1b45a2b87a1

"If you play announcer in other comps you're bad and should feel bad. However this setup owns."

### Town Roles

Announcer, Seer, Sleepwalker (x2), Villager (x2)

## Description

Sweet dreams is a short, somewhat random scumhunter. The two power roles are able to section off players into different levels of suspicion, but the Announcer is unaware of their role, and the Seer receives vague results and sometimes no results at all. As such, players have to find the mafia mostly through discussion.

Only one miscondemn is available to town, and they must condemn correctly twice.

## Play

### Town

The Seer and Announcer can provide public information to have it known that at least one of three players are mafia. This information is vital to condemn correctly.

The Sleepwalker is able to visit randomly each night, and the Tagger will likely be visiting to find roles and pose as it. The Announcer can tell between these roles and the Villager/Mafia upon being visited. If the Announcer is killed, a mafia member is outed.

### Mafia

The Tagger exists to provide information to the Mafia about who is what role, and is able to block an outed seer from receiving results. It is important to find the Announcer with the Tagger, as to not kill it and be outed.

Otherwise, the setup plays very much as normal.

## Trivia

This setup is reportedly the only reason Announcer is in the engine.
Tracker

> Each night, can track a player through the night, seeing who they visit
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> Sees solo-visits as well as party visits
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>

The Tracker is a Town investigative that can see who a player targets in the night phase (but not what action the player performed). The Tracker can find members of the Mafia if they find that they visited the night kill. Tracker can also find Power Roles, if they find their target visited a player.

## Mechanics

At night, the Tracker chooses a target to investigate. If the target visits a player during the night, a system message would state who the target visited. If the target did not visit anyone, a system message would say the target visited no one.

If the Tracker is roleblocked by Hooker or other roleblocking roles, the system message would be withheld, instead of stating the target visited no one.

## Use & Power

The Tracker is a weaker investigative than Cop. A Cop can determine whether someone is Mafia-aligned, but a Tracker can only tell if someone visited the night kill. This opens up some possibilities for error; for example, a power role might coincidentally visit the night kill when tracked. If Busboy is in the setup, tracking a member of the mafia before Busboy dies would be ineffective. A Tracker would not see a Ninja performing a night kill and would receive a "did not visit anyone" message. Including Sleepwalker hinders the ability of Tracker to find power roles, as Sleepwalkers randomly visit.
Suspect Governor

> Once per game, may overturn the condemning vote and choose a new player to condemn instead
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> If they condemn a Mafia-aligned player, the Suspect Governor’s power renews
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> If they condemn a Town-aligned player, the Suspect Governor also dies
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> If they condemn a Third-party player, the Suspect Governor neither dies nor renews their power
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## Suspect Governor

### Choice

Post-Lynch

Suspect Governor is a swingy role that can help in cases where there was a rushed/otherwise disagreeable condemnation, but they have to be correct otherwise they will die.

## Trivia

* Suspect Governor brought the concept of Suspect Fruit Vendor
Zombies

57a2b1558372324a1b1572486115a2

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## Description

Zombies is a small setup with basic scum reading as the focus. Different variations include replacing one Martyr for a Dog. Host should always pick No Deck to add some info for town to vote for in the late-game.

## Play

Scenario 1: NC

Town should either NC for info to see what the zombie picks for info since No Deck gives more of a read than an actual Deck or RC and scumread. While suggesting NC seems a bit suspicious because Zombie just wants to survive another day, it is always an option. NC should be done **twice** in order to make a F3 scenario if still unsure in D2. However RC is usually always the play made by town.

Scenario 2: MC

Villager Died : The chances that the last Villager was converted into F3 are 33%. The F3 might be: 2 Martyr's vs 1 Zombie is 33% or 1&1 vs 1 Zombie. You have a 66% chance of being Martyr. Villagers can risk self-voting to not only get a chance to kill the Zombie if hammered, they can also prove their innocence for self-voting because rarely will Zombie make that play.

Martyr Died : Martyr has 1/4 chance of getting the Zombie so the optimal play should be to NK to lead into a F3. However this means that the remaining town have a low probability of having a Martyr on the team so they should try scum reading instead of trying to make a self vote sacrificial play because the odds of you being Martyr are 33%.

## Reads

Once you've played several games with the same people. You will be able to read whether someone votes the person that sussed them, a coaster, etc.
Slumming

Slumming: a playstyle described by bizarre plays, including counter-claiming power roles, tunneling 3 people all game no matter their role, and overall being borderline anti-town, while still making the game interesting and compelling without meaningly throwing.

The playstyle was coined by Slumboi, a player notorious for making anti-town plays that are somehow extremely endearing. Use this playstyle if nothing is going on in the game, you have a hard scumread, or if you just want to protect power-roles from being killed. Slumming is a gamble, and the results can be extremely rewarding.
Janitorial Strategy

This is a strategy for MAFIA. If you are town this does not apply to you. The strategy depends on if you clean Cop N1.

## Janitor

Your job (if your fixer agrees to it) is to claim Cop immediately if you cleaned cop, and say your Fixer is sided. This will gain a bit of trust in the town. Then say you investigated your basic Mafia and claim they are NS. This makes your life easier.

## Fixer

Basically you die N1. Your job is to make your Janitor look credible.

### Mafia

Your job is to play as normal. Your Janitor will clear you, and you cruise through. Now if the Janitor gets revealed, your in hot water. Try your best to defend yourself if this happens.

also pray that you do not hit doctor, because your outed at that point. ;)

wee woo wee woo
Tax Law

This setup is semi-nightless (before the conversion of Associate) and rather vanilla. It places the emphasis on dayplay rather than nightplay and PR actions. Tax Collector allows Mafia to gain kill power.

## Tax Law

### Code

Copy to clipboard 1596416878a2b1611988621a9b201a1b57a1

1596416878a2b1611988621a9b201a1b57a1

## Optimal Play

### Town

Town will want to claim when they get converted to narrow down the possible Tax Collectors (though Tax Collector can no-tax and claim taxed). Town should be wary of people randomly defending them too hard; this might be associates knowing they aren't a Stooge, and protecting them since scum is not likely to bus in Nightless. You can try to bait Tax Collector into targeting you or fellow town to avoid mafia gaining kill power.

### Tax Collector

You should tax your scum reads to increase the chances that mafia gain kill power. Try to avoid taxing town as players will claim converted and that will help narrow you down as the Tax Collector.

Tax Collector is effectively non-meeting mafia here rather than a true third-party.

### Mafia

You have the knowledge of Stooge and see 4 players that are either Villager, Tax Collector or your scum partner. You should avoid bussing in this setup. You should consider not killing as soon as you are converted (since it draws attention to everyone that has claimed converted, especially the most recent conversion. After you gain kill power, you should nightkill Stooge if at all so you don’t risk killing Tax Collector.
Tic-Tac-Toe

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## Description

Semi-open, day start setup where PR's are place in a grid, and one of the 8 lines are chosen at random. The PR's, can get some idea of the setup, but 2 are needed to know the 3rd.

Setup:

Town: Villager x6; Unknown Pr x3 (Cop, Guardian, Tracker, Armorer, Nurse, Lazy Tracker, Drunk, Detective, Medic)

Mafia: Unknown Mafia x3 (Godfather, Strongman, Janitor, Ninja, or Tailor)

## Optimal play

PR: Keep an eye out for PR claims outside of your lines. If you are Nurse, there cannot be a detective. If you are Guardian, there cannot be a Drunk.

Villager: It is safer than normal to fake claim to trick mafia; however, try not to get the actual PRs to claim. Remember, your survival is still important.

Mafia: Use your PRs, to narrow down what town PRs there are and what to claim. If there is Janitor, Strongman, Godfather, then the 3 town PRs are Cop, Nurse, & Medic.

## Possible Setups

6x Villager, Medic, Lazy Tracker, Tracker

Janitor, 2x Ninja

\_\_\_\_\_\_\_\_\_\_

6x Villager, Detective, Cop, Guardian

Janitor, Tailor, Godfather

\_\_\_\_\_\_\_\_\_\_

 6x Villager, Drunk, Armorer, Nurse

Janitor, 2x Strongman

\_\_\_\_\_\_\_\_\_\_

 6x Villager, Medic, Detective, Drunk

2x Janitor, Tailor

\_\_\_\_\_\_\_\_\_\_

 6x Villager, Lazy Tracker, Cop, Armorer

Ninja, Godfather, Strongman

\_\_\_\_\_\_\_\_\_\_

 6x Villager, Tracker, Guardian, Nurse

Janitor, Ninja, Strongman

\_\_\_\_\_\_\_\_\_\_

 6x Villager, Medic, Cop, Nurse

Janitor, Godfather, Strongman

\_\_\_\_\_\_\_\_\_\_

 6x Villager, Tracker, Cop, Drunk

Janitor, Godfather, Ninja
Stacked Court

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> *If anything would make the court look partisan, it would be that — one side saying, "When we're in power, we're going to enlarge the number of judges, so we would have more people who would vote the way we want them to."*
>
>

## Stacked Court

### Code

Copy to clipboard 57a4b1611988621a1b14a1b69a3b1609898885a1b1568391955a1

57a4b1611988621a1b14a1b69a3b1609898885a1b1568391955a1

Mafia cannot kill early.

### Town Roles

Drunk, Prosecutor, Stooge, Villager (x4), Weaver

## Description

Town has the tools to mechanically lock mafia out of night chat and killing early. Prosecutor claims d1, Drunk goes on Prosecutor, Hookers try to find Drunk.

## Optimal play

Voting for prosecution doesn't impact whether Prosecutor's power gets refunded, but generally voting yes to maintain day parity is preferred.

### Drunk

Try not to be obvious, go on Prosecutor each night while Prosecutor's power hasn't been consumed, and avoid getting chosen for prosecution.

### Prosecutor

Claim at some point d1 to lead town (since you will be outted soon enough anyways), and make sure to use your power every day. As long as you are roleblocked, your power will not be consumed and be refunded whilst still preventing mafia from meeting at night.

### Weaver

Can give to a Drunk read in hopes of catching one or more Hookers, but has a chance to give to Stooge which will have zero benefit.

Can also give to Prosecutor so they learn who Drunk is.

### Villager/Stooge

Standard play, if you receive a Dreamcatcher then you should consider faking yourself as Drunk to catch a Hooker.

Stooge weakens the possibility of fakeclaiming.

### Mafia/Hooker

Mafia cannot meet at night to talk or night kill until Drunk is roleblocked, which will prevent Drunk from roleblocking Prosecutor and consume Prosecutor's power.

You can hint at search strategies during the day (or try to suggest them pre-game), or just go for your hard drunk read each night.

Be careful after the first night since Dreamcatcher may be active and catch you out.

***Never*** roleblock Prosecutor as they *want* to be roleblocked.

## Trivia

Based on an unintuitive (bug?) interaction between roleblocking and Prosecutor.
The President's Hitman

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75a1b40a1b10a1b106a2

*A man's got to do what a man's got to do*

Description

A setup that encourages WIFOM from both alignments while adding subtle signaling between rifleman and president.

# Town

Try to communicate and signal between the two of you if possible

President

Find the signals from your teammate and blending in will provide you a two person effort. Do not straight up claim because if your rifleman misses, the mafia can kill their traitor and you have the advantage.

Rifleman

Subtly communicate with your president. If you shoot early you have a less than 1/2 chance of winning. Try to eliminate some of the traitors to bring you to a 50-50.

# Scum

Traitor

Bait the shot from the rifleman as much as possible. Do not try to condemn early as it is unable to hammer purely with scum numbers.

Mafia

Blend into the traitors and avoid being shot at all costs, if rifleman shoots a traitor, vote No One and take your best shot on killing one of the villagers.
The Fortune of Mafia

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The war is decided by the gun wielder..

## Description

Tight setup where item signals should be held under scrutiny.

## Optimal Play

Town is in CYLO after Night 1 with no way to prevent as there are no protectives. Everybody claims, then the CC war begins. As Rifleman is impossible to counterclaim, they out D1 and decide on who is correct. Optimal strategy is to not vote until after the rifleman has shot, as a confirmed town calling the shots comes with less bias than everyone voting at once. Impostors can band together and pretend to get items from each other if they think it'll get them the win.
Pen & Sword

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> *The pen is mightier than the sword.*
>
>

1611085230a4b79a2b1572486115a4b66a1b1559001189a1b1611988621a1

Variant of Sword & Shield with a claimable and larger scum team

## Description

Variation of Sword & Shield with more complex interactions and a claimable. Stooge allows scum to prevent Grandpa from being confirmed scum on condemn.

## Optimal play

### **Guardian**

The only claimable role in the setup. Your power can be coordinated with a Witness to guarantee that there is Witness info to work with. In such a scenario it is usually worthwhile to claim your role and that you will protect the Witness recipient.

### **Villager**

There is now a Stooge in play which scum knows as a slot that does not have a post-condemn action in order to frame as Grandpa.

#### **Witness**

Consider faking Martyr at least initially. It is up to you whether you want to commit to the Martyr fake through the very end; doing so can be quite risky, so it's ill-advised.

Getting useful info out of your power isn't that easy since there is no true protective only only a Guardian at best.

### **Grandpa**

Similar to in Sword & Shield. However, on condemn could plausibly be Guardian or Stooge as this is no longer the only slot without a post-condemn action.

Grandpa will *not* know if they are shot or not.

If the town believes you were shot, you will need to convince town that the Martyr was a faking Witness, or a Paparazzo. To sell the former, one might need a scum partner to play the Witness recipient.
What the dog doing?

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what da dog doin?

## Description & Roles

### Description

A relatively short scum-hunting setup where whoever rolls the Dog has to correctly determine who is who and will ultimately decide who wins the game.

### Arms Dealer

The Arms Dealer will try to play it smart and make a play that the Counterfeiter cannot counterclaim. This is relatively hard to do since the optimal play for both sides is to just give out their respective gun to the Dog, but there are definitely options for the Arms Dealer to do (e.g. Not giving out a Gun). However, they also need to be careful to not lose the trust of their most vital tool, the Dog.

### Dog

The scum-hunter. Don't shoot the Arms Dealer!

### Counterfeiter

The Counterfeiter has only one possible option, and that is to counterclaim the Arms Dealer. They can do so in a number of ways; by giving out a Gun, by NOT giving out a Gun, or even doing one of the two previous options and claiming the opposite. However, they shouldn't be too risky. After all, their victory depends on the Dog's hands... or in this case, paws.

## Trivia

"this setup sucks"

- InnocentL
Wanderer

> Does not attend the Mafia night meeting at the start of the game
>
> Each night, may visit a player and check if they attend the Mafia night meeting
>
> If the player is attending, will join the meeting for the rest of the game
>
> If the player is not attending (e.g. temporarily removed by Jailer) on the night the Wanderer visits, will not join the meeting
>
> If recruited by another faction, joining the Mafia night meeting will cause the Wanderer to be recruited back into the Mafia
>
>

## Wanderer

### Role Tags

Meeting, Night Power, Non-Meeting Mafia, Visits

**Wanderer**, is a non-meeting mafia-aligned role that plays very similarly to a Wannabe.

## Mechanics

Wanderer starts of as an Associate with the ability to visit a player each night; they do not attend the mafia night meeting. If the Wanderer ever visits a meeting mafia, however, they will attend the mafia night meeting for the rest of the game. They will also lose their ability to visit players.

If a Wanderer visits a non-meeting mafia, it will NOT enable them to attend the night meeting for the rest of the game. However, if a Wanderer visits a converted Consigliere or another Wanderer who is currently attending the night meeting, the Wanderer in question will start to attend the meeting as well.

If a Wanderer visits a meeting mafia that is not currently attending the night meeting, it will not count as having visited a meeting mafia member. For instance, this can happen if a player is currently jailed, or if players have been brought to the Party Host or Prosecutor's night meeting.

## Interactions

* If a Wanderer visits a player on the same night that they are converted to a meeting mafia, the Wanderer will NOT join the meeting.
	+ This includes players who get converted by Yakuza and Defectors that choose to convert to Mafia.

## In Setups

Many consider Associate to be not fun to play as, so Wanderer can be used as an alternative. Additionally, Wanderer can prevent scenarios where the last mafia alive is nonmeeting and unable to kill (if it manages to successfully visit a meeting mafia).

Gossip can be used to prevent signalling to Wanderer, since it takes mafia members out of their meeting. However, this will reveal the Gossip's identity to the mafia. Patroller and Trapper could be used as less risky alternatives.

## Gameplay

Wanderer technically functions as a stronger Wannabe. Wannabe learns if players are sided with the mafia or not. If a Wanderer visits a player, and does not attend the mafia night meeting the next night, the player can be considered as "not sided." Thus, Wanderer can learn which players are guaranteed to be town, and are safe miscondemns. (Wannabe is also fooled by Suspect and Miller, while Wanderer is not.)

## Trivia

* Unlike Consigliere, Wanderer does not convert to a basic Mafia once it starts joining the meeting.
Wroometh

## Bio

Tanaka from Tanaka-kun is always listless

I like kittens, videogames, and Mafia. I'm an epic gamer who games. Also big anime fan (in case anime pfp didn't give it away)

## Accomplishments

I'm one of the major contributors to this wiki.

## Favorite Setups

I don't really know, but I usually like whatever is hosted. I'm not a fan of games over 16 people because chat typically goes too fast there and I get sussed for coasting when I'm just reading
WeBern

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### Code

Copy to clipboard 14a1b1625356264a1b1572486115a1b35a1b1573568724a1b47a1b1611988621a1b1587533794a3b57a7

14a1b1625356264a1b1572486115a1b35a1b1573568724a1b47a1b1611988621a1b1587533794a3b57a7

haha fire funny

### Town Roles

Drunk, Extrovert, Martyr, Nurse, Soloman, Stooge, Villager (x7)

## Description

If mafia successfully busses Pyromaniac, it can wreak havoc throughout town. Town must hunt down Understudies without catching the Pyromaniac in the crossfire.

## Optimal play

### Drunk

You can visit Pyromaniac to prevent people from being doused. When the original Pyromaniac dies, you can visit an Understudy to halt their conversion.

### Extrovert

A visit indicates either mafia or a power role. Be cautious when naming your visitors to avoid outting Drunk/Nurse.

### Nurse

You can either play as a normal protector role or as Drunk.

### Soloman

Disguise as another power role to trick mafia.

### Pyromaniac

Be prepared to be bussed! Remember, it's for the good of your team. If town suspects that you are the Pyromaniac, they may refrain from voting you immediately.

### Understudy

Bussing the Pyromaniac provides more kill-power for mafia. An inconspicuous Pyromaniac bus will draw less attention to you and your teammate(s).

## Variation

The setup can be hosted with a Linchpin in place of an Understudy.

## Trivia

* This setup was named after iBern.
* The gimmick of this setup is similar to Assassin Exists to be Bussed.
Tagger

> Each night, can visit and learn the role of a target
>
>

## Description

The Tagger is a mafia-aligned role that can investigate a player's role each night. Its primary function is to identify town members to either kill at night or attempt to condemn during the day.

## Use & Power

In a setup, the Tagger can help slightly against an investigative or protective, as these roles can be found and killed at night, before they are able to claim. Its main use in finding town members to kill or avoid killing at night can be generally applied to any setup where the mafia could use such info, such as with Bomb or with Announcer. The Tagger is simply a slight buff to the mafia faction, as it does not inherently prevent any town strategies.

In gameplay, the Tagger is somewhat important for the mafia faction to keep alive, as they can better direct their night kills with it. When the tagger fails to find a power role, the information is still useful in knowing a person for the mafia members to attempt to condemn who cannot claim a role to get pressure off of them.
Black Bow

A **Black Bow** is an item.

## How to Obtain

A **Black Bow** can be obtained very rarely during Pet Activities from Annabellastasia in Project-E. Pets must be Behatted to receive a **Black Bow** from Annabellastasia.

A **Black Bow** can be purchased from the Museum Gift Shop for 350 Museum Favor. This trade is available in the Ribbon Bow section once it has been unlocked.

**Black Bows** purchased with Museum Favor will be account-bound and cannot be sold to other players.
TeaThistle

## Bio

```

 ### Name

 TeaThistle

 ### Date Joined

 April, 2019

 ### Time Zone

 PST

```

I do art in the Pacific-Northwest.

## Favorite Roles

Town: Lamb, Suspect Mind, Bodyguard

Mafia: Godfather, Freezer, Pyromaniac

## Favorite Setups

Simple Mafia, Scumtales, Mythic Mafia

On occasion, will host games in the "Tea Room" (usually full of Lambs and Guns for the laugh).
Talking on borrowed time

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> You are bleeding...
>
>

## Description

A scumhunting-based setup where Phantoms and Revenants survive longer on borrowed time while Paparazzo and Sweeper borrow the talking points of town as a whole.

Villagers are replaced with Revenant to create interesting situations where people killed at night can live and give reads for longer. The average town has a lot of power from this, and can contribute much more than they might think.

Medic, Parity Cop, and Phantom are all at risk of dying to Hitman when outing, making it nonviable to out as PC for medic protection.

Paparazzo's reveal can be taken advantage of both by Hitman and by the night-kill to kill PRs before they reveal

Parity Cop is relatively weak in this setup due to the extra Hitman kill and only getting information by the start of day 3. However, a Parity Cop that survives long enough to get several checks can take over the game, as there are no roles that fool it.

## Optimal Play

Phantom should always be trying to hit mafia members with their kill-redirecting ability. Hitting a weak town member like Revenant is better than the Phantom dying. Surviving is also important, as phantom is very strong in lategame with only 1 mafia remaining. After hitman dies, it could be worth claiming early to be nearly unkillable in lategame.

Revenant should always claim to be bleeding the day they are shot. They can then act as a confirmed townie for the day, and give dying reads. This is strong as it allows a townie with good reads to stay alive longer and push their susses, instead of being quickly shut down by the mafia.

Sweeper's optimal play is to sweep either mafia or a pr to create as much uncertainty as possible but any sweep, especially in the early game, creates a lot of fuzziness and uncertainty to the ratio of town/mafia as there is a limited amount of information in the early game.

Hitman has a very difficult position where they are trying to kill phantom or parity cop. If neither of these roles die early, they become very powerful in the late game due to parity cop having no false checks and phantom being a very risky night kill at any time in the game. Hitman cannot freely shoot in cylo to end the game, as hitting a revenant will cause them to bleed instead of instantly dying. It is best to shoot at the end of the day if Hitman wants to end the game.
Suspect Fruit Vendor (Setup)

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Suspect Fruit Vendor is a setup that simulates the concept role "Suspect Fruit Vendor."

### Town Roles

Bullet Proof, Fruit Vendor, Sherriff, Villager (x7)

### Non-Default Settings

Informed Daystart. Extra Rules: 1. Interceptor and Trancer must target each other; 2. Fruit Vendor cannot use if Interceptor or Trancer die.

## Description

Suspect Fruit Vendor is an extraneous-rules setup where Fruit Vendor turns into a weak investigative. It's based off of the role Suspect Fruit Vendor. To do so the players have to agree to follow these 2 rules:

1. Interceptor and Trancer must target each other.
2. Fruit Vendor cannot use if Interceptor or Trancer die.

As such, the fruit vendor will die if they ever give a fruit to a mafia member.

## Optimal play

Bulletproof

Bulletproof should play like normal and try to bait the mafia night kill. The Bulletproof should claim if they are about to be condemned.

Fruit Vendor

Fruit Vendor should try to play like Suspect Fruit Vendor and use to somewhat confirm town reads. They should avoid announcing who they visit because they will just be killed by the mafia. If they survive after visiting someone, that player will be confirmed not Interceptor or Trancer.

Sheriff

Sheriff should only use to make up for a Fruit Vendor death, gain an extra kill power for town if Bulletproof is hit, or to resolve a CC, otherwise they're using a condemn for a solo choice, which can deprive town of info.

Interceptor/Trancer

In this setup Interceptor and Trancer function as basic mafia, but with a special ability of deactivating Fruit Vendor upon death.

Klutz

Klutz functions similar to Godfather and should try to avoid being condemned first as it will not only not disable Fruit Vendor, it will make the information from Fruit Vendor absolute.
WANG19

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### Code

Copy to clipboard 28a1b1540004252a1b7a1b1625356264a1b80a1b17a1b1538276587a1b69a1b31a1b32a1b33a1b45a2b57a5b1624739756a1

28a1b1540004252a1b7a1b1625356264a1b80a1b17a1b1538276587a1b69a1b31a1b32a1b33a1b45a2b57a5b1624739756a1

Basic20 with a ✨twist✨

### Town Roles

Announcer, Cop, Extrovert, Governor, Medic, Miller, Naive Cop, Sleepwalker (x2), Villager (x5)

### Mafia Roles

Busboy, Freezer, Hitman, Hooker, Wanderer

## Description

This set up is relatively basic with five claimable PRs, however, both Cops won't know who is real and who is Naive until one of them receives a "sided" check. Both Cops and the Medic are able to find the Announcer and appear as a visitor to the Extrovert.

The mafia team have two visiting members: Hooker and Wanderer, and two Sleepwalkers means that Announcer visitors are ambiguous in terms of alignment but can be deduced as people die off.

Wanderer does not start off as a meeting mafia so the mafia should try and soft to the Wanderer to get them to visit them during the night. Typically non-meeting mafia have less scum associative tells which makes them a threat in the endgame, but not if they cannot meet with the other mafia and have the ability to kill.

Busboy exists to be the scapegoat if the Mafia team kill Announcer, and Town has a Miller so if Miller is condemned, there is a 50/50 chance it's the Busboy.

In this set up, the Cop is less OP as there is a Naive Cop as well, but once the real Cop identifies himself if the Hitman has a gun he should shoot them. Other good shots include the Announcer (if outed), the Medic, or shooting someone for WIFOM. It's your gun, your choice! (Maybe don't shoot a Mafia member)

Hooker can go around hooking Power Roles but may expose themselves if they visit the Announcer or Extrovert.

Governor can overrule a vote, especially if Freezer has used. Freezer can try and wait until Governor has already wasted or use their freeze on a Mafia member to WIFOM the Governor.

## Trivia

* This set up is called WANG19 because it has a role that incorporates every WANG letter (Wanderer, Announcer, Naive Cop, Governor)
* Probably the first popular pub setup to use Extrovert and was actually made because of Extrovert demand